Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: bal_focus
Component: BAL_UNIFIED_estonian_shale_oil
Constructs: shared_focus, has_completed_focus, prerequisite, completion_reward, allow_branch, has_focus_tree, add_resource
Source: game
File: common/national_focus/r56_baltic_shared.txt

Code:
shared_focus = {
	id = BAL_UNIFIED_estonian_shale_oil
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = BAL_UNIFIED_exploit_our_common_resources
	}
	text_icon = NORDIC_focus_style
	available = {
		controls_state = 191
		NOT = {
			EST = {
				has_completed_focus = EST_kohta_jarve_oil_sources
			}
		}
	}
	relative_position_id = BAL_UNIFIED_exploit_our_common_resources
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	allow_branch = {
		NOT = {
			OR = {
				has_focus_tree = estonian_focus estonia_tree
			}
		}
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_resource = {
			type = oil
			amount = 12
			state = 191
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_our_own_empire
Constructs: prerequisite, has_country_flag, completion_reward, has_capitulated, is_subject, has_autonomy_state, has_war_together_with, cancel_if_invalid
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_our_own_empire
	icon = GFX_goal_generic_secret_weapon
	prerequisite = {
		focus = AST_protect_the_south_west_pacific
	} {
		focus = AST_demand_new_zealand
	}
	mutually_exclusive = {
		focus = AST_a_deal_with_japan
	}
	x = 1
	y = 4
	relative_position_id = AST_support_the_centre_party
	cost = 10
	ai_will_do = {
		factor = 4
		modifier = {
			ENG = {
				has_capitulated = yes
			}
			factor = 10
		} {
			JAP = {
				has_capitulated = yes
			}
			factor = 10
		}
	}
	available = {
		OR = {
			is_subject = no
			AND = {
				has_autonomy_state = autonomy_dominion
				compare_autonomy_progress_ratio = > 0.8
			}
		}
		NOT = {
			has_war_together_with = ENG
		} {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		ENG = {
			remove_from_faction = ROOT
		}
		OVERLORD = {
			set_autonomy = {
				target = AST
				autonomy_state = autonomy_free
			}
		}
		set_rule = {
			can_create_factions = yes
		}
	}
}
### Entity: Order of Battle
Component: air_wing_141
Source: game
File: history/units/SWE_1936_air_bba.txt

Code:
air_wings = {
	141 = {
		small_plane_cas_airframe_0 = {
			owner = SWE
			amount = 36
			creator = ENG
			version_name = Fairey Gordon
		}
		small_plane_airframe_0 = {
			owner = SWE
			amount = 30
			version_name = Svenska Jaktfalken
		}
	}
}
### Entity: Idea
Component: BUL_government_reforms_fascists_01
Constructs: removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_government_reforms_fascists_01 = {
	name = BUL_government_reforms_communists_01
	picture = generic_political_support
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		economy_cost_factor = -0.5
		production_speed_industrial_complex_factor = 0.1
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_prepare_for_offensive_action
Constructs: has_completed_focus, prerequisite, has_war, completion_reward, has_subject, is_in_faction_with, has_civil_war, add_timed_idea
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_prepare_for_offensive_action
	icon = GFX_focus_ETH_freedom_at_gunpoint
	x = 1
	y = 1
	prerequisite = {
		focus = COG_congo_and_the_war_in_europe
	}
	relative_position_id = COG_congo_and_the_war_in_europe
	mutually_exclusive = {
		focus = COG_make_use_of_the_british_proposal
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	bypass = {

	}
	available = {
		any_country_with_original_tag = {
			original_tag_to_check = BEL
			OR = {
				has_subject = ROOT
				is_in_faction_with = ROOT
			}
			has_war = yes
			has_civil_war = no
		}
		BEL = {
			has_completed_focus = BEL_unfit_to_reign
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = COG_ready_for_action
			days = 840
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_corporatism
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_corporatism
	icon = GFX_goal_italy_nationalize_the_banks
	cost = 10
	ai_will_do = {
		factor = 9
	}
	prerequisite = {
		focus = SWI_rise_of_front
	}
	mutually_exclusive = {
		focus = SWI_kill_henne
	}
	x = 12
	y = 2
	completion_reward = {
		swap_ideas = {
			remove_idea = nationalism
			add_idea = SWI_corporatism_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Operation
Component: targeted_sabotage_collapse_tunnel
Source: game
File: common/operation_phases/lar_targeted_sabotage.txt

Code:
targeted_sabotage_collapse_tunnel = {
	name = targeted_sabotage_collapse_tunnel
	desc = targeted_sabotage_collapse_tunnel_desc
	outcome = targeted_sabotage_collapse_tunnel_outcome
	picture = GFX_phase_targeted_sabotage_collapse_tunnel
	icon = GFX_phase_targeted_sabotage_collapse_tunnel_small
	equipment = {
		support_equipment = 500
	}
}
### Entity: Event
Component: cityfall.62
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.62
	title = cityfall.62.t
	desc = cityfall.62.d
	picture = GFX_Polish_Infantry_Intervention
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_stockholm_pol
	}
	option = {
		name = cityfall.62.a
		trigger = {
			NOT = {
				TAG = POL SWE
			}
		}
	} {
		name = cityfall.62.b
		trigger = {
			TAG = POL
		}
	} {
		name = cityfall.62.c
		trigger = {
			TAG = SWE
		}
	}
}
### Entity: Character
Component: BEL_lucien_lippert
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_lucien_lippert = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = BEL_lucien_lippert
		portraits = {
			army = {
				large = GFX_portrait_BEL_lucien_lippert
				small = GFX_portrait_BEL_lucien_lippert_small
			}
		}
		corps_commander = {
			visible = {
				OR = {
					has_completed_focus = BEL_support_the_rexists BEL_support_the_vnv
				}
			}
			traits = {
				infantry_officer
			}
			skill = 2
			attack_skill = 3
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 1
		}
	}
}
### Entity: Character
Component: LIE_alexander_frick
Constructs: has_government
Source: game
File: common/characters/LIE.txt

Code:
LIE_alexander_frick = {
	name = Alexander Frick
	portraits = {
		civilian = {
			small = GFX_idea_LIE_alexander_frick
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = LIE_alexander_frick
		allowed = {
			original_tag = LIE
		}
		available = {
			has_government = democratic
		}
		traits = {
			financial_expert
		}
	}
}
### Entity: National Focus
Tree: xsm_focus
Component: XSM_strike_at_the_detractors
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_ally_with, cancel_if_invalid, every_other_country
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XSM_strike_at_the_detractors
	icon = GFX_focus_CHI_decisive_battles
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = XSM_strengthening_our_position
	}
	relative_position_id = XSM_strengthening_our_position
	mutually_exclusive = {
		focus = XSM_demand_submission
	}
	ai_will_do = {
		base = 0
	}
	available = {
		is_subject = no
		any_other_country = {
			OR = {
				original_tag = XSM NXM GSM KHM
			}
			exists = yes
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					tag = XSM NXM GSM KHM
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = XSM_tsr_strike_the_traitors
			days = 140
		}
	}
}
### Entity: Event
Component: ethiopia.1
Constructs: is_triggered_only, ai_chance, limit, owns_state, has_war_with, white_peace
Source: game
File: events/r56_ethiopia.txt

Code:
country_event = {
	id = ethiopia.1
	title = Treaty of Cairo
	desc = After swaying the League of Nations' member states to not recognize Italy's claims on Ethiopian land, representatives of the five Great Powers as well as diplomats from Ethiopia and Italy have met in Cairo and agreed to end hostilities with Italy agreeing to cede control of Eritrea and Somaliland to Ethiopia.
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 1
		}
		name = Hopefully this peace will last.
		ITA = {
			white_peace = ETH
		}
		if = {
			limit = {
				ITA = {
					has_war_with = AFA
				}
			}
			AFA = {
				white_peace = ITA
			}
		} {
			limit = {
				ITA = {
					owns_state = 550
				}
			}
			ETH = {
				transfer_state = 550
			}
		} {
			limit = {
				ITA = {
					owns_state = 559
				}
			}
			ETH = {
				transfer_state = 559
			}
		} {
			limit = {
				ITA = {
					owns_state = 844
				}
			}
			ETH = {
				transfer_state = 844
			}
		} {
			limit = {
				ITA = {
					owns_state = 908
				}
			}
			ETH = {
				transfer_state = 908
			}
		}
	}
}
### Entity: Idea
Component: AFG_afghan_workers_program_idea
Constructs: research_speed_factor, has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_afghan_workers_program_idea = {
	picture = ARG_construction_guilds
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		weekly_manpower = -250
		research_speed_factor = 0.05
		production_speed_buildings_factor = 0.05
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_compensation
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, add_political_power, is_subject_of, has_civil_war
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_compensation
	icon = GFX_focus_ETH_compensation
	prerequisite = {
		focus = ETH_outsourced_production
	}
	x = 1
	y = 1
	relative_position_id = ETH_outsourced_production
	cost = 10
	available = {
		is_subject_of = ITA
		ITA = {
			has_civil_war = no
			OR = {
				has_government = fascism
				has_completed_focus = ITA_monarchia_d_italia
				hidden_trigger = {
					has_government = neutrality
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_political_power = 100
		IF = {
			limit = {
				is_or_will_be_jimma = yes
			}
			ITA = {
				country_event = {
					id = BBA_ethiopia_fascist_events.65
					hours = 1
				}
			}
		}
		ELSE = {
			ITA = {
				country_event = {
					id = BBA_ethiopia_fascist_events.64
					hours = 1
				}
			}
		}
	}
}
### Entity: Idea
Component: CZE_slovak_autonomists_idea
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, has_full_control_of_state, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_slovak_autonomists_idea = {
	picture = slovak_autonomists
	allowed = {
		tag = CZE
	}
	available = {

	}
	cancel = {
		NOT = {
			has_full_control_of_state = 70 664 71
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.025
		war_support_factor = -0.05
		political_power_cost = 0.15
		industrial_capacity_factory = -0.05
		line_change_production_efficiency_factor = -0.05
	}
}
### Entity: Modding Documentation
Construct: Goals
Source: vanilla_docs
File: common/ai_navy/_documentation.md

Doc:
### Goals

A goal is a high-level operation that the AI could utilize its navy for.

Some examples:
* Supporting naval invasions
* Protecting trade routes
* Establishing naval dominance

A goal encompasses the action and the purpose, but a goal in itself does not have a specific target. That is where **Objectives** come in.
### Entity: Decision
Component: INS_leaders_cat
Constructs: has_completed_focus, limit, has_country_flag, fire_only_once, has_character, is_country_leader, complete_effect, set_country_flag
Source: game
File: common/decisions/INS.txt

Code:
INS_leaders_cat = {
	INS_set_leader_to_tjarda = {
		icon = GFX_decision_eng_install_government
		available = {
			NOT = {
				has_country_flag = INS_has_changed_leader
			}
			has_character = INS_a_t_van_starkenborgh_stachouwer
			INS_a_t_van_starkenborgh_stachouwer = {
				is_country_leader = no
			}
		}
		visible = {
			has_completed_focus = INSHOL_democracy
		}
		cost = 75
		days_remove = 0
		fire_only_once = no
		ai_will_do = {
			base = 0
		}
		complete_effect = {
			set_country_flag = {
				flag = INS_has_changed_leader
				days = 120
				value = 1
			}
			if = {
				limit = {
					INS_a_t_van_starkenborgh_stachouwer = {
						can_be_country_leader = yes
					}
				}
				promote_character = {
					character = INS_a_t_van_starkenborgh_stachouwer
					ideology = conservatism
				}
			}
			else = {
				INS_a_t_van_starkenborgh_stachouwer = {
					add_country_leader_role = {
						promote_leader = yes
						country_leader = {
							ideology = conservatism
							expire = 1965.1.1
							 = .1
							traits = {
								TAOG_liberal_colonial_leader
							}
						}
					}
				}
			}
		}
	}
	INS_set_leader_to_cornelis = {
		icon = GFX_decision_eng_install_government
		available = {
			NOT = {
				has_country_flag = INS_has_changed_leader
			}
			has_character = INS_bonifacius_cornelis_de_jonge
			INS_bonifacius_cornelis_de_jonge = {
				is_country_leader = no
			}
		}
		visible = {
			has_completed_focus = INSHOL_democracy
		}
		cost = 75
		days_remove = 0
		fire_only_once = no
		ai_will_do = {
			base = 0
		}
		complete_effect = {
			set_country_flag = {
				flag = INS_has_changed_leader
				days = 120
				value = 1
			}
			if = {
				limit = {
					INS_bonifacius_cornelis_de_jonge = {
						can_be_country_leader = yes
					}
				}
				promote_character = {
					character = INS_bonifacius_cornelis_de_jonge
					ideology = conservatism
				}
			}
			else = {
				INS_bonifacius_cornelis_de_jonge = {
					add_country_leader_role = {
						promote_leader = yes
						country_leader = {
							ideology = conservatism
							expire = 1965.1.1
							 = .1
							traits = {
								INS_staunch_imperialist
							}
						}
					}
				}
			}
		}
	}
	INS_set_leader_to_sjahrir = {
		icon = GFX_decision_generic_political_discourse
		available = {
			NOT = {
				has_country_flag = INS_has_changed_leader
			}
			has_character = INS_sutan_sjahrir
			INS_sutan_sjahrir = {
	
# ... (truncated)
### Entity: National Focus
Tree: fra_focus
Component: FRA_defensive_strategems
Constructs: prerequisite, remove_ideas, has_country_flag, completion_reward, has_idea, set_rule
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_defensive_strategems
	icon = GFX_goal_generic_fortify_city
	available = {
		custom_trigger_tooltip = {
			tooltip = FRA_strengthen_government_support_tooltip
			NOT = {
				has_idea = FRA_strengthen_government_support_focus
			}
			has_country_flag = FRA_strengthen_government_support_focus_flag
		}
	}
	prerequisite = {
		focus = FRA_strengthen_government_support
	}
	x = 0
	y = 1
	relative_position_id = FRA_strengthen_government_support
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		remove_ideas = FRA_disjointed_government
		set_rule = {
			can_send_volunteers = yes
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_donbas_heavy_industries
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_donbas_heavy_industries
	icon = GFX_goal_generic_construct_mil_factory
	relative_position_id = RUT_claim_ukraine
	x = -2
	y = 2
	prerequisite = {
		focus = RUT_claim_ukraine
	}
	available = {
		RUT = {
			controls_state = 228
		}
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		228 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		add_resource = {
			type = steel
			amount = 20
			state = 228
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
}
### Entity: Idea
Component: EAI_DD_2/support_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/support_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		support_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Character
Component: BRA_apolonio_de_carvalho
Constructs: has_government, has_dlc
Source: game
File: common/characters/BRA.txt

Code:
BRA_apolonio_de_carvalho = {
	name = BRA_apolonio_de_carvalho
	portraits = {
		army = {
			small = GFX_portrait_BRA_apolinio_de_carvalho_small
			large = GFX_portrait_BRA_apolinio_de_carvalho
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BRA_apolonio_de_carvalho
		allowed = {
			original_tag = BRA
			has_dlc = Trial of Allegiance
		}
		available = {
			has_government = communism
		}
		traits = {
			BRA_militant_communist
		}
	}
}
### Entity: Decision
Component: SWE_the_swedish_german_trade_situation_category
Constructs: has_war_with, has_country_flag
Source: game
File: common/decisions/categories/r56_SWE_decision_categories.txt

Code:
SWE_the_swedish_german_trade_situation_category = {
	icon = hol_attract_foreign_investors
	allowed = {
		original_tag = SWE
	}
	visible = {
		has_country_flag = SWE_the_swedish_german_trade_situation_start
		NOT = {
			has_war_with = GER
		}
	}
	priority = {
		base = 15
	}
}
### Entity: Idea
Component: AST_R56_the_writers_revolution_idea
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_the_writers_revolution_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.05
	}
}
### Entity: Character
Component: shadow_of_calles
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
shadow_of_calles = {
	random = no
	sprite = 13
	neutrality_drift = 0.1
	political_power_factor = 0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: hongrabstuff_decisions
Constructs: has_government
Source: game
File: common/decisions/categories/HON_decision_categories.txt

Code:
hongrabstuff_decisions = {
	allowed = {
		original_tag = HON
	}
	visible = {
		OR = {
			has_government = neutrality communism
		}
	}
}
### Entity: Idea
Component: ETH_mig_design_bureau
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_mig_design_bureau = {
	name = mig_design_bureau
	picture = mig_design_bureau
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		has_completed_focus = ETH_soviet-ethiopian_trade_agreement
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.07
Constructs: is_triggered_only, ai_chance, add_state_claim, add_to_array, add_dynamic_modifier
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.07
	title = BBA_ethiopia_exile_events.07.t
	desc = BBA_ethiopia_exile_events.07.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_exile_events.07.a
		ai_chance = {
			base = 10
		}
		ROOT = {
			add_state_claim = 550
		}
		add_to_array = {
			ETH_promised_states_array = 550
		}
		550 = {
			add_dynamic_modifier = {
				modifier = ETH_arranged_expansion_modifier
			}
		}
	}
}
### Entity: Doctrine
Component: grand_battleplan
Constructs: limit, xp_cost, enable_tactic, has_variable, set_variable, add_to_variable, coordination_bonus
Source: game
File: common/doctrines/grand_doctrines/land_grand_doctrines.txt

Code:
grand_battleplan = {
	folder = land
	name = GRAND_DOCTRINE_GRAND_BATTLEPLAN
	description = GRAND_DOCTRINE_GRAND_BATTLEPLAN_DESC
	icon = GFX_doctrine_grand_battleplan_medium
	available = {
		always = yes
	}
	xp_cost = 100
	xp_type = army
	ai_will_do = {
		base = 2
	}
	tracks = {
		infantry combat_support armor operations
	}
	enable_tactic = tactic_planned_attack
	max_planning = 0.1
	command_power_gain = 0.25
	milestones = {
		{
			additional_brigade_column_size = 1
			enable_tactic = tactic_elastic_defense
			max_dig_in_factor = 0.05
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = infantry_milestone_var
						}
					}
					set_variable = {
						infantry_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						infantry_milestone_var = 1
					}
				}
			}
		} {
			coordination_bonus = 0.1
			category_regimental_support_battalions = {
				defense = 0.1
				entrenchment = 0.2
			}
			enable_tactic = tactic_overwhelming_fire
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = support_milestone_var
						}
					}
					set_variable = {
						support_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						support_milestone_var = 1
					}
				}
			}
		} {
			land_reinforce_rate = 0.02
			enable_tactic = tactic_breakthrough
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = armor_milestone_var
						}
					}
					set_variable = {
						armor_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						armor_milestone_var = 1
					}
				}
			}
		} {
			coordination_bonus = 0.1
			max_command_power = 30
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = operations_milestone_var
						}
					}
					set_variable = {
						operations_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						operations_milestone_var = 1
					}
				}
			}
		}
	}
}
### Entity: Character
Component: ICE_shipping_concern
Source: game
File: common/country_leader/00_traits.txt

Code:
ICE_shipping_concern = {
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: Trigger Reference
Construct: is_subject_of
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_subject_of

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Checks if the country is subject of specified country
```