Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Operation
Component: operation_targeted_sabotage_industry
Constructs: has_war, has_war_with, has_operation_token, has_resistance, operation_cost, add_to_variable, remove_operation_token, has_equipment
Source: game
File: common/operations/00_operations.txt

Code:
operation_targeted_sabotage_industry = {
	icon = GFX_operations_targeted_sabotage
	map_icon = GFX_operations_targeted_sabotage_map
	name = operation_targeted_sabotage_industry
	desc = operation_targeted_sabotage_industry_desc
	priority = 13
	days = 90
	network_strength = 35
	operatives = 3
	visible = {
		num_of_operatives = > 1
		network_national_coverage = {
			target = FROM
			value = > 0
		}
		has_operation_token = {
			tag = FROM
			token = token_resistance_contacts
		}
	}
	requirements = {
		FROM = {
			any_controlled_state = {
				has_resistance = yes
			}
		}
	}
	selection_target = {
		targets = {
			FROM
		}
	}
	selection_target_state = {
		has_resistance = yes
	}
	required_tokens = {
		token_resistance_contacts
	}
	equipment = {

	}
	risk_chance = 0.2
	experience = 2
	outcome_extra_chance = 0.25
	outcome_modifiers = {
		target_sabotage_factor operation_risk
	}
	risk_modifiers = {
		target_sabotage_risk operation_outcome
	}
	cost_modifiers = {
		target_sabotage_cost operation_cost
	}
	outcome_execute = {
		FROM.FROM = {
			add_to_variable = {
				var = targeted_sabotage_industry
				value = 5
			}
			custom_effect_tooltip = targeted_sabotage_industry_2_tt
		}
		ROOT = {
			remove_operation_token = {
				tag = FROM
				token = token_resistance_contacts
			}
		}
	}
	outcome_extra_execute = {
		FROM.FROM = {
			add_to_variable = {
				var = targeted_sabotage_industry
				value = 8
			}
			custom_effect_tooltip = targeted_sabotage_industry_3_tt
		}
	}
	outcome_potential = {
		custom_effect_tooltip = operation_outcome_sabotage_industry_tt operation_outcome_consumes_token_tt
	}
	phases = {
		infiltration_border = {
			base = 25
		}
		infiltration_submarine = {
			base = 25
		}
		infiltration_paradrop = {
			base = 25
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0
			}
		}
		infiltration_diplomatic = {
			base = 25
			modifier = {
				factor = 20
				ROOT = {
					has_war = no
				}
				FROM = {
					has_war = no
				}
			} {
				FROM = {
					has_war_with = ROOT
				}
				factor = 0
			}
		}
	} {
		targeted_sabotage_plant_explosives = {
			base = 90
		}
		targeted_sabotage_organize_more_meetings = {
			base = 10
		}
	} {
		exfiltration_air_pickup = {
			base = 15
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0
			}
		
# ... (truncated)
### Entity: Character
Component: AST_mount_isa
Source: game
File: common/country_leader/00_traits.txt

Code:
AST_mount_isa = {
	random = no
	production_lack_of_resource_penalty_factor = -0.2
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: CZE_CAV_01
Source: game
File: common/units/names_divisions/CZE_names_divisions.txt

Code:
CZE_CAV_01 = {
	name = Cavalry Division
	for_countries = {
		CZE
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d. jezdecká divize
	ordered = {
		1 = {
			%d. jezdecká divize
		}
		2 = {
			%d. jezdecká divize
		}
		3 = {
			%d. jezdecká divize
		}
		4 = {
			%d. jezdecká divize
		}
		5 = {
			%d. jezdecká divize
		}
		6 = {
			%d. jezdecká divize
		}
		7 = {
			%d. jezdecká divize
		}
		8 = {
			%d. jezdecká divize
		}
		9 = {
			%d. jezdecká divize
		}
		10 = {
			%d. jezdecká divize
		}
	}
}
### Entity: Character
Component: navy_capital_ship_2
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_capital_ship_2 = {
	sprite = 3
	navy_capital_ship_attack_factor = 0.1
	navy_capital_ship_defence_factor = 0.1
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Wiki Documentation
Construct: losses
Source: wiki
File: wiki/Idea.html

Doc:
losses
Prerequisites

Disarmed Nation |
1% |
&#160;? |
&#160;? |
&#160;? |
&#160;?
|
None
|

Volunteer Only |
2% |
-0% |
-0% |
-0% |
-0%
|
None
|

Limited Conscription |
5% |
-0% |
-0% |
-0% |
-0%
|
None
|

Extensive Conscription |
10% |
-0% |
-0% |
-0% |
-0%
|
At least one of the following:
Less than 30% of IC of an enemy country

Fascist or Communist

|

Service by Requirement |
20% |
-10% |
-10% |
-0% |
-0%
|
All of these following:
Manpower at least 0

One of the following must be true:
Fascist or Communist

All of these following must be true:
At war

Any enemy country
Have more than 40% of countries total number of factories

|

All Adults Serve |
40% |
-30% |
-30% |
+10% |
-0%
|
All of these following:
Manpower at least 0

At war

Any enemy country:
Have more than 50% of countries total number of factories

|

Scraping the Barrel |
50% |
-40% |
-40% |
+20% |
+10%
|
All of these following:
Manpower at least 0

At war

Any enemy country:
Have more than 50% of countries total number of factories

|

Political advisers[edit]
Up to three political advisers may be selected.

Idea
Effect

Armaments Organizer |
-1 civilian industry conversion
|

Backroom Backstabber |
Weekly national unity: -0.1%
Political Power Gain: +20%
|

Captain of Industry |
+20% civilian factory construction speed
+20% infrastructure construction speed
+20% refinery construction speed
|

Communist Revolutionary |
Daily Communism Support: +0.10
|

Democratic Reformer |
Daily Democracy Support: +0.10
|

Fascist Demagogue |
+2% weekly fascism support
|

Fortification Engineer |
+20% bunker construction
+20% coastal bunker
+20% AA construction
|

Prince of Terror |
-5% national unity
-20% effect of partisans
|

Quartermaster General |
Air base Construction Speed +15%
Naval base Construction Speed +15%
Rocket Site Construction Speed +15%
Radar Station Construction Speed +15%
Nuclear Reactor Construction Speed +15%
|

Silent Workhorse |
Political Power Gain: +10%
|

Smooth-Talking Charmer |
+10% trade deal opinion factor
|

War Industrialist |
+20% military factory construction speed
+20% dockyard construction speed
|
### Entity: National Focus
Tree: mon_focus
Component: MON_arm_civil_militia
Constructs: has_completed_focus, prerequisite, has_war, limit, add_ideas, has_government, completion_reward, has_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_arm_civil_militia
	icon = GFX_goal_AUS_bundesheer_desertion
	x = 1
	y = 1
	relative_position_id = MON_learn_from_lkhumbe_affair
	cost = 7.2
	prerequisite = {
		focus = MON_learn_from_lkhumbe_affair
	}
	available = {
		has_war = no
		has_government = communism
		NOT = {
			has_completed_focus = MON_seize_the_power
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_ideas = MON_civil_militia_idea
		if = {
			limit = {
				NOT = {
					has_idea = r56i_laws_social_hierarchy r56i_laws_social_revolutionary r56i_laws_social_diversity r56i_laws_social_unity
				} {
					has_global_flag = NATIONAL_CHARACTERS_BLOCKED
				}
			}
			custom_effect_tooltip = EFFECT_CHANGE_LAW_r56i_social_order
			show_ideas_tooltip = r56i_laws_social_unity
			hidden_effect = {
				add_ideas = r56i_laws_social_unity
			}
		} {
			limit = {
				has_active_mission = MON_choibalsan_plot
			}
			add_days_mission_timeout = {
				mission = MON_choibalsan_plot
				days = -70
			}
		}
		custom_effect_tooltip = MON_civil_militia_tt
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: ger.civil_war.2
Constructs: is_triggered_only, ai_chance, set_nationality, add_to_variable, set_global_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = ger.civil_war.2
	title = ger.civil_war.2.t
	desc = ger.civil_war.2.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 10
		}
		name = ger.civil_war.2.a
		hidden_effect = {
			set_nationality = {
				target_country = FROM
				character = SOV_nikolay_vatutin
			} {
				target_country = FROM
				character = SOV_vasily_kuznetsov
			}
		}
		SOV_nikolay_vatutin = {
			custom_effect_tooltip = character_changes_country_tt
		}
		SOV_vasily_kuznetsov = {
			custom_effect_tooltip = character_changes_country_tt
		}
		add_to_variable = {
			var = GER_commie_soviet_influence
			value = 1
		}
		set_global_flag = GER_soviets_sent_advisors_to_germany
	} {
		name = ger.civil_war.2.b
		ai_chance = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_deslashcentralisation
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_deslashcentralisation
	icon = GFX_focus_generic_concessions
	ai_will_do = {
		factor = 4
	}
	x = 13
	y = 3
	prerequisite = {
		focus = MAL_decentralisation_1 MAL_centralisation_1
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		country_event = malaysia.6
	}
}
### Entity: Idea
Component: r56_LUX_focused_radio_efforts
Constructs: recon_factor
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_focused_radio_efforts = {
	picture = ast_volunteer_defence_corps
	modifier = {
		recon_factor = 0.1
		army_morale_factor = 0.05
		intel_from_combat_factor = 0.15
	}
}
### Entity: Scripted Effect
Component: MAN_low_legitimacy_clear_all
Constructs: limit, remove_ideas, has_idea
Source: game
File: common/scripted_effects/MAN_scripted_effects.txt

Code:
MAN_low_legitimacy_clear_all = {
	if = {
		limit = {
			has_idea = MAN_low_legitimacy_1
		}
		remove_ideas = MAN_low_legitimacy_1
	}
	else_if = {
		limit = {
			has_idea = MAN_low_legitimacy_2
		}
		remove_ideas = MAN_low_legitimacy_2
	} {
		limit = {
			has_idea = MAN_low_legitimacy_3
		}
		remove_ideas = MAN_low_legitimacy_3
	} {
		limit = {
			has_idea = MAN_low_legitimacy_4
		}
		remove_ideas = MAN_low_legitimacy_4
	} {
		limit = {
			has_idea = MAN_low_legitimacy_5
		}
		remove_ideas = MAN_low_legitimacy_5
	}
}
### Entity: Event
Component: lithuania.97
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, add_political_power, add_command_power, declare_war_on, annex_everything
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.97
	title = lithuania.97.t
	desc = lithuania.97.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lithuania.97.a
		ai_chance = {
			base = 75
		}
		add_war_support = 0.05
		add_stability = 0.05
		add_political_power = 60
		hidden_effect = {
			LIT = {
				country_event = {
					id = lithuania.99
					days = 1
				}
			}
		}
	} {
		name = lithuania.97.b
		ai_chance = {
			base = 25
		}
		add_war_support = 0.05
		add_command_power = -20
		declare_war_on = {
			target = LIT
			type = annex_everything
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_reward_the_working_class
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, add_political_power, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_reward_the_working_class
	icon = GFX_goal_generic_government_pensions
	prerequisite = {
		focus = TUR_pave_the_road_to_progress
	}
	available = {
		communism = > 0.6
	}
	x = -1
	y = 1
	relative_position_id = TUR_pave_the_road_to_progress
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.02
		add_political_power = 100
		if = {
			limit = {
				has_idea = TUR_traumatized_nation
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation
				add_idea = TUR_traumatized_nation_2
			}
		}
		else_if = {
			limit = {
				has_idea = TUR_traumatized_nation_2
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation_2
				add_idea = TUR_traumatized_nation_3
			}
		}
		else = {
			remove_ideas = TUR_traumatized_nation_3
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: State History
Component: 568
Constructs: add_core_of
Source: game
File: history/states/568-TS 10.txt

Code:
state = {
	id = 568
	name = STATE_568
	manpower = 1726427
	state_category = town
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			4724 1
		}
		add_core_of = SOV
	}
	provinces = {
		1777 1850 4690 4711 4724 4782 4818 4853 7744 7815 10639 10712 12563 12621 12628 12691
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: EAI_DD_16/cv_small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/cv_small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.16
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_mobile_recon_and_assault
Constructs: has_subdoctrine_in_track
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_mobile_recon_and_assault = {
	has_subdoctrine_in_track = infantry
	always = no
	NOT = {
		EAI_land_doctrine_progress_limit = yes
	}
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Event
Component: DOD_hungary.90
Constructs: is_triggered_only, ai_chance, is_in_faction, has_stability
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.90
	title = DOD_hungary.90.t
	desc = DOD_hungary.90.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	option = {
		name = DOD_hungary.90.a
		ai_chance = {
			factor = 30
			modifier = {
				is_in_faction = no
				HUN = {
					is_in_faction = yes
				}
				factor = 2
			} {
				strength_ratio = {
					tag = HUN
					ratio = < 1
				}
				factor = 2
			}
		}
		HUN = {
			country_event = DOD_hungary.91
		}
		news_event = {
			id = news.307
			days = 1
		}
	} {
		name = DOD_hungary.90.b
		ai_chance = {
			factor = 70
			modifier = {
				has_stability = < 0.5
				factor = 0.5
			}
		}
		HUN = {
			country_event = DOD_hungary.92
		}
	}
}
### Entity: Idea
Component: digep
Constructs: research_bonus
Source: game
File: common/ideas/r56_hungary.txt

Code:
digep = {
	allowed = {
		original_tag = HUN
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
	modifier = {

	}
}
### Entity: State History
Component: 1111
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1111-Yanan.txt

Code:
state = {
	id = 1111
	name = STATE_1111
	manpower = 4670800
	buildings_max_level_factor = 1
	state_category = town
	history = {
		owner = XIC
		add_core_of = PRC CHI XIC
		add_to_array = {
			state_victory_points = 8049
		}
		victory_points = {
			8049 3
		}
		buildings = {
			infrastructure = 1
			arms_factory = 2
			industrial_complex = 2
			10733 = {
				bunker = 2
			}
			12156 = {
				bunker = 2
			}
			5007 = {
				bunker = 2
			}
		}
	}
	provinces = {
		517 5007 7208 8049 10733 12156
	}
	local_supplies = 0
}
### Entity: Idea
Component: idea_RAJ_anti_imperialism
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_anti_imperialism = {
	picture = eng_guided_by_britain
	targeted_modifier = {
		tag = ENG
		attack_bonus_against = 0.1
		defense_bonus_against = 0.15
	} {
		tag = FRA
		attack_bonus_against = 0.1
		defense_bonus_against = 0.15
	} {
		tag = USA
		attack_bonus_against = 0.1
		defense_bonus_against = 0.15
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_utilize_german_contacts
Constructs: prerequisite, limit, has_war_with, has_country_flag, completion_reward, has_opinion, add_tech_bonus, has_country_leader
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_utilize_german_contacts
	icon = GFX_focus_CHI_utilize_german_contacts
	prerequisite = {
		focus = CHI_avoid_another_crisis
	}
	x = 1
	y = 1
	relative_position_id = CHI_avoid_another_crisis
	cost = 5
	available = {
		GER = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = CHI
				value = > 0
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHI_utilize_german_contacts
			bonus = 0.5
			uses = 2
			category = industry
		}
		custom_effect_tooltip = generic_skip_one_line_tt CHI_utilize_german_contacts_tt
		IF = {
			limit = {
				OR = {
					has_country_leader = {
						character = CHI_wang_jingwei
					} {
						character = CHI_carsun_chang
					}
				}
			}
			custom_effect_tooltip = CHI_utilize_german_contacts_wang_tt
			CHI_concessions_add_medium_amount_of_days = yes
		} {
			limit = {
				has_country_flag = anti_soviet_pact
			}
			CHI_concessions_add_small_amount_of_days = yes
		} {
			limit = {
				CHI_zhu_jiahua = {
					has_trait = CHI_minister_of_transport_trait
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			remove_trait = {
				character = CHI_zhu_jiahua
				slot = political_advisor
				trait = CHI_minister_of_transport_trait
			}
			add_trait = {
				character = CHI_zhu_jiahua
				slot = political_advisor
				trait = CHI_minister_of_transport_trait_2
			}
		}
		ELSE_IF = {
			limit = {
				has_idea = anti_soviet_pact
			}
			CHI_concessions_add_medium_amount_of_days = yes
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_consolidate_sanation_government
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_consolidate_sanation_government
	icon = GFX_focus_POL_consolidate_sanation_government
	prerequisite = {
		focus = POL_polish_militarism
	}
	x = 0
	y = 1
	relative_position_id = POL_polish_militarism
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		POL_april_constitution_up = yes
	}
}
### Entity: Order of Battle
Component: Ominato Kichi Kaiheidan
Constructs: division_template
Source: game
File: history/units/JAP_1936_nsb.txt

Code:
division = {
	name = Ominato Kichi Kaiheidan
	location = 9859
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.8
}
### Entity: Event
Component: naw_norway.206
Constructs: is_triggered_only, has_completed_focus, limit, has_government, has_war_with, add_to_faction, is_in_faction_with, is_subject_of
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.206
	title = naw_norway.206.t
	desc = naw_norway.206.d
	picture = GFX_report_event_soldiers_in_france
	is_triggered_only = yes
	option = {
		name = naw_norway.206.a
		effect_tooltip = {
			FROM = {
				add_to_faction = ROOT
			}
		}
		if = {
			limit = {
				ENG = {
					is_in_faction_with = ROOT
					OR = {
						has_government = democratic neutrality
						AND = {
							CAN = {
								is_subject_of = ENG
							}
							has_government = democratic
						}
						has_war_with = GER SOV
					}
				}
				NOT = {
					has_completed_focus = NOR_seek_a_british_alliance
				}
			}
			complete_national_focus = NOR_seek_a_british_alliance
		} {
			limit = {
				GER = {
					is_in_faction_with = ROOT
					OR = {
						has_government = fascism neutrality
						has_war_with = ENG SOV
					}
				}
				NOT = {
					has_completed_focus = NOR_join_axis
				}
			}
			complete_national_focus = NOR_join_axis
		} {
			limit = {
				SOV = {
					is_in_faction_with = ROOT
					OR = {
						has_government = communism neutrality
						has_war_with = ENG GER
					}
				}
				NOT = {
					has_completed_focus = NOR_join_comintern
				}
			}
			complete_national_focus = NOR_join_comintern
		} {
			limit = {
				FROM = {
					original_tag = ENG
				}
			}
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = 250
			}
		} {
			limit = {
				FROM = {
					original_tag = FRA
				}
			}
			add_ai_strategy = {
				type = alliance
				id = FRA
				value = 250
			}
		} {
			limit = {
				FROM = {
					original_tag = GER
				}
			}
			add_ai_strategy = {
				type = alliance
				id = GER
				value = 250
			}
		} {
			limit = {
				FROM = {
					original_tag = USA
				}
			}
			add_ai_strategy = {
				type = alliance
				id = USA
				value = 250
			}
		} {
			limit = {
				FROM = {
					original_tag = SOV
				}
			}
			add_ai_strategy = {
				type = alliance
				id = SOV
				value = 250
			}
		}
	}
}
### Entity: Character
Component: RWA_stc
Source: game
File: common/characters/RWA.txt

Code:
RWA_stc = {
	advisor = {
		slot = political_advisor
		idea_token = RWA_stc
		allowed = {
			original_tag = RWA
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_aviation_workshops
Constructs: prerequisite, has_war, limit, completion_reward, cancel_if_invalid, add_tech_bonus, add_doctrine_cost_reduction, add_breakthrough_progress
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_aviation_workshops
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = MEX_focus_heroic_military_college
	}
	x = 1
	y = 1
	relative_position_id = MEX_focus_heroic_military_college
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 10
			has_war = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = air_equipment
			bonus = 1.0
			uses = 1
			category = air_equipment
		}
		add_doctrine_cost_reduction = {
			name = air_doctrine
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = MEX_tnca_organization
			mio:MEX_tnca_organization = {
				add_mio_funds = 500
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = MEX_tnca
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_mechanized_10
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_mechanized_10 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 150
		EAI_DESIGN_ARMOR_mechanized_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 140
				EAI_DESIGN_ARMOR_mechanized_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = mechanized_equipment
		value = 5
	}
}
### Entity: Idea
Component: EAI_DD_13/cv_small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/cv_small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.13
			instant = yes
		}
	}
}