Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: naw_norway.65
Constructs: is_triggered_only, ai_chance, add_political_power, set_rule, create_faction_from_template
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.65
	title = naw_norway.65.t
	desc = naw_norway.65.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = naw_norway.65.a
		trigger = {
			original_tag = NOR
		}
		ai_chance = {
			base = 25
		}
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_generic_dominance
			name = NOR_northern_realm
			icon = GFX_faction_logo_generic_13
		}
	} {
		name = naw_norway.65.b
		trigger = {
			original_tag = NOR
		}
		ai_chance = {
			base = 25
		}
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_industrial_focus
			name = NOR_nordic_union
			icon = GFX_faction_logo_generic
		}
	} {
		name = naw_norway.65.c
		trigger = {
			original_tag = NOR
		}
		ai_chance = {
			base = 0
		}
		ROOT = {
			country_event = {
				hours = 0
				id = naw_norway.64
			}
		}
	} {
		name = naw_norway.65.p
		trigger = {
			original_tag = NOR
		}
		ai_chance = {
			base = 50
		}
		set_rule = {
			can_create_factions = yes
		}
		add_political_power = -5
	}
}
### Entity: Scripted Effect
Component: ITA_add_basic_light_tank_destroyer_template
Constructs: create_equipment_variant
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_add_basic_light_tank_destroyer_template = {
	create_equipment_variant = {
		name = L3 cc
		type = light_tank_destroyer_chassis_1
		parent_version = 0
		modules = {
			main_armament_slot = tank_high_velocity_cannon
			turret_type_slot = tank_light_fixed_superstructure_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
		}
		upgrades = {
			tank_nsb_engine_upgrade = 1
			tank_nsb_armor_upgrade = 1
		}
	}
}
### Entity: Idea
Component: POL_The_Four_Year_Plan2
Constructs: removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_The_Four_Year_Plan2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = HUN_treaty_of_triannon
	modifier = {
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		line_change_production_efficiency_factor = 0.1
	}
}
### Entity: Idea
Component: rt56_sons_of_liberty
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_usa.txt

Code:
rt56_sons_of_liberty = {
	picture = generic_intel_bonus
	name = sons_of_liberty
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		mobilization_speed = 0.05
		drift_defence_factor = 0.05
		dig_in_speed_factor = 0.05
	}
}
### Entity: Event
Component: new_zealand.11
Constructs: is_triggered_only, ai_chance, add_ideas, fire_only_once, remove_dynamic_modifier, add_dynamic_modifier, add_compliance, release_on_controlled
Source: game
File: events/r56_new_zealand.txt

Code:
country_event = {
	id = new_zealand.11
	title = new_zealand.11.t
	desc = new_zealand.11.d
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = new_zealand.11.a
		ai_chance = {
			base = 95
		}
		726 = {
			remove_dynamic_modifier = {
				modifier = mau_movement
			}
			add_dynamic_modifier = {
				modifier = calm_mau_movement
			}
			add_compliance = 30
		}
	} {
		name = new_zealand.11.b
		release_on_controlled = SAM
		NZL = {
			set_autonomy = {
				target = SAM
				autonomous_state = autonomy_protectorate
				freedom_level = 0.5
			}
		}
		SAM = {
			promote_character = {
				character = SAM_council
				ideology = oligarchism
			}
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
			set_party_name = {
				ideology = neutrality
				name = SAM_colonial_administration
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.35
			}
			set_cosmetic_tag = SAM_TWS
			add_ideas = SAM_goodwill_mission
			add_to_tech_sharing_group = commonwealth_research
			hidden_effect = {
				726 = {
					set_demilitarized_zone = no
				}
				USA = {
					give_guarantee = SAM
				}
				load_oob = SAM_1936
				add_offsite_building = {
					type = industrial_complex
					level = 1
				}
				country_event = {
					id = samoa_fautasi_race.1
					days = 1
					random_hours = 12
					random_days = 1
				}
			}
		}
		726 = {
			remove_dynamic_modifier = {
				modifier = mau_movement
			}
		}
		ai_chance = {
			base = 5
		}
	} {
		name = new_zealand.11.c
		release_on_controlled = SAM
		NZL = {
			set_autonomy = {
				target = SAM
				autonomous_state = autonomy_protectorate
				freedom_level = 0.5
			}
		}
		SAM = {
			promote_character = {
				character = SAM_council
				ideology = oligarchism
			}
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
			set_party_name = {
				ideology = neutrality
				name = SAM_colonial_administration
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.35
			}
			set_cosmetic_tag = SAM_TWS
			add_ideas = SAM_goodwill_mission
			add_to_tech_sharing_group = commonwealth_research
			hidden_effect = {
				726 = {
					set_demilitarized_zone = no
				}
				USA = {
					give_guarantee = SAM
				}
				load_oob = SAM_1936
				add_offsite_building = {
					type = industrial_complex
					level = 1
				}
		
# ... (truncated)
### Entity: Idea
Component: MEK_wi
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEK_wi = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = MEK
	}
	traits = {
		war_industrialist
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_expand_the_northern_railway
Constructs: prerequisite, completion_reward, cancel_if_invalid, build_railway
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_expand_the_northern_railway
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = AST_expand_lithgow_small_arms_factory
	}
	x = 0
	y = 4
	relative_position_id = AST_standard_gauge_railway
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		controls_state = 520
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		build_railway = {
			level = 2
			path = {
				7669 1431 12104 1454
			}
		}
	}
}
### Entity: Scripted Effect
Component: TUR_upgrade_fundamentalist_defiance_effect
Constructs: limit, has_dynamic_modifier, remove_core_of, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_upgrade_fundamentalist_defiance_effect = {
	custom_effect_tooltip = TUR_upgrade_fundamentalist_defiance_effect_tt
	hidden_effect = {
		event_target:TUR_fundamentalist_state = {
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = islamist_insurgency
					}
				}
				remove_core_of = TUR
			}
			else_if = {
				limit = {
					has_dynamic_modifier = {
						modifier = islamist_sedition
					}
				}
				remove_dynamic_modifier = {
					modifier = islamist_sedition
				}
				add_dynamic_modifier = {
					modifier = islamist_insurgency
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					}
				}
				remove_dynamic_modifier = {
					modifier = islamist_opposition
				}
				add_dynamic_modifier = {
					modifier = islamist_sedition
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = islamists_placated
					}
				}
				remove_dynamic_modifier = {
					modifier = islamists_placated
				}
				add_dynamic_modifier = {
					modifier = islamist_opposition
				}
			}
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_philips_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_philips_focus
	prerequisite = {
		focus = HOL_expand_the_artillerieinrichtingen
	}
	icon = GFX_focus_hol_philips
	x = 2
	y = 1
	relative_position_id = HOL_expand_the_artillerieinrichtingen
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = HOL_philips_focus_tt
		add_tech_bonus = {
			name = HOL_philips_focus
			bonus = 1.0
			uses = 1
			category = electronics
		} {
			name = HOL_philips_focus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = electronics
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, has_war, has_government, owns_state, has_war_with, add_war_support, has_country_flag, add_stability
Source: game
File: common/decisions/NaW_NOR_decisions.txt

Code:
political_actions = {
	NOR_the_kings_choice = {
		icon = generic_nationalism
		allowed = {
			original_tag = NOR
		}
		available = {
			OR = {
				has_government = democratic neutrality
			} {
				has_country_leader = {
					character = NOR_haakon_vii
					ruling_only = yes
				}
				has_idea = NOR_haakon
			}
			has_defensive_war = yes
			has_civil_war = no
			has_capitulated = no
		}
		cost = 50
		fire_only_once = yes
		visible = {
			original_tag = NOR
			OR = {
				has_government = democratic neutrality
			} {
				has_country_leader = {
					character = NOR_haakon_vii
					ruling_only = yes
				}
				has_idea = NOR_haakon
			}
			has_defensive_war = yes
			has_civil_war = no
		}
		complete_effect = {
			add_stability = 0.05
			add_war_support = 0.1
		}
		ai_will_do = {
			base = 100
			modifier = {
				factor = 0.2
				has_stability = > 0.95
			} {
				factor = 0.1
				has_war_support = > 0.9
			} {
				factor = 0
				AND = {
					has_stability = > 0.95
					has_war_support = > 0.9
				}
			}
		}
	}
	NOR_expand_the_kings_responsibilities = {
		icon = generic_speech
		allowed = {
			original_tag = NOR
		}
		available = {
			OR = {
				has_government = democratic neutrality
			} {
				has_country_leader = {
					character = NOR_haakon_vii
					ruling_only = yes
				}
				has_idea = NOR_haakon
			}
			has_civil_war = no
			NOT = {
				has_war_with = DEN
			}
			has_capitulated = no
			DEN = {
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
					exists = no
				}
			}
		}
		cost = 50
		fire_only_once = no
		days_remove = 3
		days_re_enable = 180
		visible = {
			original_tag = NOR
			OR = {
				has_government = democratic neutrality
			} {
				has_country_leader = {
					character = NOR_haakon_vii
					ruling_only = yes
				}
				has_idea = NOR_haakon
			} {
				has_completed_focus = NOR_reclaim_the_islands NOR_approach_denmark
			}
			has_civil_war = no
			NOT = {
				NOR_haakon_vii = {
					OR = {
						has_character_flag = NOR_monarch_has_advisor_role NOR_monarch_has_field_marshal_role NOR_monarch_has_naval_commander_role
					}
				}
			}
		}
		remove_effect = {
			country_event = {
				hours = 6
				id = naw_norway.199
			}
		}
		ai_will_do = {
			base = 0.5
			modifier = {
				factor = 0.2
				has_stability = < 0.55
			} {
				factor = 1.6
				has_war = yes
			} {
				factor = 2
				has_navy_size = {
					size = > 1
					type = capi
# ... (truncated)
### Entity: Idea
Component: FRA_womens_suffrage
Constructs: political_power_gain, has_government, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_womens_suffrage = {
	picture = generic_constitutional_guarantees
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		political_power_gain = 0.25
	}
}
### Entity: Unit Template
Component: DDR_MTN_01
Source: game
File: common/units/names_divisions/DDR_names_divisions.txt

Code:
DDR_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		DDR
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %d. Gebirgsjäger-Division
	ordered = {
		1 = {
			%d. Gebirgsjäger-Division
		}
		2 = {
			%d. Gebirgsjäger-Division
		}
		3 = {
			%d. Gebirgsjäger-Division
		}
		4 = {
			%d. Gebirgsjäger-Division
		}
		5 = {
			%d. Gebirgsjäger-Division
		}
		6 = {
			%d. Gebirgsjäger-Division
		}
		7 = {
			%d. Gebirgsjäger-Division
		}
		9 = {
			%d. Gebirgsjäger-Division
		}
		8 = {
			%d. Gebirgsjäger-Division
		}
		10 = {
			%d. Gebirgsjäger-Division
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_rearmament.7
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, remove_ideas, has_government, has_war_with, add_opinion_modifier
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_rearmament.7
	title = bftb_bulgaria_rearmament.7.t
	desc = bftb_bulgaria_rearmament.7.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_rearmament.7.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 5
				has_opinion = {
					target = BUL
					value = < 0
				}
			} {
				factor = 5
				has_opinion = {
					target = BUL
					value = < 50
				}
			} {
				factor = 5
				NOT = {
					has_government = BUL
				}
			} {
				factor = 10
				BUL = {
					has_completed_focus = BUL_bulgarian_irredentism
				}
			} {
				factor = 100
				BUL = {
					OR = {
						has_war_with = ENG
						AND = {
							is_in_faction = yes
							NOT = {
								is_in_faction_with = ROOT
							}
						}
					}
				}
			} {
				factor = 10
				BUL = {
					has_completed_focus = BUL_support_macedonian_organizations
				}
			} {
				factor = 15
				BUL = {
					has_idea = BUL_imro_05
				}
			} {
				factor = 5
				BUL_has_some_sort_of_bogdan_filov = yes
			}
		}
		effect_tooltip = {
			BUL = {
				add_opinion_modifier = {
					target = ROOT
					modifier = BUL_refused_to_lift_arms_restrictions
				}
			}
		}
		BUL = {
			country_event = {
				id = bftb_bulgaria_rearmament.8
				hours = 8
				random_hours = 4
			}
		}
		custom_effect_tooltip = bftb_bulgaria_rearmament.1_refuse_tt
	} {
		name = bftb_bulgaria_rearmament.7.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				has_opinion = {
					target = BUL
					value = > 0
				}
			} {
				factor = 5
				has_opinion = {
					target = BUL
					value = > 25
				}
			} {
				factor = 100
				BUL = {
					OR = {
						AND = {
							has_war_with = GER
							NOT = {
								GER = {
									is_in_faction_with = ROOT
								}
							}
						}
						is_in_faction_with = ROOT
					}
				}
			} {
				factor = 50
				is_historical_focus_on = yes
			} {
				factor = 0
				any_country = {
					has_war_with = BUL
					is_in_faction_with = ROOT
				}
			} {
				factor = 10
				BUL = {
					has_completed_focus = BUL_condemn_macedonian_organizations
				}
			} {
				factor = 10
				BUL = {
					NOT = {
						has_idea = BUL_imro_01
					} {
						has_idea = BUL_imro_04
					} {
						has_idea = BUL_imro_05
					}
				}
			} {
				factor = 1.5
				BUL = {
					OR = {
						has_completed_focus = BUL_treaty_of_perpetual_friendship BUL_
# ... (truncated)
### Entity: Unit Leader
Component: sub_unit_categories
Source: game
File: common/unit_tags/00_categories.txt

Code:
sub_unit_categories = {
	category_tanks category_light_infantry category_front_line category_all_infantry category_support_battalions category_militia category_all_armor category_army category_line_artillery category_artillery category_fighter category_heavy_fighter category_cas category_special_forces category_nav_bomber category_tac_bomber category_strat_bomber category_scout_plane category_recon category_mountaineers category_paratroopers category_marines category_anti_air category_amphibious_tanks category_support_artillery category_cavalry category_bus category_vehicle_infantry category_special_forces_leg_infantry category_mobile_and_mobile_combat_sup category_infantry_and_bicycle category_self_propelled_artillery category_self_propelled_anti_air category_tank_destroyers category_helicopter_support_companies category_rangers category_anti_tank category_mobile_anti_tank category_rocket_artillery category_carrier_fighter category_carrier_cas category_carrier_nav_bomber category_maritime_patrol_bomber category_marines_and_amphibious category_divisional_support_battalions category_regimental_support_battalions category_tank_destroyer_regimental_support category_self_propelled_anti_air_regimental_support category_regimental_support_artillery
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_consolidate_bundesheer
Constructs: prerequisite, completion_reward, add_political_power, add_command_power
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_consolidate_bundesheer
	icon = GFX_focus_generic_fascist_troops
	relative_position_id = AUS_better_germany
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = AUS_better_germany
	}
	completion_reward = {
		add_political_power = 50
		add_command_power = 20
		army_experience = 30
	}
}
### Entity: State History
Component: 943
Constructs: add_core_of
Source: game
File: history/states/943-Arifjan.txt

Code:
state = {
	id = 943
	name = Arifjan
	resources = {
		oil = 7.0
	}
	provinces = {
		13347
	}
	history = {
		owner = USA
		buildings = {
			infrastructure = 2
			13347 = {
				naval_base = 3
			}
			air_base = 4
		}
		add_core_of = KUW
	}
	manpower = 1000
	state_category = wasteland
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Event
Component: r56.news_event.1117
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.1117
	title = r56.news_event.1117.t
	desc = r56.news_event.1117.d
	picture = GFX_news_event_EGY_nationalist_uprising
	is_triggered_only = yes
	option = {
		name = r56.news_event.1117.a
		trigger = {
			original_tag = EGY
		}
	} {
		name = r56.news_event.1117.b
		trigger = {
			original_tag = ENG
		}
	} {
		name = r56.news_event.1117.c
		trigger = {
			NOT = {
				original_tag = ENG EGY
			}
		}
	}
}
### Entity: Character
Component: DJI_acas
Source: game
File: common/characters/DJI.txt

Code:
DJI_acas = {
	advisor = {
		slot = high_command
		idea_token = DJI_acas
		ledger = air
		allowed = {
			original_tag = DJI
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_42
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_42 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 42
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 42
	}
}
### Entity: Shared Focus
Tree: mae_focus
Component: MAE_EMPIRE_appease_muslims
Constructs: shared_focus, prerequisite, add_stability, completion_reward
Source: game
File: common/national_focus/r56_macedonian_empire_shared.txt

Code:
shared_focus = {
	id = MAE_EMPIRE_appease_muslims
	icon = GFX_goal_generic_national_unity
	cost = 10
	prerequisite = {
		focus = MAE_EMPIRE_connect_the_cities
	}
	relative_position_id = MAE_EMPIRE_connect_the_cities
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {

	}
	completion_reward = {
		add_stability = 0.05
	}
}
### Entity: Idea
Component: SAF_ossewabrandwag
Constructs: has_government, industrial_capacity_factory, removal_cost, fascism_drift
Source: game
File: common/ideas/south_africa.txt

Code:
SAF_ossewabrandwag = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = saf_ossewabrandwag
	modifier = {
		fascism_drift = 0.01
		industrial_capacity_factory = -0.1
		industrial_capacity_dockyard = -0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_DIFFICULTY_str_bonus_trigger
Constructs: set_temp_variable, has_deployed_air_force_size
Source: game
File: common/scripted_triggers/EAI_DIFFICULTY_triggers.txt

Code:
EAI_DIFFICULTY_str_bonus_trigger = {
	set_temp_variable = {
		tmp = num_of_military_factories
	}
	multiply_temp_variable = {
		tmp = 10
	}
	OR = {
		has_deployed_air_force_size = {
			type = strategic_bomber
			size = < 400
		}
		meta_trigger = {
			text = {
				has_deployed_air_force_size = {
					type = strategic_bomber
					size = < [x]
				}
			}
			x = [?tmp|.0]
		}
	}
}
### Entity: Character
Component: TZN_ncm
Source: game
File: common/characters/TZN.txt

Code:
TZN_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = TZN_ncm
		allowed = {
			original_tag = TZN
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_rival_italy
Constructs: prerequisite, has_government, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_rival_italy
	icon = GFX_goal_generic_position_armies
	text = GRE_rival_italy
	prerequisite = {
		focus = GRE_rival_germany
	}
	x = -2
	y = 0
	relative_position_id = GRE_befriend_britain
	cost = 10
	ai_will_do = {
		factor = 8
	}
	bypass = {
		NOT = {
			ITA = {
				has_government = fascism
			}
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = GRE_national_defense_reforms
			add_idea = GRE_national_defense_reforms2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Technology
Component: basic_light_art
Constructs: enable_equipments, enable_subunits, research_cost, has_template_containing_unit, has_tech, is_researching_technology
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		light_tank_artillery_equipment_1
	}
	enable_subunits = {
		light_sp_artillery_brigade
	}
	research_cost = 0.5
	start_year = 1934
	ai_will_do = {
		base = 0.25
		modifier = {
			has_template_containing_unit = light_sp_artillery_brigade
			add = 2
		} {
			factor = 0
			OR = {
				has_tech = improved_light_art
				can_research = improved_light_art
				is_researching_technology = improved_light_tank
			}
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_light_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_form_the_socialist_union_of_the_mashriq
Constructs: prerequisite, has_government, add_war_support, completion_reward, add_political_power, is_puppet, is_in_faction, set_rule
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_form_the_socialist_union_of_the_mashriq
	icon = GFX_goal_generic_befriend_iraq
	prerequisite = {
		focus = IRQ_secret_police IRQ_ministry_of_propaganda
	}
	mutually_exclusive = {
		focus = IRQ_join_the_comitern
	}
	relative_position_id = IRQ_workers_revolution
	x = 3
	y = 4
	cost = 10
	available = {
		is_puppet = no
		is_in_faction = no
		has_government = communism
	}
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 150
		add_war_support = 0.05
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_PER_communist_faction
			name = socialist_union_of_the_mashriq
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}