Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Trigger
Component: EAI_ML_DD_navy_focus_1
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_ML_DD_navy_focus_1 = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/mine_layer = global.EAI_ON
		} {
			EAI_FOCUS/NAVY/mine_layer_OVERRIDE = global.EAI_ON
		}
		AND = {
			OR = {
				EAI_Mine_Layer_Focus_1_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/mine_layer EAI_FOCUS/NAVY/mine_layer_OVERRIDE
			}
		}
	}
}
### Entity: Idea
Component: POL_SEPEWE
Constructs: research_speed_factor, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_SEPEWE = {
	allowed = {
		original_TAG = POL
	}
	available = {
		NOT = {
			any_enemy_country = {
				ic_ratio = {
					tag = ROOT
					ratio = > 0.5
				}
			}
		}
	}
	picture = SEPEWE
	traits = {
		POL_arms_export_syndicate
	}
	modifier = {
		production_speed_buildings_factor = 0.05
		research_speed_factor = 0.05
		industrial_capacity_factory = -0.1
		lend_lease_tension = -0.35
	}
}
### Entity: Unit Leader
Component: seawolf
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
seawolf = {
	type = navy
	gain_xp = {
		submarine = > 0.8
	}
	cost = 700
	modifier = {
		navy_submarine_attack_factor = 0.2
	}
	custom_gain_xp_trigger_tooltip = SEAWOLF_TRIGGER_TT
	slot = high_command
	specialist_advisor_trait = navy_anti_submarine_1
	expert_advisor_trait = navy_anti_submarine_2
	genius_advisor_trait = navy_anti_submarine_3
	ai_will_do = {
		factor = 1
	}
	gui_row = 2
	gui_column = 0
}
### Entity: National Focus
Tree: per_focus
Component: PER_cas_troops_assistance
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_cas_troops_assistance
	icon = GFX_goal_generic_CAS
	cost = 10
	prerequisite = {
		focus = PER_maintain_air_land_links
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = PER_cas_troops_assistance
				bonus = 1
				uses = 1
				technology = aa_cannon_1 aa_cannon_2 early_bombs
			}
		}
		else = {
			add_tech_bonus = {
				name = PER_cas_troops_assistance
				bonus = 1
				uses = 1
				category = cas_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = PER_maintain_air_land_links
	x = -1
	y = 1
}
### Entity: Country History
Country: KOM
Component: KOM_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/KOM - Komi Republic.txt

Code:
# Politics & Parties for KOM
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 10
	communism = 40
}
### Entity: AI Strategy
Component: CAN_historical
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/CAN_historical_strategy_plan.txt

Code:
CAN_historical = {
	name = Canadian historical plan
	desc = 
	allowed = {
		original_tag = CAN
		has_dlc = Together for Victory
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = CAN_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = CAN_AI_RANDOM_DEMOCRATIC_HISTORICAL britain_enforced_our_loyalty
			has_game_rule = {
				rule = CAN_ai_behavior
				option = DEMOCRATIC_HISTORICAL
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		CAN_crown_corporations CAN_rcaf_station_borden CAN_rowell_sirois_commission CAN_national_housing_act CAN_defence_of_canada_regulations CAN_halifax_shipyards CAN_canada_pacific_railway CAN_army_modernization CAN_cmp_truck CAN_canadian_infantry_corps CAN_strengthen_the_commonwealth_ties CAN_shadow_factories CAN_the_walkie_talkie CAN_war_bonds CAN_department_of_munitions_and_supply CAN_destroyer_effort CAN_we_have_the_hurricane CAN_commonwealth_air_training_plan CAN_victory_aircraft_limited CAN_dollar_a_year_men CAN_national_resources_mobilization_act CAN_mine_the_shield CAN_fund_the_national_research_council CAN_royal_regiment_of_canadian_artillery CAN_wartime_prices_and_trade_board CAN_canada_wheat_board CAN_bits_and_pieces_program CAN_john_inglis_and_company CAN_red_deer_training_camp CAN_the_plan CAN_alberta_coal_towns CAN_national_steel_car CAN_retool_angus_shops CAN_commit_to_the_war CAN_light_cruiser_effort CAN_imperial_oil CAN_montreal_laboratory_collaboration CAN_if_day CAN_camp_x CAN_supply_the_empire CAN_heavy_cruiser_effort CAN_polymer_corporation CAN_uranium_mining CAN_escort_fleet CAN_the_valentine_tank CAN_war_fueled_economy CAN_a_motorized_army CAN_aluminium_company_of_canada CAN_1st_canadian_parachute_battalion CAN_turner_valley_oilfield CAN_the_black_devils CAN_the_pacific_coast_air_defence_radar_system CAN_trade_fleet CAN_degauss_ship_hulls CAN_united_shipyards CAN_fund_fairchilds_development CAN_the_rocky_mountain_rangers CAN_maritime_colonial_railway CAN_cookie_carriers CAN_the_sabre_project
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
		dd_tech = 5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Scripted Trigger
Component: GER_is_RGB_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_RGB_state = {
	OR = {
		state = 127 123 126 338 125 122 128 129 132 130 931 131 121 133 136 120
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_disband_the_army
Constructs: prerequisite, completion_reward, add_political_power, has_global_flag, set_country_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_disband_the_army
	available = {

	}
	bypass = {
		has_global_flag = spanish_civil_war
	}
	prerequisite = {
		focus = SPR_distribute_arms_to_the_people
	}
	icon = GFX_goal_generic_forceful_treaty
	x = 0
	y = 1
	relative_position_id = SPR_distribute_arms_to_the_people
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SPA_CIVIL_WAR
	}
	completion_reward = {
		add_political_power = 200
		set_country_flag = SPR_disband_the_army_flag
		custom_effect_tooltip = SPR_disband_the_army_tt
		hidden_effect = {
			country_event = lar_spain.2
		}
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_fortify_the_border
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_fortify_the_border
	icon = GFX_goal_generic_fortification
	prerequisite = {
		focus = LAT_draw_new_mobilization_plans
	}
	relative_position_id = LAT_draw_new_mobilization_plans
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_ideas = LAT_fortifications
		add_tech_bonus = {
			name = engineer_tech_bonus_name
			bonus = 3
			uses = 1
			category = engineers_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Trigger Reference
Construct: num_researched_technologies
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_researched_technologies

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Number of researched technologies
```
### Entity: AI Strategy
Component: USA_stop_soviet_from_falling_2
Constructs: has_war, has_government, has_war_with, is_in_faction_with, has_capitulated
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_stop_soviet_from_falling_2 = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_war = yes
		NOT = {
			has_government = fascism
		} {
			is_in_faction_with = GER
		} {
			has_war_with = SOV
		}
		GER = {
			has_war_with = SOV USA
		}
		SOV = {
			surrender_progress = > 0.05
			has_capitulated = no
		}
	}
	abort = {
		OR = {
			has_war = no
			has_war_with = SOV
			NOT = {
				GER = {
					has_war_with = SOV
				}
			}
			is_in_faction_with = GER
			has_government = fascism
			SOV = {
				has_war = no
			} {
				surrender_progress = < 0.01
			}
		}
	}
	ai_strategy = {
		type = support
		id = SOV
		value = 100
	}
}
### Entity: Character
Component: ALG_nt
Source: game
File: common/characters/ALG.txt

Code:
ALG_nt = {
	advisor = {
		slot = theorist
		idea_token = ALG_nt
		ledger = navy
		allowed = {
			original_tag = ALG
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_3
		}
	}
}
### Entity: Event
Component: israel.38
Constructs: is_triggered_only, add_stability, add_political_power, complete_national_focus
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.38
	title = israel.38.t
	desc = israel.38.d
	is_triggered_only = yes
	option = {
		name = israel.38.a
		add_political_power = 100
		add_stability = 0.1
		complete_national_focus = ISR_draft_constitution
	}
}
### Entity: Order of Battle
Component: First Morrocan Regiment
Constructs: division_template
Source: game
File: history/units/MOR_1936.txt

Code:
division = {
	name = First Morrocan Regiment
	location = 7069
	division_template = Brigade Coloniale
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Event
Component: denmark.40
Constructs: is_triggered_only, add_political_power
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.40
	title = denmark.40.t
	desc = denmark.40.d
	picture = GFX_r56i_generic_event_05
	is_triggered_only = yes
	option = {
		name = denmark.40.a
		add_political_power = -25
		activate_mission = den_lower_class_coup
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_american_imports
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_american_imports
	icon = GFX_Goal_USA_arsenal_of_democracy
	prerequisite = {
		focus = PHI_teachings_of_the_usaffe
	}
	relative_position_id = PHI_teachings_of_the_usaffe
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_war_with = USA
		}
	}
	bypass_if_unavailable = yes
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		army_experience = 10
		add_tech_bonus = {
			name = PHI_american_imports
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 1000
			producer = USA
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Character
Component: XSM_devout_leader
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
XSM_devout_leader = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	stability_factor = 0.05
}
### Entity: National Focus
Component: bra_diplomacia
Constructs: has_completed_focus, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_diplomacia
	icon = GFX_goal_generic_major_diplo
	x = 46
	y = 0
	ai_will_do = {
		factor = 26
	}
	available = {
		OR = {
			has_completed_focus = BRA_R56_the_second_communist_putsch BRA_R56_department_of_press_and_propaganda BRA_R56_a_collection_of_states BRA_R56_the_brazilian_action BRA_R56_restore_the_empire
		}
	}
	cost = 5
	completion_reward = {
		add_political_power = 120
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_civilian_sector_expansion
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_civilian_sector_expansion
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = SWE_swedish_state_railways
	}
	relative_position_id = SWE_swedish_state_railways
	x = 1
	y = 2
	cost = 10
	available = {
		141 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				141
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				666
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_urban_industrialism
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_urban_industrialism
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = RAJ_purge_the_reactionaries
	} {
		focus = RAJ_constitution_for_the_masses
	}
	x = 6
	y = 0
	mutually_exclusive = {
		focus = RAJ_agrarian_socialism
	}
	relative_position_id = RAJ_agrarian_socialism
	cost = 5
	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
		custom_effect_tooltip = RAJ_urban_industrialism_tt
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_intervention_in_liechtenstein_empire_auth
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, set_temp_variable, add_to_temp_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_intervention_in_liechtenstein_empire_auth
	text = SWI_intervention_in_liechtenstein
	icon = GFX_goal_AUS_invade_liechtenstein
	relative_position_id = AUS_reclaim_bohemia
	x = 0
	y = 2
	prerequisite = {
		focus = AUS_reclaim_bohemia AUS_arm_sudeten_germans
	}
	mutually_exclusive = {
		focus = AUS_loyalty_for_properties_empire
	}
	cost = 3
	allow_branch = {
		has_game_rule = {
			rule = micronation_annexation_status
			option = SHOW_MICRONATIONS
		}
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = AUS_austrofascism_not_nazism AUS_look_west AUS_accept_inevitable
			}
		}
	}
	available = {
		LIE = {
			num_occupied_states = < 2
		} {
			custom_trigger_tooltip = {
				tooltip = lie_popularities_tt
				set_temp_variable = {
					lie_pop_calc = party_popularity@fascism
				}
				add_to_temp_variable = {
					lie_pop_calc = party_popularity@communism
				}
				check_variable = {
					lie_pop_calc = > 0.4
				}
			}
		}
		controls_state = 848
		country_exists = LIE
		is_neighbor_of = LIE
		NOT = {
			is_ally_with = LIE
			has_non_aggression_pact_with = LIE
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		unlock_decision_category_tooltip = SWI_border_war_liechtenstein_category
	}
}
### Entity: Modding Documentation
Construct: list_leader_modifiers
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## list_leader_modifiers

Lists the leader and unit modifiers on the leader of each selected army
### Entity: Character
Component: SUD_aco2
Source: game
File: common/characters/SUD.txt

Code:
SUD_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = SUD_aco2
		allowed = {
			original_tag = SUD
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/YUG_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 33
	}
	location = 11586
	division_template = Pesadijska Divizija
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Unit Template
Component: SOV_MINELAYERS_IMPERIAL
Constructs: has_government
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_MINELAYERS_IMPERIAL = {
	name = NAME_THEME_IMPERIAL_MINELAYERS
	for_countries = {
		SOV
	}
	can_use = {
		OR = {
			has_government = fascism neutrality
		}
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser ship_hull_light destroyer
	}
	prefix = 
	fallback_name = Zagraditel %s
	unique = {
		Prut Luga Aleut Bug Dunay Amur Yenisey Zagraditel Volga Voin Mologa Berezina Yauza Kuban Terek Ilmen Lena Lovat Msta Svir Ural Khopyor Beshtau Dykhtau Velikaya Knyaginya Kseniya Veliky Knyaz Aleksey Veliky Knyaz Konstantin Sv. Nikolay Tsesarevich Georgy Mongugay Ussuri Shilka Ayu-Dag Elborus Penay
	}
}
### Entity: Modifier Reference
Construct: naval_retreat_chance_after_initial_combat
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_retreat_chance_after_initial_combat

* Number with 0 decimal places
* **Categories**: naval, unit_leader, defensive
### Entity: State History
Component: 291
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/291-Iraq.txt

Code:
state = {
	id = 291
	name = STATE_291
	manpower = 1044165
	state_category = town
	resources = {
		oil = 15
	}
	history = {
		owner = IRQ
		add_core_of = IRQ
		add_claim_by = KUR
		victory_points = {
			2097 10
		} {
			7994 1
		} {
			3795 2
		}
		buildings = {
			infrastructure = 3
			arms_factory = 1
			industrial_complex = 1
			air_base = 4
		}
	}
	provinces = {
		2097 3795 7994 10876 12046 12839 12855
	}
	local_supplies = 6.0
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_ecole_militaire_de_hanoi
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_ecole_militaire_de_hanoi
	icon = GFX_focus_generic_military_academy
	cost = 10
	prerequisite = {
		focus = FRI_allow_indigenous_officers FRI_indochinese_military_service
	}
	completion_reward = {
		add_ideas = FRI_ecole_militaire_de_hanoi
	}
	x = -2
	y = 7
	relative_position_id = FRI_expand_the_garde_indigene
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_abolish_the_land_rent
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_abolish_the_land_rent
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = PRC_permit_opium_trade PRC_ban_the_opium_trade
	}
	x = 0
	y = 2
	relative_position_id = PRC_enforce_the_three_rules
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		if = {
			limit = {
				has_idea = PRC_low_popular_support_1
			}
			has_idea = PRC_low_popular_support_1
		} {
			limit = {
				has_idea = PRC_low_popular_support_2
			}
			has_idea = PRC_low_popular_support_2
		} {
			limit = {
				has_idea = PRC_low_popular_support_3
			}
			has_idea = PRC_low_popular_support_3
		} {
			limit = {
				has_idea = PRC_low_popular_support_4
			}
			has_idea = PRC_low_popular_support_4
		} {
			limit = {
				has_idea = PRC_low_popular_support_5
			}
			has_idea = PRC_low_popular_support_5
		}
	}
	bypass = {
		NOT = {
			PRC_has_low_popular_support = yes
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = PRC_low_popular_support_1
			}
			remove_ideas = PRC_low_popular_support_1
		}
		else_if = {
			limit = {
				has_idea = PRC_low_popular_support_2
			}
			remove_ideas = PRC_low_popular_support_2
		} {
			limit = {
				has_idea = PRC_low_popular_support_3
			}
			remove_ideas = PRC_low_popular_support_3
		} {
			limit = {
				has_idea = PRC_low_popular_support_4
			}
			remove_ideas = PRC_low_popular_support_4
		}
		else = {
			remove_ideas = PRC_low_popular_support_5
		}
	}
}
### Entity: AI Strategy
Component: HON_communist_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/HON_alternate_strategy_plan.txt

Code:
HON_communist_plan = {
	name = HON: communist AI Plan
	desc = Communist behavior for Honduras.
	allowed = {
		original_tag = HON
	}
	enable = {
		OR = {
			has_country_flag = HON_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = HON_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		HON_politics HON_examine_industry HON_go_communist HON_herrera_jailbreak HON_soviet_support HON_peasant_revolution HON_spanish_civil_war_involvement HON_peoples_army HON_build_infra1 HON_seize_plantations HON_collective_agriculture HON_collectivization HON_liberate_central HON_five_year_plan HON_peoples_university
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: navy_submarine_3
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_submarine_3 = {
	sprite = 4
	navy_submarine_attack_factor = 0.2
	navy_submarine_defence_factor = 0.15
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Idea
Component: MPL_navy_payments
Constructs: removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_navy_payments = {
	allowed = {
		always = no
	}
	picture = generic_naval_manufacturer_1
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: Event
Component: tfv_canada.10
Constructs: is_triggered_only, ai_chance, add_to_faction
Source: game
File: events/TFV_Canada.txt

Code:
country_event = {
	id = tfv_canada.10
	title = tfv_canada.10.t
	desc = tfv_canada.10.d
	picture = GFX_report_event_stalin_meeting
	is_triggered_only = yes
	option = {
		name = tfv_canada.10.a
		ai_chance = {
			base = 100
		}
		effect_tooltip = {
			add_to_faction = CAN
		}
		hidden_effect = {
			CAN = {
				country_event = {
					id = tfv_canada.11
				}
			}
		}
	} {
		name = tfv_canada.10.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			CAN = {
				country_event = {
					id = tfv_canada.12
				}
			}
		}
	}
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_negociate_the_release_of_officers
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_unit_leader, add_corps_commander_role, add_manpower
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_negociate_the_release_of_officers
	icon = GFX_focus_generic_concessions
	prerequisite = {
		focus = EFR_chantiers_de_la_jeunesse
	}
	relative_position_id = EFR_chantiers_de_la_jeunesse
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	bypass = {
		OR = {
			FRA = {
				has_country_flag = juin_commander
			}
			country_exists = FRA
		}
	}
	completion_reward = {
		if = {
			limit = {
				all_country = {
					FRA_alphonse_juin = {
						is_unit_leader = no
					}
				}
			}
			add_corps_commander_role = {
				character = FRA_alphonse_juin
				traits = {
					panzer_leader
				}
				skill = 4
				attack_skill = 3
				defense_skill = 2
				planning_skill = 4
				logistics_skill = 4
				legacy_id = -1
			}
		}
		add_manpower = 1000
		army_experience = 5
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}