Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mpl_focus
Component: MPL_create_commie_brigades
Constructs: division_template, prerequisite, completion_reward, create_unit, force_equipment_variants
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_create_commie_brigades
	icon = GFX_goal_generic_red_commando
	relative_position_id = MPL_heavy_political_crackdowns
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = MPL_heavy_political_crackdowns
	}
	completion_reward = {
		custom_effect_tooltip = MPL_create_commie_brigades_tt
		hidden_effect = {
			division_template = {
				name = People's Brigades
				priority = 1
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
			}
			454 = {
				create_unit = {
					division = name = "Jerusalem Brigades" division_template = "People's Brigades" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_0 = { owner = PAL } }
					owner = MPL
				}
			}
			966 = {
				create_unit = {
					division = name = "Nablus Usuud" division_template = "People's Brigades" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_0 = { owner = PAL } }
					owner = MPL
				} {
					division = name = "Ramallah Brigade" division_template = "People's Brigades" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_0 = { owner = PAL } }
					owner = MPL
				}
			}
			949 = {
				create_unit = {
					division = name = "Al Jaysh Al Tahriree" division_template = "People's Brigades" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_0 = { owner = PAL } }
					owner = MPL
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_open_up_the_country
Constructs: prerequisite, limit, add_ideas, has_government, add_opinion_modifier, completion_reward, has_added_tension_amount, has_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_open_up_the_country
	icon = GFX_goal_FRA_class_collaboration
	x = -2
	y = 1
	relative_position_id = MON_declare_official_neutrality
	cost = 5
	prerequisite = {
		focus = MON_declare_official_neutrality MON_prepare_for_the_inevitable
	}
	mutually_exclusive = {
		focus = MON_dream_of_greater_mongolia MON_central_asia_defensive_pact MON_open_up_the_country
	}
	available = {
		OR = {
			has_government = democratic
			democratic = > 0.3
		}
		has_added_tension_amount = < 10
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_idea = limited_exports closed_economy
				}
			}
			add_ideas = export_focus
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		every_other_country = {
			limit = {
				has_government = democratic
			}
			add_opinion_modifier = {
				target = MON
				modifier = POR_neutrality_opinion_democratic
			}
			add_ai_strategy = {
				type = send_volunteers_desire
				id = ROOT
				value = 100
			} {
				type = support
				id = ROOT
				value = 50
			}
		}
		unlock_decision_category_tooltip = MON_central_asian_diplomacy
	}
}
### Entity: Idea
Component: ISR_shearim
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/israel.txt

Code:
ISR_shearim = {
	picture = ISR_defend_israel
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		monthly_population = 1
		weekly_manpower = 150
		war_support_weekly = 0.001
		stability_weekly = 0.001
		communism_drift = 0.02
	}
}
### Entity: Scripted Trigger
Component: JAP_army_faction_is_tier_3
Constructs: has_idea
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_army_faction_is_tier_3 = {
	OR = {
		has_idea = JAP_army_faction_tier_3_equal_navy JAP_army_faction_tier_3_greater_1 JAP_army_faction_tier_3_greater_2 JAP_army_faction_tier_3_lesser_1 JAP_army_faction_tier_3
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/UAE_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 7960
	division_template = Alfurqat Almasha
	start_experience_factor = 0.2
	start_equipment_factor = 0.9
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_island_1
Constructs: prerequisite, limit, add_ideas, completion_reward, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_island_1
	icon = GFX_focus_secret_rearmament
	ai_will_do = {
		factor = 2
	}
	x = 38
	y = 1
	prerequisite = {
		focus = MAL_the_island MAL_the_air MAL_the_straits
	}
	cost = 12.9
	available_if_capitulated = yes
	completion_reward = {
		336 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		add_ideas = MAL_military_reorganisation
		add_timed_idea = {
			idea = MAL_military_reorganisation_timed
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_goods_standard
Constructs: prerequisite, limit, completion_reward, is_hired_as_advisor, add_to_variable, random_owned_controlled_state, is_core_of, is_fully_controlled_by
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_goods_standard
	icon = GFX_focus_hol_abandon_the_gold_standard
	prerequisite = {
		focus = AST_lang_plan
	}
	relative_position_id = AST_lang_plan
	x = 0
	y = 1
	cost = 10
	available = {
		AST_jack_lang = {
			is_hired_as_advisor = yes
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		AST_add_or_modify_forging_australias_future = yes
		add_to_variable = {
			AST_forging_australias_future_spirit_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		} {
			AST_forging_australias_future_spirit_stability_factor = 0.05
			tooltip = stability_factor_tt
		} {
			AST_forging_australias_future_spirit_production_speed_buildings_factor = 0.05
			tooltip = production_speed_buildings_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				impassable = no
				is_core_of = AST
				is_fully_controlled_by = AST
				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
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_shooting_clubs
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_shooting_clubs
	icon = GFX_focus_ETH_freedom_at_gunpoint
	prerequisite = {
		focus = LIE_alpine_specialization
	}
	x = 1
	y = 1
	relative_position_id = LIE_alpine_specialization
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_variable = {
			LIE_org_factor = 0.1
		}
		custom_effect_tooltip = LIE_shooting_clubs_tt
		add_tech_bonus = {
			name = LIE_shooting_clubs
			bonus = 1
			uses = 2
			category = support_tech
		}
	}
}
### Entity: Effect Reference
Construct: divide_variable
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## divide_variable

* Supported Scopes: any
* Supported Targets: none

Divides a variable by a value, another variable, or a [math expression](script_math_expression.md).
### Entity: National Focus
Tree: per_focus
Component: PER_subserviant_to_noone
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_government, completion_reward, allow_branch, random_owned_state
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_subserviant_to_noone
	icon = GFX_focus_PER_subserviant_to_noone
	prerequisite = {
		focus = PER_limit_foreign_influence
	}
	x = 0
	y = 1
	relative_position_id = PER_limit_foreign_influence
	cost = 5
	available = {
		has_government = neutrality
		NOT = {
			has_completed_focus = PER_form_oil_company
		}
	}
	bypass = {
		has_completed_focus = PER_form_oil_company
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		remove_ideas = PER_anglo_iranian_oil_ns
		custom_effect_tooltip = CHL_skip_one_line_tt
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: join_the_global_war_on_historical
Constructs: has_completed_focus, has_government, is_historical_focus_on
Source: game
File: common/ai_strategy/CHL.txt

Code:
join_the_global_war_on_historical = {
	allowed = {
		original_tag = CHL
	}
	enable = {
		original_tag = CHL
		is_historical_focus_on = yes
		has_completed_focus = CHL_protect_the_easter_island
	}
	abort = {
		JAP = {
			NOT = {
				OR = {
					has_government = neutrality fascism
				}
			}
		}
	}
	ai_strategy = {
		type = conquer
		id = JAP
		value = 300
	} {
		type = antagonize
		id = JAP
		value = 300
	}
}
### Entity: Military Industrial Organization
Component: IRQ_motor_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/IRQ_organization.txt

Code:
IRQ_motor_organization = {
	include = generic_motorized_mechanized_organization
	allowed = {
		has_dlc = Graveyard of Empires
		original_tag = IRQ
	}
	visible = {

	}
	available = {

	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_put_an_end_to_PRC
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_ally_with, has_wargoal_against
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_put_an_end_to_PRC
	icon = GFX_focus_SWE_attack_landsorganisationen
	prerequisite = {
		focus = CHI_a_party_unified
	}
	x = 2
	y = 1
	relative_position_id = CHI_a_party_unified
	cost = 10
	available = {
		is_subject = no
		has_government = fascism
		PRC = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
			any_neighbor_country = {
				OR = {
					original_tag = ROOT
					is_ally_with = ROOT
				}
			}
		}
	}
	bypass = {
		PRC = {
			exists = no
			has_war_with = ROOT
			ROOT = {
				has_wargoal_against = PREV
			}
		}
	}
	will_lead_to_war_with = PRC
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				is_in_faction_with = PRC
			}
			remove_from_faction = PRC
		}
		create_wargoal = {
			type = annex_everything
			target = PRC
			expire = 0
		}
	}
}
### Entity: AI Strategy
Component: GER_japan_ally
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_japan_ally = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_completed_focus = GER_befriend_japan
		country_exists = JAP
	}
	abort = {
		NOT = {
			country_exists = JAP
		}
	}
	ai_strategy = {
		type = befriend
		id = JAP
		value = 200
	} {
		type = alliance
		id = JAP
		value = 200
	}
}
### Entity: Character
Component: TZN_aa2
Source: game
File: common/characters/TZN.txt

Code:
TZN_aa2 = {
	advisor = {
		slot = high_command
		idea_token = TZN_aa2
		ledger = army
		allowed = {
			original_tag = TZN
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Event
Component: soviet.4
Constructs: is_triggered_only, limit, set_variable, is_owned_and_controlled_by
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.4
	title = soviet.4.t
	desc = soviet.4.d
	picture = GFX_report_event_soviet_army_greeted
	is_triggered_only = yes
	option = {
		name = soviet.4.a
		set_variable = {
			SOV.former_controller_of_bessarabia = 78
			 = .controller
		}
		ROOT = {
			if = {
				limit = {
					78 = {
						is_owned_and_controlled_by = FROM
					}
				}
				transfer_state = 78
			} {
				limit = {
					80 = {
						is_owned_and_controlled_by = FROM
					}
				}
				transfer_state = 80
			} {
				limit = {
					766 = {
						is_owned_and_controlled_by = FROM
					}
				}
				transfer_state = 766
			}
		}
		hidden_effect = {
			SOV = {
				country_event = {
					days = 1
					id = news.10
				}
			}
			news_event = {
				id = news.199
			}
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_prepare
Constructs: prerequisite, has_war, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_prepare
	icon = GFX_goal_ammunitions
	cost = 5.0
	ai_will_do = {
		factor = 7
		modifier = {
			factor = 10
			threat = > 0.33
		}
	}
	prerequisite = {
		focus = SWI_renegotiate SWI_railroads
	}
	available = {
		has_war = no
	}
	bypass = {
		has_war = yes
	}
	x = 42
	y = 2
	completion_reward = {
		add_timed_idea = {
			idea = SWI_war_prep
			days = 540
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/JAP_1936_naval_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = battleship_2
			creator = JAP
		}
		requested_factories = 1
		progress = 0.2
		amount = 1
		industrial_manufacturer = mio:JAP_sasebo_naval_arsenal_organization
	} {
		equipment = {
			type = carrier_2
			creator = JAP
		}
		requested_factories = 1
		progress = 0.66
		amount = 1
		industrial_manufacturer = mio:JAP_yokosuka_naval_arsenal_organization
	} {
		equipment = {
			type = heavy_cruiser_2
			creator = JAP
		}
		requested_factories = 1
		progress = 0.2
		amount = 1
		industrial_manufacturer = mio:JAP_sasebo_naval_arsenal_organization
	} {
		equipment = {
			type = destroyer_1
			creator = JAP
			version_name = Fubuki Class
		}
		requested_factories = 1
		progress = 0.7
		amount = 2
		industrial_manufacturer = mio:JAP_maizuru_naval_arsenal_organization
	} {
		equipment = {
			type = destroyer_1
			creator = JAP
			version_name = Fubuki Class
		}
		requested_factories = 1
		progress = 0.6
		amount = 1
		industrial_manufacturer = mio:JAP_maizuru_naval_arsenal_organization
	} {
		equipment = {
			type = destroyer_1
			creator = JAP
			version_name = Fubuki Class
		}
		requested_factories = 1
		progress = 0.5
		amount = 2
		industrial_manufacturer = mio:JAP_maizuru_naval_arsenal_organization
	} {
		equipment = {
			type = destroyer_1
			creator = JAP
			version_name = Fubuki Class
		}
		requested_factories = 1
		progress = 0.4
		amount = 1
		industrial_manufacturer = mio:JAP_maizuru_naval_arsenal_organization
	} {
		equipment = {
			type = destroyer_1
			creator = JAP
			version_name = Fubuki Class
		}
		requested_factories = 1
		progress = 0.3
		amount = 1
		industrial_manufacturer = mio:JAP_maizuru_naval_arsenal_organization
	} {
		equipment = {
			type = submarine_2
			creator = JAP
		}
		requested_factories = 1
		progress = 0.7
		amount = 2
		industrial_manufacturer = mio:JAP_sasebo_naval_arsenal_organization
	} {
		equipment = {
			type = submarine_2
			creator = JAP
		}
		requested_factories = 1
		progress = 0.6
		amount = 2
		industrial_manufacturer = mio:JAP_sasebo_naval_arsenal_organization
	} {
		equipment = {
			type = submarine_1
			creator = JAP
			version_name = Kaidai III Class
		}
		requested_factories = 1
		progress = 0.7
		amount = 1
		industrial_manufacturer = mio:JAP_sasebo_naval_arsenal_organization
	} {
		equipment = {
			type = submarine_1
			creator = JAP
			ve
# ... (truncated)
### Entity: Idea
Component: POL_Segregated_Nation
Constructs: research_speed_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Segregated_Nation = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = saf_history_of_segregation_2
	modifier = {
		conscription_factor = -0.15
		research_speed_factor = -0.05
	}
}
### Entity: Event
Component: siam_dem.5
Constructs: is_triggered_only, ai_chance, has_country_flag, set_politics, has_game_rule, add_country_leader_role
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam_dem.5
	title = siam_dem.5.t
	desc = siam_dem.5.desc
	picture = GFX_report_event_asian_politicians
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
			}
		}
	}
	option = {
		name = siam_dem.5.a
		ai_chance = {
			factor = 5
			modifier = {
				OR = {
					has_country_flag = SIA_AI_RANDOM_DEMOCRATIC
					has_game_rule = {
						rule = SIA_ai_behavior
						option = DEMOCRATIC
					}
				}
				factor = 10
			}
		}
		add_country_leader_role = {
			character = SIA_pridi_banomyong
			promote_leader = yes
			country_leader = {
				ideology = socialism
				traits = {
					JUNO_minister_of_foreign_affairs
				}
			}
		}
		SIA_increase_civilian_approval = yes
	} {
		name = siam_dem.5.b
		ai_chance = {
			factor = 10
		}
		add_country_leader_role = {
			character = SIA_kuang_abhayavongsa
			promote_leader = yes
			country_leader = {
				ideology = conservatism
				traits = {
					SIA_the_inoffensive_choice
				}
			}
		}
		SIA_increase_civilian_approval = yes
	} {
		name = siam_dem.5.c
		ai_chance = {
			factor = 5
		}
		add_country_leader_role = {
			character = SIA_phin_choonhavan
			promote_leader = yes
			country_leader = {
				ideology = conservatism
				traits = {
					SIA_the_generals_mandate
				}
			}
		}
		SIA_increase_military_approval = yes
	}
}
### Entity: Character
Component: ENG_random_communist_minister_7
Constructs: has_country_flag
Source: game
File: common/characters/ENG.txt

Code:
ENG_random_communist_minister_7 = {
	portraits = {
		army = {
			small = GFX_idea_generic_communist_revolutionary_western_european_2d
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ENG_random_communist_minister_7
		visible = {
			has_country_flag = ENG_trade_unions_demand_minister_appointment_7
		}
		allowed = {
			original_tag = ENG
		}
		traits = {
			ideological_groupie
		}
	}
}
### Entity: Shared Focus
Component: NORDIC_form_joint_alliance
Constructs: shared_focus, has_completed_focus, limit, has_country_flag, completion_reward, allow_branch, has_dlc, has_focus_tree
Source: game
File: common/national_focus/nordic_shared.txt

Code:
shared_focus = {
	id = NORDIC_form_joint_alliance
	dynamic = yes
	icon = {
		GFX_focus_NORDIC_dem_form_alliance = {
			NORDIC_democratic_alliance_viable = yes
		} yes
		GFX_focus_NORDIC_com_form_alliance = {
			NORDIC_communist_alliance_viable = yes
		}
		GFX_focus_NORDIC_mon_form_alliance = {
			NORDIC_monarchist_alliance_viable = yes
		}
	}
	allow_branch = {
		has_dlc = Arms Against Tyranny
	}
	x = 40
	y = 15
	offset = {
		x = 53
		y = -15
		trigger = {
			has_focus_tree = finnish_focus
		}
	} {
		x = -30
		y = 0
		trigger = {
			has_focus_tree = finnish_focus
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FIN_finnish_neutrality
		}
	} {
		x = -27
		y = 0
		trigger = {
			has_focus_tree = finnish_focus
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FIN_suomalainen_sosialismi
		}
	} {
		x = -25
		y = 0
		trigger = {
			has_focus_tree = finnish_focus
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FIN_right_wing_policies
		}
	} {
		x = -5
		y = -15
		trigger = {
			has_focus_tree = sweden_focus
		}
	} {
		x = 43
		y = -15
		trigger = {
			has_focus_tree = danish_focus
		}
	} {
		x = 20
		y = 0
		trigger = {
			has_focus_tree = danish_focus
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = SHOW
			}
			is_subject = yes
		}
	} {
		x = -17
		y = 0
		trigger = {
			has_focus_tree = danish_focus
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = DEN_political_unity
		}
	} {
		x = -18
		y = 0
		trigger = {
			has_focus_tree = danish_focus
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = DEN_unify_the_right
		}
	} {
		x = -37
		y = 0
		trigger = {
			has_focus_tree = danish_focus
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			is_subject = yes
		}
	} {
		x = 18
		y = 0
		trigger = {
			has_focus_tree = danish_focus
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			is_subject = yes
			OR = {
				has_completed_focus = DEN_political_unity DEN_unify_the_right
			}
		}
	} {
		x = 20
		y = 0
		trigger = {
			has_focus_tree = dan
# ... (truncated)
### Entity: Idea
Component: EAI_DD_6/small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.06
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_94
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_94 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 94
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 94
	}
}
### Entity: Event
Component: mongol_army.4
Constructs: is_triggered_only, ai_chance, limit, add_ideas, every_possible_country, has_character, random_character, is_character
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_army.4
	title = mongol_army.4.t
	desc = mongol_army.4.d
	picture = GFX_report_event_MON_diplomats_table_discussion
	is_triggered_only = yes
	option = {
		name = mongol_army.4.a
		ai_chance = {
			base = 60
		}
		effect_tooltip = {
			MON = {
				add_ideas = Mon_soviet_advisors_idea
				MON_soviet_high_influence_increase_effect = yes
			}
			every_possible_country = {
				limit = {
					has_character = SOV_issa_pliyev
				}
				random_character = {
					limit = {
						is_character = SOV_issa_pliyev
					}
					set_nationality = ROOT
				}
			}
		}
		MON = {
			country_event = {
				id = mongol_army.5
				days = 1
			}
		}
	} {
		name = mongol_army.4.b
		ai_chance = {
			base = 20
		}
		effect_tooltip = {
			MON = {
				add_ideas = Mon_soviet_crew_idea
				MON_soviet_low_influence_increase_effect = yes
			}
			every_possible_country = {
				limit = {
					has_character = SOV_issa_pliyev
				}
				random_character = {
					limit = {
						is_character = SOV_issa_pliyev
					}
					set_nationality = ROOT
				}
			}
		}
		MON = {
			country_event = {
				id = mongol_army.6
				days = 1
			}
		}
	} {
		name = mongol_army.4.c
		ai_chance = {
			base = 5
		}
		effect_tooltip = {
			MON = {
				army_experience = 10
				MON_soviet_medium_influence_decrease_effect = yes
			}
		}
		MON = {
			country_event = {
				id = mongol_army.7
				days = 1
			}
		}
	}
}