Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Doctrine
Component: coastal_defence_fleet
Constructs: limit, set_technology, xp_cost, has_dlc, has_tech, refit_speed, equipment_bonus
Source: game
File: common/doctrines/subdoctrines/sea/navy_capital_subdoctrines.txt

Code:
coastal_defence_fleet = {
	track = capital_ships
	name = SUBDOCTRINE_COASTAL_DEFENCE
	description = SUBDOCTRINE_COASTAL_DEFENCE_DESC
	icon = GFX_doctrine_floating_fortress_medium
	xp_cost = 100
	xp_type = navy
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	ai_will_do = {

	}
	effect = {
		IF = {
			limit = {
				NOT = {
					has_tech = coastal_defense_ships
				}
			}
			set_technology = {
				coastal_defense_ships = 1
			}
		}
	}
	naval_supply_consumption_factor = -0.15
	navy_max_range_factor = -0.1
	rewards = {
		aging_navy = {
			modifier = {
				refit_speed = 0.15
			}
		}
		casemate_upgrades = {
			equipment_bonus = {
				ship_hull_cruiser_coastal_defense_ship = {
					anti_air_attack = 0.15
					lg_attack = 0.05
					instant = yes
				}
			}
		}
		escort_duties = {
			heavy_cruiser = {
				sub_detection = 0.15
			}
			light_cruiser = {
				sub_detection = 0.1
			}
		}
		hail_of_fire = {
			modifier = {
				naval_light_gun_hit_chance_factor = 0.05
			}
		}
		spare_part_logistics = {
			modifier = {
				refit_ic_cost = -0.15
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SWI_bba_lar
Constructs: has_dlc
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_bba_lar = {
	AND = {
		original_tag = SWI
		has_dlc = By Blood Alone La Resistance
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_ban_political_uniforms
Constructs: prerequisite, add_ideas, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_ban_political_uniforms
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = GER_re_establish_free_elections_ww
	}
	x = -4
	y = 1
	relative_position_id = GER_re_establish_free_elections_ww
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = GER_the_shield_of_democracy_idea
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_political_power = 50
		add_stability = 0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
	}
}
### Entity: Name List
Component: SNM
Source: game
File: common/names/tymodern_names.txt

Code:
SNM = {
	male = {
		names = {
			Alessandro Alfonso Ambrogio Amedeo Andrea Angelo Antonio Benito Camillo Carlo Cesare Costanzo Davide Enrico Ettore Fabrizio Faustino Federico Felice Ferdinando Fiorenzo Francesco Gaetano Gennaro Girolamo Giulio Giuseppe Guglielmo Innocenzo Leopoldo Luigi Marco Massimo Matteo Nicola Oreste Paolo Pasquale Pietro Prospero Raffaele Roberto Ruggiero Silvio Simone Tancredi Ugo Umberto Vincenzo Vittorio
		}
	}
	female = {
		names = {
			Maria Anna Sara Laura Sofia Stella Angela Giovanna Guiseppina Gianna Giulia Valentina
		}
	}
	surnames = {
		Acton Albricci Badoglio Baldissera Baratieri Bava-Beccaris Cadorna Cagni Canevaro Capello Caviglia Ceccherini Cialdini Cusani Dezza di Robilant di Savoia Emo Fanti Fara Filomarino Garibaldi Giardino Govone La Màrmora Mambretti Menabrea Orengo Pallavicino Pecori-Giraldi Pelloux Perruchetti Pianelli Porro Presbitero Ramorino Ricotti-Magnani Sacchi Saletta Sanna Solari Vaccari Zupelli
	}
	callsigns = {
		Buzzard Dusty Falcon Hawk Hammer Viper Banshee The Baron Lightning Duce Raven Two Shot Rosso
	}
}
### Entity: Character
Component: PER_reza_shah_pahlavi
Constructs: has_government, has_country_flag, has_dlc, has_global_flag, has_country_leader
Source: game
File: common/characters/PER.txt

Code:
PER_reza_shah_pahlavi = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = PER_reza_shah_pahlavi
		portraits = {
			civilian = {
				large = GFX_portrait_PER_reza_shah_pahlavi
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = PER_reza_shah_pahlavi
		portraits = {
			civilian = {
				large = GFX_portrait_PER_reza_shah_pahlavi
			}
		} {
			army = {
				small = GFX_portrait_PER_reza_shah_pahlavi_small
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1965.1.1.1
			id = -1
			traits = {
				dynasty_founder
			}
		}
		advisor = {
			cost = 100
			slot = political_advisor
			idea_token = PER_reza_shah_pahlavi
			allowed = {
				OR = {
					original_tag = PER SAF
				}
			}
			traits = {
				PER_deposed_shah_trait
			}
			visible = {
				OR = {
					has_country_flag = PER_pahlavis_deposed_flag
					has_global_flag = PER_pahlavis_exiled_flag
				}
			}
			available = {
				NOT = {
					has_government = communism
					has_country_leader = {
						ruling_only = yes
						character = PER_reza_shah_pahlavi
					}
				}
			}
		}
		field_marshal = {
			traits = {
				old_guard brilliant_strategist
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 1
			logistics_skill = 2
			legacy_id = -1
			visible = {
				NOT = {
					has_government = communism democratic
				}
			}
		}
	}
}
### Entity: Idea
Component: AZR_generic_cavalry
Source: game
File: common/ideas/azerbaijan.txt

Code:
AZR_generic_cavalry = {
	ledger = army
	picture = generic_army_south_america_5
	allowed = {
		original_tag = AZR
	}
	traits = {
		army_cavalry_3
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: air_wing_447
Source: game
File: history/units/ENG_1939_air_bba.txt

Code:
air_wings = {
	447 = {
		medium_plane_airframe_1 = {
			owner = ENG
			amount = 96
			version_name = Bristol Blenheim
		}
		small_plane_airframe_0 = {
			owner = ENG
			amount = 48
			version_name = Gloster Gladiator
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_lean_hatzohar
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_lean_hatzohar
	icon = GFX_goal_generic_freedom
	relative_position_id = ISR_centre
	x = 1
	y = 1
	mutually_exclusive = {
		focus = ISR_lean_mapai
	}
	prerequisite = {
		focus = ISR_centre
	}
	cost = 3
	completion_reward = {
		custom_effect_tooltip = ISR_marginally_strengthen_general ISR_marginally_strengthen_hatzohar ISR_coalition_hatzohar
		add_to_variable = {
			ISR_general_zionists_max_seats = 2
		} {
			ISR_general_zionists_min_seats = 3
		} {
			ISR_hatzohar_max_seats = 2
		} {
			ISR_hatzohar_min_seats = 2
		}
	}
}
### Entity: Character
Component: SEN_communist_guy
Constructs: has_government
Source: game
File: common/characters/SEN.txt

Code:
SEN_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = SEN_communist_guy
		allowed = {
			original_tag = SEN
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_war_production_GER
Source: game
File: common/ai_focuses/GER.txt

Code:
ai_focus_war_production_GER = {
	research = {
		industry = 10.0
		construction_tech = 2.0
		electronics = 2.0
		computing_tech = 2.0
	}
}
### Entity: Event
Component: mexico.54
Constructs: is_triggered_only, ai_chance, limit, owns_state, has_full_control_of_state, add_timed_idea, set_country_flag, create_wargoal
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.54
	title = mexico.54.title
	desc = mexico.54.desc
	picture = GFX_report_event_soviet_purge_politicians
	is_triggered_only = yes
	option = {
		name = mexico.54.a
		ai_chance = {
			factor = 34
			modifier = {
				factor = 1.5
				strength_ratio = {
					tag = MEX
					ratio = < 0.5
				}
			} {
				factor = 2
				strength_ratio = {
					tag = MEX
					ratio = < 0.3
				}
			} {
				factor = 2
				strength_ratio = {
					tag = MEX
					ratio = < 0.2
				}
			} {
				factor = 2
				strength_ratio = {
					tag = MEX
					ratio = < 0.1
				}
			} {
				factor = 0
				strength_ratio = {
					tag = MEX
					ratio = > 1.6
				}
			}
		}
		if = {
			limit = {
				original_tag = USA
				owns_state = 686
				has_full_control_of_state = 686
			}
			release = PUE
			PUE = {
				add_timed_idea = {
					idea = MEX_bolivarian_agitation
					days = 720
				}
				set_country_flag = received_MEX_bolivarian_agitation
			}
		} {
			limit = {
				original_tag = HOL
				owns_state = 695
				has_full_control_of_state = 695
			}
			release = CRC
			CRC = {
				add_timed_idea = {
					idea = MEX_bolivarian_agitation
					days = 720
				}
				set_country_flag = received_MEX_bolivarian_agitation
			}
		} {
			limit = {
				original_tag = HOL
				owns_state = 309
				has_full_control_of_state = 309
			}
			release = SUR
			SUR = {
				add_timed_idea = {
					idea = MEX_bolivarian_agitation
					days = 720
				}
				set_country_flag = received_MEX_bolivarian_agitation
			}
		} {
			limit = {
				original_tag = FRA
				owns_state = 694
				has_full_control_of_state = 694
			}
			release = GDL
			GDL = {
				add_timed_idea = {
					idea = MEX_bolivarian_agitation
					days = 720
				}
				set_country_flag = received_MEX_bolivarian_agitation
			}
		} {
			limit = {
				original_tag = FRA
				owns_state = 310
				has_full_control_of_state = 310
			}
			release = CAY
			CAY = {
				add_timed_idea = {
					idea = MEX_bolivarian_agitation
					days = 720
				}
				set_country_flag = received_MEX_bolivarian_agitation
			}
		} {
			limit = {
				original_tag = ENG
				owns_state = 687
				has_full_control_of_state = 687
			}
			release = GYA
			GYA = {
				add_timed_idea = {
					idea = MEX_bolivarian_agitation
					days = 720
				}
				set_country_flag = received_MEX_bolivarian_agitation
			}
		} {
			limit = {
				original_tag = ENG
				owns_state = 689
				has_f
# ... (truncated)
### Entity: National Focus
Tree: prc_focus
Component: PRC_consolidate_politcal_power
Constructs: prerequisite, limit, completion_reward, add_political_power, cancel_if_invalid, add_power_balance_value
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_consolidate_politcal_power
	icon = GFX_focus_PRC_consolidate_politcal_power
	prerequisite = {
		focus = PRC_mao_zedong_ascends PRC_zhang_guotao_ascends
	}
	x = 1
	y = 1
	relative_position_id = PRC_mao_zedong_ascends
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 100
		if = {
			limit = {
				OR = {
					power_balance_value = {
						id = PRC_communist_power_struggle
						value = > -0.99
					} {
						id = PRC_communist_power_struggle
						value = < 0.99
					}
				}
			}
			custom_effect_tooltip = PRC_consolidate_politcal_power_tt
			if = {
				limit = {
					power_balance_value = {
						id = PRC_communist_power_struggle
						value = < -0.01
					}
				}
				add_power_balance_value = {
					id = PRC_communist_power_struggle
					value = -0.05
				}
				custom_effect_tooltip = generic_skip_one_line_tt
			}
			else_if = {
				limit = {
					power_balance_value = {
						id = PRC_communist_power_struggle
						value = > 0.01
					}
				}
				add_power_balance_value = {
					id = PRC_communist_power_struggle
					value = 0.05
				}
				custom_effect_tooltip = generic_skip_one_line_tt
			}
		}
		custom_effect_tooltip = PRC_unlock_both_sides_bop_decisions_tt
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_demand_cyprus
Constructs: prerequisite, has_war, limit, has_government, has_war_with, completion_reward, is_subject, set_cosmetic_tag
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_demand_cyprus
	icon = GFX_focus_generic_attack_cyprus
	prerequisite = {
		focus = IRQ_demand_french_colonies
	}
	available = {
		has_war = no
		is_subject = no
		NOT = {
			183 = {
				OWNER = {
					has_war_with = ROOT
				}
			}
		}
	}
	relative_position_id = IRQ_anti_colonialism_policy
	x = 0
	y = 3
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					controls_state = 554
					has_government = democratic
				}
				set_cosmetic_tag = IRQ_MASHRIQ
			}
		}
		add_state_claim = 183
		183 = {
			OWNER = {
				country_event = {
					id = r56_iraq.20
					hours = 12
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: CZE_elevate_the_vsv_idea_1
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_elevate_the_vsv_idea_1 = {
	picture = generic_army_war_college
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_leader_start_planning_level = 1
		max_planning_factor = 0.05
		planning_speed = 0.05
	}
}
### Entity: Event
Component: focus_event.1
Constructs: has_war, limit, has_government, has_country_flag, random_list, set_country_flag, is_government_in_exile, is_fully_controlled_by
Source: game
File: events/Lemur_focus_events.txt

Code:
country_event = {
	id = focus_event.1
	title = focus_event.1.t
	desc = focus_event.1.d
	picture = GFX_report_event_albanian_partisans
	immediate = {
		hidden_effect = {
			random_list = {
				1 = {
					set_country_flag = r56_pop_outcome_1
				} {
					set_country_flag = r56_pop_outcome_6
				}
				24 = {
					set_country_flag = r56_pop_outcome_2
				} {
					set_country_flag = r56_pop_outcome_5
				}
				25 = {
					set_country_flag = r56_pop_outcome_3
				} {
					set_country_flag = r56_pop_outcome_4
				}
			}
		}
	}
	mean_time_to_happen = {
		days = 2000
		modifier = {
			factor = 0.05
			ROOT = {
				has_war = no
				has_country_flag = r56_doing_population_growth
			}
		} {
			factor = 0.15
			ROOT = {
				has_war = no
				has_government = democratic
				original_tag = USA
				NOT = {
					has_country_flag = r56_doing_population_growth
				}
			}
		} {
			factor = 0.5
			ROOT = {
				has_war = no
				has_government = democratic
				NOT = {
					original_tag = USA
					has_country_flag = r56_doing_population_growth
				}
			}
		} {
			factor = 100
			ROOT = {
				has_war = no
				OR = {
					has_government = fascism communism
				}
				NOT = {
					has_country_flag = r56_doing_population_growth
				}
			}
		} {
			factor = 999
			ROOT = {
				has_war = yes
			}
		}
	}
	trigger = {
		ROOT = {
			exists = yes
			has_war = no
			is_government_in_exile = no
		}
		any_owned_state = {
			is_fully_controlled_by = ROOT
			NOT = {
				OR = {
					has_state_category = enclave tiny_island wasteland
				}
			}
		}
	}
	option = {
		name = focus_event.1.a
		if = {
			limit = {
				has_country_flag = r56_pop_outcome_1
			}
			random_owned_controlled_state = {
				limit = {
					NOT = {
						has_state_category = enclave tiny_island wasteland
					}
				}
				add_manpower = 785
			}
			clr_country_flag = r56_pop_outcome_1
		} {
			limit = {
				has_country_flag = r56_pop_outcome_2
			}
			random_owned_controlled_state = {
				limit = {
					NOT = {
						has_state_category = enclave tiny_island wasteland
					}
				}
				add_manpower = 3674
			}
			clr_country_flag = r56_pop_outcome_2
		} {
			limit = {
				has_country_flag = r56_pop_outcome_3
			}
			random_owned_controlled_state = {
				limit = {
					NOT = {
						has_state_category = enclave tiny_island wasteland
					}
				}
				add_manpower = 4434
			}
			clr_country_flag = r56_pop_outcome_3
		} {
			limit = {
			
# ... (truncated)
### Entity: Decision
Component: AUS_antischluss_category
Constructs: has_country_flag, has_dlc, is_subject
Source: game
File: common/decisions/categories/AUS_decision_categories.txt

Code:
AUS_antischluss_category = {
	priority = 100
	icon = GFX_decision_category_generic_crisis
	picture = GFX_decision_cat_picture_antischluss_measures
	scripted_gui = AUS_antischluss_measures_ui
	visible_when_empty = yes
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	visible = {
		has_country_flag = AUS_antischluss_active_flag
		is_subject = no
	}
}
### Entity: Idea
Component: USA_curtiss_wright
Constructs: research_bonus
Source: game
File: common/ideas/r56_usa.txt

Code:
USA_curtiss_wright = {
	picture = generic_air_manufacturer_3
	allowed = {
		original_tag = USA
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		cheap_fighter_manufacturer
	}
	modifier = {

	}
}
### Entity: Scripted Effect
Component: ROM_percentage_power_balance_medium_increase
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_ROM_scripted_effects.txt

Code:
ROM_percentage_power_balance_medium_increase = {
	add_power_balance_value = {
		id = ROM_percentage_power_balance
		value = 0.4
	}
}
### Entity: Character
Component: r56w_trait_minister_mr_tsubodai
Constructs: sortie_efficiency
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_mr_tsubodai = {
	random = no
	sprite = 3
	navy_screen_attack_factor = 0.5
	navy_screen_defence_factor = 0.5
	sortie_efficiency = 0.5
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_submarines
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_submarines
	icon = GFX_focus_PRC_submarines
	prerequisite = {
		focus = PRC_destroyers
	}
	x = 0
	y = 1
	relative_position_id = PRC_destroyers
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PRC_pla_navy_modify_tt generic_skip_one_line_tt
		add_to_variable = {
			PRC_pla_navy_navy_submarine_attack_factor = 0.075
			tooltip = navy_submarine_attack_factor_tt
		}
		add_tech_bonus = {
			name = PRC_submarines
			bonus = 0.25
			uses = 2
			category = ss_tech
		}
	}
}
### Entity: Character
Component: CZE_louis_eugene_faucher
Constructs: has_completed_focus, limit, has_government, has_war_with, is_subject, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_louis_eugene_faucher = {
	name = CZE_louis_eugene_faucher
	portraits = {
		army = {
			small = GFX_portrait_FRA_louis_eugene_faucher_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = CZE_louis_eugene_faucher
		allowed = {
			original_tag = CZE
		}
		available = {
			has_completed_focus = CZE_continue_armed_force_reform
			has_government = democratic
			is_subject = no
			NOT = {
				has_war_with = FRA
			}
		}
		visible = {
			original_tag = CZE
		}
		traits = {
			army_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
				}
			}
		}
	} {
		slot = high_command
		idea_token = CZE_louis_eugene_faucher_high_command
		allowed = {
			original_tag = FRA
		}
		traits = {
			army_guerilla_organizer_1
		}
		cost = 50
		available = {
			is_subject = no
		}
		visible = {
			is_subject = no
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_invite_finland
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, is_in_tech_sharing_group
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_invite_finland
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = NOR_fourth_brother
	}
	x = 0
	y = 2
	relative_position_id = NOR_three_brothers
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_in_faction_with = FIN
		is_in_tech_sharing_group = NOR_nordic_research
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = NOR_invite_finland_tt
		if = {
			limit = {
				FIN = {
					is_in_faction_with = NOR
				}
			}
			FIN = {
				country_event = naw_norway.10
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Faction
Component: faction_template_miedzymorze_faction
Constructs: change_leader_rule_manpower
Source: game
File: common/factions/templates/unique_minor_factions.txt

Code:
faction_template_miedzymorze_faction = {
	name = miedzymorze_faction
	manifest = faction_manifest_between_the_seas
	icon = GFX_faction_logo_generic_10
	goals = {
		faction_goal_the_two_seas faction_goal_eliminate_the_twin_threats
	}
	default_rules = {
		change_leader_rule_manpower
	}
}
### Entity: Scripted Trigger
Component: EAI_hftr_air_focus_2
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_hftr_air_focus_2 = {
	OR = {
		check_variable = {
			EAI_FOCUS/AIR/heavy_fighter = global.EAI_HFTR_B
		} {
			EAI_FOCUS/AIR/heavy_fighter_OVERRIDE = global.EAI_HFTR_B
		}
		AND = {
			OR = {
				EAI_Heavy_Fighter_Focus_2_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/AIR/heavy_fighter EAI_FOCUS/AIR/heavy_fighter_OVERRIDE
			}
		}
	}
}
### Entity: Modifier Reference
Construct: _pr
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="_preferred_weight_factor"></span><CombatTactic>_preferred_weight_factor

* **Description**: Naval preferred weight factor.
* Number with 2 decimal places
* **Categories**: country

* **Modified types**: nullCombatTactic, tactic_ambush, tactic_assault, tactic_attacker_hb_attack, tactic_attacker_hb_rush, tactic_attacker_hb_storm, tactic_attacker_sb_hold, tactic_attacker_sb_skillful_defence, tactic_backhand_blow, tactic_banzai_charge, tactic_barrage, tactic_basic_attack, tactic_basic_defend, tactic_blitz, tactic_breakthrough, tactic_cc_attack, tactic_cc_defend, tactic_cc_local_strong_point, tactic_cc_storm, tactic_cc_withdraw, tactic_counterattack, tactic_defender_hb_hold, tactic_defender_hb_skillful_defence, tactic_defender_sb_assault, tactic_defender_sb_reckless_assault, tactic_defender_sb_retake_bridge, tactic_delay, tactic_elastic_defense, tactic_encirclement, tactic_grand_banzai_charge, tactic_guerrilla_tactics, tactic_hold_bridge, tactic_human_wave_tactics, tactic_infantry_charge, tactic_masterful_blitz, tactic_masterful_delay, tactic_overwhelming_fire, tactic_planned_attack, tactic_relentless_assault, tactic_seize_bridge, tactic_sf_ambush, tactic_sf_armor_supported_assault, tactic_sf_barrage, tactic_sf_defense, tactic_sf_fortify, tactic_sf_mouse_holing, tactic_sf_storm, tactic_shock, tactic_tactical_withdrawal, tactic_tw_attack, tactic_tw_chase, tactic_tw_defend, tactic_tw_evade, tactic_tw_intercept, tactic_unexpected_thrust, tactic_urban_defense
### Entity: Event
Component: MUN_czech.1025
Constructs: is_triggered_only, limit, has_country_flag, fire_only_once, add_tech_bonus, add_doctrine_cost_reduction, has_power_balance, add_power_balance_value
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1025
	title = MUN_czech.1025.t
	desc = {
		text = MUN_czech.1025.d.1
		trigger = {
			has_country_flag = CZE_support_scw_faction_won
		}
	} {
		text = MUN_czech.1025.d.2
	}
	picture = GFX_report_event_spr_spanish_civil_war2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = MUN_czech.1025.a
		add_tech_bonus = {
			name = SAF_scw_veterans
			bonus = 0.75
			uses = 2
			category = hospital_tech
		}
		add_doctrine_cost_reduction = {
			name = SAF_scw_veterans
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		if = {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			add_power_balance_value = {
				id = CZE_bop_army_readiness
				value = 0.1
			}
		}
	}
}