Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: pla_focus
Component: PLA_naval_buildup
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, has_tech, allow_branch, is_coastal
Source: game
File: common/national_focus/r56_platine_shared.txt

Code:
shared_focus = {
	id = PLA_naval_buildup
	icon = GFX_goal_generic_admirality
	cost = 10
	prerequisite = {
		focus = PLA_improve_local_infrastructure
	}
	relative_position_id = PLA_improve_local_infrastructure
	x = -1
	y = 1
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		num_of_controlled_states = > 2
		has_tech = construction3
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: lar_spain.64
Constructs: is_triggered_only, ai_chance, add_war_support, has_country_flag, add_opinion_modifier, add_political_power, is_historical_focus_on, add_popularity
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.64
	title = lar_spain.64.t
	desc = lar_spain.64.desc
	picture = GFX_report_event_spr_no_pasaran
	is_triggered_only = yes
	option = {
		name = lar_spain.64.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 0.5
				is_historical_focus_on = yes
			} {
				factor = 0.2
				has_country_flag = FRA_non_intervention
			}
		}
		add_political_power = -50
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_timed_idea = {
			idea = SPR_equipment_shipments
			days = 730
		}
		add_opinion_modifier = {
			target = FROM
			modifier = SPA_spanish_civil_war_commitments
		}
		FROM = {
			add_war_support = 0.15
		}
		add_ai_strategy = {
			type = send_lend_lease_desire
			id = SPR
			value = 100
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = lar_spain.65
				}
			}
		}
	} {
		name = lar_spain.64.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_country_flag = FRA_arms_purchases_allowed FRA_sending_weapons_allowed FRA_volunteer_work_allowed
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = lar_spain.66
				}
			}
		}
	}
}
### Entity: Name List
Component: RAS
Source: game
File: common/names/00_names.txt

Code:
RAS = {
	male = {
		names = {
			Mohandas Narenda Dalbir Bipin Subrata Amarjeet Sanijv Ravi Praveen Surinder Balwant Sarath Amit Bimal Kumar Ranbir Manoj Suresh Sunil Sushila Meena Velu Aniruddha Shokin Ashwani Ashok Abhay Devraj Rudramurti Punita Anand Dipankar Ramnath Bahadur Atan Syed Kesur Bana Chain Ganga Gian Jadunath Mukund Surinder Triveni Varinder Sonam Ram Yogendra
		}
	}
	female = {
		names = {
			Indira Aditi Amita Anasuya Kavita Puja Rani Rashmi Sania Dusha Neha Neetu Deepti Deepa Bipasha Preeti Padmavati Uma Vibha
		}
	}
	surnames = {
		Neru Gandhi Modi Singh Suhag Rawat Hira Saha Sharma Nimbhorkar Talwar Thoge Hooda Bakshi Negi Hariz Chand Soni Verma Reddy Gupta Cheema Prasad Bharali Shivane Unni Sarin Patyal Chakravarty Bali Datta Naravane Chavan Chandra Bandyopadhyay Krishna Pannu Ambre Ahir Varadarajan Wangchuk Yadav
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_alliances
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_alliances
	icon = GFX_goal_generic_major_alliance
	text = GRE_alliances
	prerequisite = {
		focus = GRE_strategic_interests
	}
	x = -1
	y = 1
	relative_position_id = GRE_strategic_interests
	cost = 5
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_political_power = 50
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_rehabilitate_organisers_of_the_1934_coup
Constructs: prerequisite, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_rehabilitate_organisers_of_the_1934_coup
	icon = GFX_goal_generic_improve_relations
	relative_position_id = LIT_voldemarininkai_coup
	x = 2
	y = 1
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_voldemarininkai_coup
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
	}
}
### Entity: Military Industrial Organization
Component: PRC_factory_617_organization
Constructs: has_dlc, has_dynamic_modifier, add_trait, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/PRC_organization.txt

Code:
PRC_factory_617_organization = {
	include = generic_medium_tank_organization
	name = PRC_factory_617_organization
	icon = GFX_idea_PRC_factory_617
	allowed = {
		tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	available = {
		OR = {
			PRC = {
				controls_state = 621
			}
			621 = {
				has_dynamic_modifier = {
					modifier = PRC_infiltrated_state_3
				}
			}
		}
	}
	add_trait = {
		token = PRC_factory_617_early_mbt_trait
		name = PRC_factory_617_early_mbt_trait
		icon = GFX_my_custom_mio_custom_1
		special_trait_background = yes
		relative_position_id = generic_mio_trait_crew_survival_layout
		position = {
			x = 0
			y = 1
		}
		any_parent = {
			generic_mio_trait_crew_survival_layout generic_mio_trait_spaced_armor generic_mio_trait_sloped_side_armor
		}
		limit_to_equipment_type = {
			modern_tank_chassis
		}
		equipment_bonus = {
			breakthrough = 0.2
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.15
		}
	}
}
### Entity: Idea
Component: COG_support_african_diplomacy
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_congo.txt

Code:
COG_support_african_diplomacy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		communism_acceptance = 70
	}
}
### Entity: Idea
Component: GEN_Licences_I
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_Licences_I = {
	picture = generic_acquire_tanks
	removal_cost = -1
	allowed = {
		always = no
	}
	modifier = {
		license_armor_purchase_cost = -0.25
		license_air_purchase_cost = -0.25
	}
}
### Entity: Character
Component: EGY_ismail_sidky
Source: game
File: common/characters/EGY.txt

Code:
EGY_ismail_sidky = {
	name = Ismail Sidky
	portraits = {
		civilian = {
			small = GFX_idea_EGY_ismail_sidky
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = EGY_ismail_sidky
		allowed = {
			original_tag = EGY
		}
		available = {

		}
		traits = {
			silent_workhorse
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_invite_the_colonial_cabinet
Constructs: prerequisite, completion_reward, is_subject_of, has_civil_war, add_autonomy_score, add_corps_commander_role
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_invite_the_colonial_cabinet
	icon = GFX_goal_ENG_coa_army
	relative_position_id = EGY_empower_govenor_general
	x = 0
	y = 3
	cost = 10
	available = {
		is_subject_of = ENG
		has_civil_war = no
	}
	prerequisite = {
		focus = EGY_storm_abdeen_palace EGY_influence_of_the_king
	}
	mutually_exclusive = {
		focus = EGY_egypt_serving_the_empire
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_autonomy_score = {
			value = -100
			localization = EGY_empower_govenor_general_autonomy
		}
		add_corps_commander_role = {
			character = EGY_george_alexander_weir
			traits = {
				old_guard career_officer infantry_officer
			}
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 1
			logistics_skill = 2
		} {
			character = EGY_robert_gordon_finlayson
			traits = {
				artillerist
			}
			skill = 2
			attack_skill = 3
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 1
		}
	}
}
### Entity: Character
Component: MAN_kyoiji_tomonaga
Source: game
File: common/characters/MAN.txt

Code:
MAN_kyoiji_tomonaga = {
	name = MAN_kyoiji_tomonaga
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
	advisor = {
		slot = high_command
		idea_token = MAN_kyoiji_tomonaga
		ledger = army
		allowed = {
			original_tag = MAN
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: GER_naval_cruiser_panzerschiff
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/GER_naval.txt

Code:
GER_naval_cruiser_panzerschiff = {
	category = naval
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		naval_cruiser_heavy
	}
	priority = {
		factor = 1
		modifier = {
			factor = 5
			GER_naval_interest_trigger = yes
		}
	}
	panzerschiff_basic = {
		priority = {
			factor = 1
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_cruiser_panzerschiff
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_2
				fixed_ship_secondaries_slot = ship_secondaries
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_armor_slot = ship_armor_cruiser_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_engine_slot = cruiser_ship_engine_1
				front_1_custom_slot = empty
				mid_1_custom_slot = ship_airplane_launcher
				rear_1_custom_slot = ship_torpedo
			}
		}
		allowed_modules = {
			ship_anti_air ship_medium_battery ship_radar ship_torpedo ship_airplane_launcher
		}
	}
	panzerschiff_basic_upgrade = {
		visible = no
		priority = {
			factor = 5
			modifier = {
				factor = 5
				has_war = yes
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2200.0
			type = ship_hull_cruiser_panzerschiff
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_2
				fixed_ship_secondaries_slot = ship_secondaries
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_armor_slot = ship_armor_cruiser_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_engine_slot = cruiser_ship_engine_1
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_airplane_launcher
				mid_2_custom_slot = ship_anti_air
				rear_1_custom_slot = ship_torpedo
			}
		}
		allowed_modules = {
			ship_anti_air ship_medium_battery ship_radar ship_torpedo ship_airplane_launcher
		}
	}
	panzerschiff_basic_late = {
		priority = {
			factor = 1
			modifier = {
				factor = 5
				has_war = yes
			}
		}
		role_icon_index = 1
		enable = {
			has_tech = improved_dp_light_battery
		}
		history = yes
		target_variant = {
			match_value = 2500.0
			type = ship_hull_cruiser_panzerschiff
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_2
				fixed_ship_secondaries_slot = dp_ship_secondaries_2
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_armor_slot = ship_armor_cru
# ... (truncated)
### Entity: AI Strategy
Component: AST_r56_alternate_democratic
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/AST_R56_alternate_strategy_plan.txt

Code:
AST_r56_alternate_democratic = {
	name = R56 Australian alt democratic plan
	desc = 
	allowed = {
		original_tag = AST
	}
	enable = {
		OR = {
			has_country_flag = AST_AI_RANDOM_DEMOCRATIC_ALTERNATE
			has_game_rule = {
				rule = AST_ai_behavior
				option = DEMOCRATIC_ALTERNATE
			}
		}
	}
	ai_national_focuses = {
		AST_R56_finish_railway_gauge_standardisation AST_R56_australian_wool_board AST_R56_incom_tax_assessment_act AST_R56_commonwealth_aricraft_corporation AST_R56_australian_iron_and_steel AST_R56_strengthen_the_coalition AST_R56_cac_wirraway AST_R56_citizen_military_forces AST_R56_connect_south_australia AST_R56_dreams_of_a_republic AST_R56_greater_newcastle_act AST_R56_australia_act AST_R56_expand_lithgow AST_R56_look_to_america
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
		dd_tech = 5
	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Decision
Component: form_idel_ural_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_idel_ural_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_form_idel_uralic_republic
	allowed = {
		has_dlc = No Step Back
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_take_a_stance
Constructs: prerequisite, has_war_with, completion_reward, is_faction_leader, is_subject, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_take_a_stance
	icon = GFX_allies
	prerequisite = {
		focus = LIE_increase_swiss_cooperation
	}
	mutually_exclusive = {
		focus = LIE_maintain_international_neutrality LIE_seek_german_guarantees LIE_liechtenstein_alone
	}
	x = -3
	y = 3
	relative_position_id = LIE_increase_swiss_cooperation
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		ENG = {
			is_faction_leader = yes
		}
		is_subject = no
		is_in_faction = no
		NOT = {
			has_war_with = ENG
		}
	}
	bypass = {
		ENG = {
			is_faction_leader = yes
			is_in_faction_with = ROOT
		}
	}
	completion_reward = {
		ENG = {
			country_event = generic.2
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_amanullahs_visit_to_europe
Constructs: prerequisite, has_country_flag, completion_reward, has_country_leader
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_amanullahs_visit_to_europe
	icon = GFX_focus_GER_european_confederation
	x = 0
	y = 1
	cost = 5
	available = {
		has_country_leader = {
			character = AFG_amanullah_khan
			ruling_only = yes
		}
		has_country_flag = {
			flag = AFG_counter_for_visit_to_europe
			days = > 120
		}
		custom_trigger_tooltip = {
			tooltip = AFG_counter_for_visit_to_europe_days_tt
			has_country_flag = {
				flag = AFG_counter_for_visit_to_europe
				days = > 120
			}
		}
	}
	prerequisite = {
		focus = AFG_the_exiled_king
	}
	relative_position_id = AFG_the_exiled_king
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		custom_effect_tooltip = AFG_amanullah_tour_tt r56_newline AFG_improve_amanullah_spirit
		hidden_effect = {
			country_event = {
				id = r56_afghanistan.15
				hours = 6
			} {
				id = r56_afghanistan.56
				days = 18
			} {
				id = r56_afghanistan.57
				days = 35
			} {
				id = r56_afghanistan.58
				days = 52
			} {
				id = r56_afghanistan.59
				days = 78
			} {
				id = r56_afghanistan.60
				days = 97
			} {
				id = r56_afghanistan.61
				days = 142
			} {
				id = r56_afghanistan.62
				days = 181
			} {
				id = r56_afghanistan.63
				days = 199
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_align_nationalist_parties
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_game_rule, add_popularity, has_character, remove_character_as_tt
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_align_nationalist_parties
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = CZE_petition_the_nobles CZE_unify_the_fascist_parties
	}
	mutually_exclusive = {
		focus = CZE_align_slovak_catholics
	}
	cost = 10
	relative_position_id = CZE_petition_the_nobles
	x = 3
	y = 1
	offset = {
		x = -5
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_unify_the_fascist_parties
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = CZE_unify_the_fascist_parties
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
		} {
			limit = {
				has_character = CZE_jozef_tiso
			}
			custom_effect_tooltip = generic_skip_one_line_tt {
				localization_key = remove_character_as_tt
				CHARACTER = CZE_jozef_tiso
				ROLE = political_advisor
			}
			hidden_effect = {
				retire_character = CZE_jozef_tiso
			}
		} {
			limit = {
				has_character = CZE_vojtech_tuka
			}
			custom_effect_tooltip = {
				localization_key = remove_character_as_tt
				CHARACTER = CZE_vojtech_tuka
				ROLE = political_advisor
			}
			hidden_effect = {
				retire_character = CZE_vojtech_tuka
			}
		} {
			limit = {
				OR = {
					70 = {
						is_owned_and_controlled_by = ROOT
					}
					71 = {
						is_owned_and_controlled_by = ROOT
					}
				}
				NOT = {
					has_global_flag = CZE_slovak_unrest_fired
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			set_global_flag = CZE_slovak_unrest_fired
			country_event = MUN_czech.1034
		}
		else = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.05
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = CZE_josef_rozsevac
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL
	}
}
### Entity: Country History
Country: BUK
Component: BUK_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/BUK - Bukharan Republic.txt

Code:
# Misc for BUK
capital = 830
set_research_slots = 2
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.51
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.51
	title = BBA_italy_interaction_events.51.t
	desc = BBA_italy_interaction_events.51.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.51.a
	}
}
### Entity: AI Strategy
Component: PRC_let_everyone_else_do_the_fighting
Constructs: has_war_with, has_dlc, is_in_faction_with
Source: game
File: common/ai_strategy/CHI.txt

Code:
PRC_let_everyone_else_do_the_fighting = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = PRC
	}
	enable = {
		date = < 1940.8.20
		is_in_faction_with = CHI
		NOT = {
			any_controlled_state = {
				any_neighbor_state = {
					controller = {
						has_war_with = PRC
					}
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = garrison
		value = 1000
	} {
		type = front_unit_request
		value = -100
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_gran_colombia
Constructs: prerequisite, has_war, limit, has_government, completion_reward, has_army_manpower, has_guaranteed, is_ally_with
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_gran_colombia
	icon = GFX_goal_generic_war_with_comintern
	relative_position_id = HON_liberate_mexico
	prerequisite = {
		focus = HON_liberate_mexico
	} {
		focus = HON_caribfed
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			strength_ratio = {
				tag = COL
				ratio = > 1.5
			}
		} {
			add = 15
			has_war = no
			has_army_manpower = {
				size = > 250000
			}
			any_other_country = {
				NOT = {
					has_guaranteed = COL
					is_ally_with = COL
				}
			}
		} {
			add = 15
			any_other_country = {
				NOT = {
					has_guaranteed = VEN
					is_ally_with = VEN
				}
			}
		} {
			add = 15
			any_other_country = {
				NOT = {
					has_guaranteed = ECU
					is_ally_with = ECU
				}
			}
		}
	}
	will_lead_to_war_with = COL VEN ECU
	available = {
		has_army_manpower = {
			size = > 250000
		}
		r56_script_i_am_sane = yes
		OR = {
			COL = {
				r56_script_target_is_sane = yes
			}
			VEN = {
				r56_script_target_is_sane = yes
			}
			ECU = {
				r56_script_target_is_sane = yes
			}
		}
	}
	bypass = {
		COL = {
			r56_script_standard_bypass = yes
		}
		VEN = {
			r56_script_standard_bypass = yes
		}
		ECU = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				COL = {
					exists = yes
					NOT = {
						has_government = communism
					}
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = COL
				expire = 0
			}
		} {
			limit = {
				VEN = {
					exists = yes
					NOT = {
						has_government = communism
					}
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = VEN
				expire = 0
			}
		} {
			limit = {
				ECU = {
					exists = yes
					NOT = {
						has_government = communism
					}
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = ECU
				expire = 0
			}
		}
		else_if = {
			limit = {
				is_faction_leader = yes
				COL = {
					exists = yes
					has_government = communism
				}
			}
			COL = {
				country_event = generic.5
			}
		} {
			limit = {
				is_faction_leader = yes
				VEN = {
					exists = yes
					has_government = communism
				}
			}
			VEN = {
				country_event = generic.5
			}
		} {
			limit = {
				is_faction_leader = yes
				ECU = {
					exists = yes
					has_government = communism
				}
			}
			ECU = {
				country_event = generic.5
			}
		}
		custom_effect_toolti
# ... (truncated)
### Entity: Ability
Component: ability
Constructs: has_country_flag, is_leading_army_group, is_border_war, has_capitulated, check_variable, set_temp_variable
Source: game
File: common/abilities/POL_abilities.txt

Code:
ability = {
	POL_armoured_trains = {
		name = ABILITY_ARMOURED_TRAINS
		desc = ABILITY_ARMOURED_TRAINS_DESC
		sound_effect = command_power_ability_trains
		type = army_leader
		allowed = {
			is_leading_army_group = no
			is_border_war = no
			OWNER = {
				OR = {
					original_tag = POL SLO LIT LAT EST CHI PRC SHX SIC XIC GDC HBC SND XSM SIK GXC YUN MAN MEN
				}
				NOT = {
					has_country_flag = POL_Upgraded_Armoured_Trains
				}
				has_capitulated = no
			}
		}
		cost = 0.35
		duration = 168
		unit_modifiers = {
			defence = 0.075
			land_reinforce_rate = 0.15
		}
		ai_will_do = {
			factor = -1
			modifier = {
				check_variable = {
					num_units_defensive_combats = > 2
				} {
					temp = < 0.45
				} {
					ai_random = > temp
				}
				set_temp_variable = {
					temp = avg_defensive_combat_status
				}
				add = 2
			}
		}
	}
	POL_armoured_trains2 = {
		name = ABILITY_ARMOURED_TRAINS
		desc = ABILITY_ARMOURED_TRAINS_DESC
		sound_effect = command_power_ability_trains
		type = army_leader
		allowed = {
			is_leading_army_group = no
			is_border_war = no
			OWNER = {
				has_country_flag = POL_Upgraded_Armoured_Trains
				has_capitulated = no
			}
		}
		cost = 0.26
		duration = 168
		unit_modifiers = {
			defence = 0.075
			land_reinforce_rate = 0.15
		}
		ai_will_do = {
			factor = -1
			modifier = {
				check_variable = {
					num_units_defensive_combats = > 2
				} {
					temp = < 0.45
				} {
					ai_random = > temp
				}
				set_temp_variable = {
					temp = avg_defensive_combat_status
				}
				add = 2
			}
		}
	}
}