Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: por_focus
Component: POR_continue_salazars_policies
Constructs: has_completed_focus, limit, add_ideas, completion_reward, add_political_power, is_historical_focus_on, allow_branch, has_game_rule
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_continue_salazars_policies
	mutually_exclusive = {
		focus = POR_unite_against_salazar POR_restore_valiance_to_the_nation
	}
	icon = GFX_focus_por_salazar
	cost = 8
	ai_will_do = {
		base = 1
		modifier = {
			factor = 50
			is_historical_focus_on = yes
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = POR_unite_against_salazar POR_restore_valiance_to_the_nation
			}
		}
	}
	x = 59
	y = 0
	offset = {
		x = -14
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = POR_continue_salazars_policies
		}
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = available_chief_of_army generic_skip_one_line_tt
		show_ideas_tooltip = POR_julio_botelho_moniz
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_support_the_spanish_nationalists_which_grants_tt generic_skip_one_line_tt POR_support_the_spanish_nationalists_tt generic_skip_one_line_tt
			add_ideas = POR_intervention_in_spain
		}
		mark_focus_tree_layout_dirty = yes
		hidden_effect = {
			if = {
				limit = {
					has_character = POR_jose_manuel_sarmento_de_beires
				}
				retire_character = POR_jose_manuel_sarmento_de_beires
			} {
				limit = {
					has_character = POR_jaime_cortesao
				}
				retire_character = POR_jaime_cortesao
			} {
				limit = {
					has_character = POR_francisco_da_cunha_leal
				}
				retire_character = POR_francisco_da_cunha_leal
			} {
				limit = {
					has_character = POR_bento_de_jesus_caraca
				}
				retire_character = POR_bento_de_jesus_caraca
			} {
				limit = {
					has_character = POR_maria_lamas
				}
				retire_character = POR_maria_lamas
			} {
				limit = {
					has_character = POR_augusto_de_vasconcelos
				}
				retire_character = POR_augusto_de_vasconcelos
			} {
				limit = {
					has_character = POR_jose_hipolito_raposo
				}
				retire_character = POR_jose_hipolito_raposo
			} {
				limit = {
					has_character = POR_fernando_dos_santos_costa
				}
				retire_character = POR_fernando_dos_santos_costa
			} {
				limit = {
					has_character = POR_domingos_de_gusmao_araujo
				}
				retire_character = POR_domingos_de_gusmao_araujo
			} {
				limit = {
					has_character = POR_manuel_da_silva_camp
# ... (truncated)
### Entity: National Focus
Tree: ser_focus
Component: SER_infrastructure_effort
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_infrastructure_effort
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = SER_build_the_nation
	}
	relative_position_id = SER_build_the_nation
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		controls_state = 107 963 105
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = infrastructure_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = infrastructure
					size = < 1
				}
			}
		}
	}
	completion_reward = {
		107 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		963 = {
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
		105 = {
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_armored_car_recon_max_org_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_armored_car_recon_max_org_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: National Focus
Tree: ita_focus
Component: ITA_milan_comms_industry
Constructs: prerequisite, completion_reward, is_special_project_completed, has_full_control_of_state, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_milan_comms_industry
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = ITA_fiocchi_munizioni
	}
	x = 1
	y = 1
	relative_position_id = ITA_fiocchi_munizioni
	cost = 5
	available = {
		is_special_project_completed = sp:sp_air_radar
		has_full_control_of_state = 159
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		159 = {
			add_building_construction = {
				type = radar_station
				level = 1
				instant_build = yes
			}
		}
		2 = {
			add_building_construction = {
				type = radar_station
				level = 1
				instant_build = yes
			}
		}
		115 = {
			add_building_construction = {
				type = radar_station
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = ITA_milan_comms_industry
			bonus = 1
			uses = 1
			category = radar_tech
		}
	}
}
### Entity: Character
Component: DAH_coi
Source: game
File: common/characters/DAH.txt

Code:
DAH_coi = {
	advisor = {
		slot = political_advisor
		idea_token = DAH_coi
		allowed = {
			original_tag = DAH
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Character
Component: INS_sultan_in_the_hills
Constructs: political_power_gain, army_attack_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
INS_sultan_in_the_hills = {
	political_power_gain = 0.1
	resistance_growth_on_our_occupied_states = 0.25
	army_core_attack_factor = 0.1
	army_core_defence_factor = 0.1
	army_attack_factor = -0.1
	random = no
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3ASplit.html

Doc:
[view] [edit] Template documentation
This documentation is transcluded from Template:Split/doc. (edit | history)
Split can be used to highlight articles that need division.

Contents

1 Usage

2 Parameters

3 Values

4 Effects

5 Updating this template

6 Example
### Entity: Character
Component: HON_lisandro_machado
Source: game
File: common/characters/HON.txt

Code:
HON_lisandro_machado = {
	name = Lisandro Machado
	portraits = {
		civilian = {
			large = GFX_portrait_Lisandro_Machado
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1943.1.1.12
		id = -1
	}
}
### Entity: Event
Component: mexico.46
Constructs: is_triggered_only, has_war_with, is_in_faction_with
Source: game
File: events/Mexico.txt

Code:
news_event = {
	id = mexico.46
	title = mexico.46.title
	desc = mexico.46.desc
	picture = GFX_news_event_053
	major = yes
	is_triggered_only = yes
	option = {
		name = mexico.46.a
		trigger = {
			OR = {
				original_tag = MEX
				is_in_faction_with = MEX
			}
		}
	} {
		name = mexico.46.b
		trigger = {
			has_war_with = MEX
		}
	} {
		name = mexico.46.c
		trigger = {
			NOT = {
				OR = {
					original_tag = MEX
					is_in_faction_with = MEX
					has_war_with = MEX
				}
			}
		}
	}
}
### Entity: Event
Component: austria.110
Constructs: is_triggered_only
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.110
	title = austria.110.t
	desc = austria.110.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = austria.110.a
		effect_tooltip = {

		}
	}
}
### Entity: Effect Reference
Construct: capture_operative
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## capture_operative

* Supported Scopes: COUNTRY, CHARACTER
* Supported Targets: THIS, ROOT, PREV, FROM

```
Capture an operative
Can be used from a scope and a target that is either a country or a unit leader.
Examples:
GER = {
    capture_operative = PREV  # where PREV is an operative (unit leader)
    # or    capture_operative = {
        operative = PREV
        ignore_death_chance = yes  # optional: whether the death chance on capture should be ignored
    }
}

capture_operative = { captured_by = GER } # where the scope is an unit leader

```
### Entity: Modifier Reference
Component: international_city_4
Constructs: compliance_gain, disable_strategic_redeployment
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
international_city_4 = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_sabotaged_resource
	state_resources_factor = -0.25
	recruitable_population_factor = -0.25
	local_factories = -0.25
	resistance_growth = 0.2
	compliance_gain = 0.4
	disable_strategic_redeployment = yes
}
### Entity: Scripted Trigger
Component: EAI_HFTR_military_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_HFTR_military_focus = {
	check_variable = {
		EAI_FOCUS/AIR/heavy_fighter = > global.EAI_OFF
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_nationalize_british_owned_factories
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_nationalize_british_owned_factories
	icon = GFX_focus_AUS_raid_military_storages
	prerequisite = {
		focus = RAJ_deathblow_to_imperial_remnants
	}
	x = -2
	y = 1
	relative_position_id = RAJ_deathblow_to_imperial_remnants
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		try_build_civ_in_core_otherwise_build_in_controlled = yes
		try_build_mil_in_core_otherwise_build_in_controlled_2_mil = yes
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_3
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_3 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_3
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = light_tank_flame_chassis
		value = 0
	}
}
### Entity: Decision
Component: stalinism_on_the_rise
Constructs: add_equipment_to_stockpile, limit, political_power_gain, has_government, has_country_flag, add_stability, fire_only_once, industrial_capacity_factory
Source: game
File: common/decisions/POL_other_ideologies_political_decisions.txt

Code:
stalinism_on_the_rise = {
	prepare_for_stalinist_civil_war = {
		icon = generic_prepare_civil_war
		available = {
			communism = > 0.1
		}
		visible = {
			NOT = {
				has_country_flag = preparation_for_stalinism_civil_war
			} {
				has_government = communism
			}
			OR = {
				has_idea_with_trait = stalinist_revolutionary
				AND = {
					is_puppet = yes
					ROOT = {
						OVERLORD = {
							has_government = communism
						}
					}
				}
			}
		}
		fire_only_once = yes
		cost = 25
		complete_effect = {
			set_country_flag = preparation_for_stalinist_civil_war
		}
		ai_will_do = {
			factor = 0
		}
	}
	expand_civil_stalinist_support = {
		icon = generic_civil_support
		visible = {
			OR = {
				has_country_flag = preparation_for_stalinist_civil_war open_up_political_discourse_stalinist
			} {
				has_idea_with_trait = stalinist_revolutionary
				OVERLORD = {
					has_government = communism
				}
			}
			NOT = {
				has_government = communism
			}
		}
		cancel_trigger = {
			hidden_trigger = {
				has_civil_war = yes
			}
		}
		fire_only_once = no
		cost = 25
		days_remove = 60
		modifier = {
			communism_drift = 0.15
			stability_weekly = -0.015
			political_power_gain = -0.3
		}
		ai_will_do = {
			factor = 1
		}
	}
	army_support_for_stalinist_civil_war = {
		icon = generic_army_support
		visible = {
			has_country_flag = preparation_for_stalinist_civil_war
			OR = {
				has_idea_with_trait = stalinist_revolutionary
				OVERLORD = {
					has_government = communism
				}
			}
			NOT = {
				has_government = communism
			}
		}
		cancel_trigger = {
			hidden_trigger = {
				has_civil_war = yes
			}
		}
		fire_only_once = no
		cost = 50
		days_remove = 30
		modifier = {
			command_power_gain = -0.02
		}
		remove_effect = {
			if = {
				limit = {
					check_variable = {
						var = army_support_var
						value = 0.1
						compare = less_than
					}
				}
				set_variable = {
					var = army_support_var
					value = 0.1
				}
			} {
				limit = {
					check_variable = {
						var = army_support_var
						value = 0.1
						compare = greater_than_or_equals
					}
				}
				add_to_variable = {
					var = army_support_var
					value = 0.1
				}
			}
			set_country_flag = military_support_for_stalinist_civil_war
		}
		complete_effect = {

		}
		ai_will_do = {
			factor = 0
		}
	}
	ensure_general_loyalty_for_stalinist_civil_war = {
		icon = generic_army_support
		
# ... (truncated)
### Entity: Country History
Country: BLC
Component: BLC_technology
Constructs: set_technology
Source: game
File: history/countries/BLC - Balochistan.txt

Code:
# Starting Technologies for BLC
set_technology = {
	infantry_weapons = 1
	tech_recon = 1
	tech_support = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
}
### Entity: Decision
Component: DEN_balance_of_power_category
Constructs: has_completed_focus, division_template, has_war, limit, has_government, add_war_support, has_country_flag, add_stability
Source: game
File: common/decisions/DEN.txt

Code:
DEN_balance_of_power_category = {
	DEBUG_remove_bop_debug = {
		priority = 1000
		visible = {
			is_debug = yes
		}
		complete_effect = {
			set_country_flag = DEN_remove_bop_debug
		}
	}
	DEBUG_show_bop_debug = {
		priority = 999
		visible = {
			is_debug = yes
		}
		complete_effect = {
			clr_country_flag = DEN_remove_bop_debug
		}
	}
	DEBUG_DEN_bop_absurdly_high_increase_value = {
		priority = 920
		visible = {
			is_debug = yes
			NOT = {
				has_country_flag = DEN_remove_bop_debug
			}
		}
		complete_effect = {
			DEN_bop_absurdly_high_increase_effect = yes
		}
	}
	DEBUG_DEN_bop_very_high_increase_value = {
		priority = 919
		visible = {
			is_debug = yes
			NOT = {
				has_country_flag = DEN_remove_bop_debug
			}
		}
		complete_effect = {
			DEN_bop_very_high_increase_effect = yes
		}
	}
	DEBUG_DEN_bop_high_increase_value = {
		priority = 918
		visible = {
			is_debug = yes
			NOT = {
				has_country_flag = DEN_remove_bop_debug
			}
		}
		complete_effect = {
			DEN_bop_high_increase_effect = yes
		}
	}
	DEBUG_DEN_bop_medium_increase_value = {
		priority = 917
		visible = {
			is_debug = yes
			NOT = {
				has_country_flag = DEN_remove_bop_debug
			}
		}
		complete_effect = {
			DEN_bop_medium_increase_effect = yes
		}
	}
	DEBUG_DEN_bop_low_increase_value = {
		priority = 916
		visible = {
			is_debug = yes
			NOT = {
				has_country_flag = DEN_remove_bop_debug
			}
		}
		complete_effect = {
			DEN_bop_low_increase_effect = yes
		}
	}
	DEBUG_DEN_bop_very_low_increase_value = {
		priority = 915
		visible = {
			is_debug = yes
			NOT = {
				has_country_flag = DEN_remove_bop_debug
			}
		}
		complete_effect = {
			DEN_bop_very_low_increase_effect = yes
		}
	}
	DEBUG_DEN_bop_absurdly_high_decrease_value = {
		priority = 914
		visible = {
			is_debug = yes
			NOT = {
				has_country_flag = DEN_remove_bop_debug
			}
		}
		complete_effect = {
			DEN_bop_absurdly_high_decrease_effect = yes
		}
	}
	DEBUG_DEN_bop_very_high_decrease_value = {
		priority = 913
		visible = {
			is_debug = yes
			NOT = {
				has_country_flag = DEN_remove_bop_debug
			}
		}
		complete_effect = {
			DEN_bop_very_high_decrease_effect = yes
		}
	}
	DEBUG_DEN_bop_high_decrease_value = {
		priority = 912
		visible = {
			is_debug = yes
			NOT = {
				has_country_flag = DEN_remove_bop_debug
			}
		}
		complete_effect = {
			DEN_bop_high_decrease_effect = yes
		}
	}
	DEBUG_DEN_bop_medium_de
# ... (truncated)
### Entity: Shared Focus
Component: BALTIC_purge_of_our_own
Constructs: shared_focus, prerequisite, remove_ideas, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_purge_of_our_own
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = BALTIC_squash_resistance
	}
	x = -2
	y = 1
	relative_position_id = BALTIC_squash_resistance
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		remove_ideas = {
			BALTIC_popular_resistance
		}
		add_timed_idea = {
			idea = resistance_purged
			days = 365
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_prefer_artillery_design
Constructs: limit, has_idea_with_trait, has_available_idea_with_traits
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_template_design_triggers.txt

Code:
EAI_prefer_artillery_design = {
	OR = {
		has_idea_with_trait = army_artillery_3 army_artillery_2
		has_available_idea_with_traits = {
			idea = army_artillery_3
			limit = 1
		} {
			idea = army_artillery_2
			limit = 1
		}
	}
}
### Entity: Unit Template
Component: GER_PAR_01
Source: game
File: common/units/names_divisions/GER_names_divisions.txt

Code:
GER_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		GER
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d. Fallschirmjäger-Division
	ordered = {
		1 = {
			%d. Fallschirmjäger-Division
		}
		2 = {
			%d. Fallschirmjäger-Division
		}
		3 = {
			%d. Fallschirmjäger-Division
		}
		4 = {
			%d. Fallschirmjäger-Division
		}
		5 = {
			%d. Fallschirmjäger-Division
		}
		6 = {
			%d. Fallschirmjäger-Division
		}
		7 = {
			%d. Fallschirmjäger-Division
		}
		8 = {
			%d. Fallschirmjäger-Division
		}
		9 = {
			%d. Fallschirmjäger-Division
		}
		10 = {
			%d. Fallschirmjäger-Division
		}
		11 = {
			%d. Fallschirmjäger-Division
		}
		20 = {
			%d. Fallschirmjäger-Division
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_cavalry_integration
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_cavalry_integration
	icon = GFX_focus_URG_turmoil_of_paso_morlan
	prerequisite = {
		focus = IRQ_infantry_focus
	}
	x = 0
	y = 1
	relative_position_id = IRQ_infantry_focus
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IRQ_modify_army_modifier_version = yes
		add_to_variable = {
			IRQ_modifier_army_sub_unit_cavalry_attack_factor = 0.1
			tooltip = cavalry_attack_factor_tt
		} {
			IRQ_modifier_army_sub_unit_cavalry_speed_factor = 0.05
			tooltip = modifier_army_sub_unit_cavalry_speed_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = IRQ_cavalry_integration
			bonus = 0.5
			uses = 2
			category = support_tech
		}
	}
}
### Entity: Event
Component: mandate_palestine.1002
Constructs: is_triggered_only
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.1002
	title = mandate_palestine.1002.t
	desc = mandate_palestine.1002.d
	picture = GFX_report_event_MPL_haifa
	is_triggered_only = yes
	option = {
		name = mandate_palestine.1002.a
	}
}
### Entity: Character
Component: XSM_zi_shen
Source: game
File: common/characters/Warlords_China.txt

Code:
XSM_zi_shen = {
	name = XSM_zi_shen
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = XSM_zi_shen
		allowed = {
			original_tag = XSM
		}
		traits = {
			backroom_backstabber
		}
		ai_will_do = {
			base = 0.0
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_military_construction
Constructs: prerequisite, has_war, limit, completion_reward, has_war_support, complete_tooltip, every_state, has_state_flag
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_military_construction
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = USA_arsenal_of_democracy
	}
	available = {
		OR = {
			has_war = yes
			has_war_support = > 0.3
		}
	}
	continue_if_invalid = yes
	available_if_capitulated = yes
	x = 1
	y = 1
	relative_position_id = USA_arsenal_of_democracy
	cost = 10
	complete_tooltip = {
		army_experience = 10
		every_state = {
			limit = {
				has_state_flag = USA_military_construction_5MF
			}
			add_extra_state_shared_building_slots = 5
			add_building_construction = {
				type = arms_factory
				level = 5
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = USA_military_construction_2Inf
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		army_experience = 10
		random_owned_controlled_state = {
			limit = {
				arms_factory = > 0
				free_building_slots = {
					building = arms_factory
					size = > 4
					include_locked = yes
				}
				OR = {
					region = 117 118 119 120 199 219 218 211 214 198 197
				}
			}
			add_extra_state_shared_building_slots = 5
			add_building_construction = {
				type = arms_factory
				level = 5
				instant_build = yes
			}
			set_state_flag = USA_military_construction_5MF
		}
		if = {
			limit = {
				any_owned_state = {
					AND = {
						is_controlled_by = USA
						is_core_of = USA
						free_building_slots = {
							building = infrastructure
							size = > 1
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_core_of = USA
					free_building_slots = {
						building = infrastructure
						size = > 1
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
				set_state_flag = USA_military_construction_2Inf
			}
		} {
			limit = {
				any_owned_state = {
					is_controlled_by = USA
					is_core_of = USA
					NOT = {
						has_state_flag = USA_military_construction_2Inf
					}
					free_building_slots = {
						building = infrastructure
						size = > 1
					}
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					371
				}
				limit = {
					is_core_of = USA
					NOT = {
						has_state_flag = USA_military_construction_2Inf
					}
					free_building_slots = {
						building = infrastruct
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_MILITARY_COMBINED_clear_preparation
Constructs: limit, has_country_flag, clr_country_flag, set_country_flag
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_COMBINED_effects.txt

Code:
EAI_MILITARY_COMBINED_clear_preparation = {
	clr_country_flag = EAI_MILITARY_COMBINED_preparation
	set_country_flag = {
		flag = EAI_MILITARY_COMBINED_min_duration
		value = 1
		days = @EAI_MILITARY_COMBINED_min_duration_days
	}
	if = {
		limit = {
			has_country_flag = EAI_combined_operations_logging
		}
		log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_COMBINED_clear_preparation
	}
}