Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: war_justification.19
Constructs: is_triggered_only, has_country_flag, is_neighbor_of, is_owned_by, set_country_flag, clr_country_flag
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.19
	title = war_justification.19.t
	desc = war_justification.19.d
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	trigger = {
		FROM = {
			is_neighbor_of = ROOT
			any_owned_state = {
				any_neighbor_state = {
					is_owned_by = ROOT
				}
				FROM = {
					divisions_in_state = {
						state = PREV
						size = > 1
					}
				}
			}
		}
		NOT = {
			has_country_flag = war_justification_last_event_borderthreat
		}
	}
	option = {
		name = war_justification.19.a
		FROM = {
			country_event = {
				id = war_justification.219
			}
		}
		set_country_flag = war_justification_last_event_borderthreat
		clr_country_flag = war_justification_last_event_generic war_justification_last_event_political war_justification_last_event_neighbor war_justification_last_event_mobilized
	}
}
### Entity: Order of Battle
Component: OrVO Tankovaya Gruppa
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SOV_1939_nsb.txt

Code:
division = {
	name = OrVO Tankovaya Gruppa
	location = 9355
	division_template = Legko-Tankovaya Brigada
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = SOV
			creator = SOV
			version_name = T-26TU mod. 1933
		}
	}
}
### Entity: State History
Component: 948
Constructs: add_core_of, add_to_array
Source: game
File: history/states/948-Apure.txt

Code:
state = {
	id = 948
	name = STATE_948
	resources = {
		oil = 11
	}
	history = {
		owner = VEN
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			4892 1
		}
		add_core_of = VEN
		add_to_array = {
			state_victory_points = 4892
		}
	}
	provinces = {
		4892 4942 5000 5056
	}
	state_category = rural
	manpower = 199248
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Modifier Reference
Construct: truck_attrition
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## truck_attrition

* Number with 2 decimal places
* **Categories**: country, state
### Entity: Scripted Effect
Component: ITA_add_citta_dell_aria_templates
Constructs: create_equipment_variant
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_add_citta_dell_aria_templates = {
	create_equipment_variant = {
		name = Ro.57
		type = medium_plane_fighter_airframe_1
		parent_version = 0
		modules = {
			fixed_main_weapon_slot = heavy_mg_2x
			fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
			fixed_auxiliary_weapon_slot_2 = bomb_locks
			fixed_auxiliary_weapon_slot_3 = empty
			engine_type_slot = engine_2_2x
		}
		icon = GFX_ITA_heavy_fighter1_medium
	} {
		name = C.200 Saetta
		type = small_plane_airframe_1
		parent_version = 0
		modules = {
			fixed_main_weapon_slot = heavy_mg_2x
			engine_type_slot = engine_2_1x
		}
		icon = GFX_ITA_fighter1_medium
	} {
		name = Ca.310
		type = small_plane_cas_airframe_1
		parent_version = 0
		modules = {
			fixed_main_weapon_slot = bomb_locks
			fixed_auxiliary_weapon_slot_1 = recon_camera
			engine_type_slot = engine_1_2x
			special_type_slot_1 = fuel_tanks_small
		}
		icon = GFX_ITA_CAS2_medium
	}
}
### Entity: Event
Component: bftb_bulgarian_claims.9
Constructs: is_triggered_only
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgarian_claims.9
	title = bftb_bulgarian_claims.9.t
	desc = bftb_bulgarian_claims.9.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = bftb_bulgarian_claims.9.a
	}
}
### Entity: Idea
Component: FIN_valtion_panssaritehdas_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/finland.txt

Code:
FIN_valtion_panssaritehdas_improved = {
	name = FIN_valtion_panssaritehdas_organization
	picture = FIN_valtion_panssaritehdas
	allowed = {
		original_tag = FIN
	}
	visible = {
		has_completed_focus = FIN_national_armor_focus
	}
	cost = 75
	research_bonus = {
		armor = 0.15
	}
	traits = {
		tank_manufacturer
	}
	equipment_bonus = {
		armor = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: Event
Component: CZE.431
Constructs: is_triggered_only, ai_chance
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.431
	title = CZE.431.t
	desc = CZE.431.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = CZE.431.a
		ai_chance = {
			factor = 1
		}
		CZE = {
			country_event = {
				id = CZE.432
			}
		}
	} {
		name = CZE.431.b
		ai_chance = {
			factor = 0
		}
		CZE = {
			country_event = {
				id = CZE.433
			}
		}
	}
}
### Entity: AI Strategy
Component: ENG_become_head_of_crypto
Constructs: has_dlc, has_done_agency_upgrade
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_become_head_of_crypto = {
	allowed = {
		original_tag = ENG
		has_dlc = No Compromise, No Surrender La Resistance
	}
	enable = {
		has_done_agency_upgrade = upgrade_form_department
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = become_head_of_crypto
		value = 8
	}
}
### Entity: Character
Component: ARG_hugo_wast
Source: game
File: common/characters/ARG.txt

Code:
ARG_hugo_wast = {
	advisor = {
		slot = political_advisor
		idea_token = ARG_hugo_wast
		allowed = {
			original_tag = ARG
		}
		traits = {
			backroom_backstabber
		}
	}
	name = Hugo Wast
	portraits = {
		army = {
			small = GFX_portrait_ARG_hugo_wast_small
		}
	}
}
### Entity: Effect Reference
Construct: add_mines
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## add_mines
* Aliases: mines
* Arguments: <Amount of naval mines>

Add naval mines to selected region(s)
### Entity: Event
Component: nicaragua.6
Constructs: is_triggered_only, ai_chance, create_wargoal, annex_everything, add_to_faction
Source: game
File: events/r56_nicaragua.txt

Code:
country_event = {
	id = nicaragua.6
	title = nicaragua.6.t
	desc = nicaragua.6.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 95
		}
		name = nicaragua.6.a
		NIC = {
			country_event = {
				days = 1
				id = nicaragua.7
			}
			create_wargoal = {
				type = annex_everything
				target = GER
			}
			add_to_faction = USA
		}
	} {
		ai_chance = {
			base = 5
		}
		name = nicaragua.6.b
		NIC = {
			country_event = {
				days = 1
				id = nicaragua.8
			}
		}
	}
}
### Entity: Country History
Country: MLK
Component: MLK_characters
Constructs: recruit_character
Source: game
File: history/countries/MLK - Maluku.txt

Code:
# Leaders & Characters for MLK
recruit_character = MLK_soumokil MLK_manusama MLK_uktolseja MLK_latuharhary
### Entity: AI Strategy
Component: GER_naval_bomber
Source: game
File: common/ai_equipment/GER_planes.txt

Code:
GER_naval_bomber = {
	category = air
	available_for = {
		GER
	}
	roles = {
		air_naval_bomber
	}
	priority = {
		factor = 100
	}
	naval_bomber_1 = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = small_plane_naval_bomber_airframe_1
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_2_1x
				special_type_slot_1 = lmg_defense_turret
				special_type_slot_2 = floats
			}
		}
		allowed_modules = {
			torpedo_mounting engine_2_1x lmg_defense_turret floats
		}
	}
	naval_bomber_2 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = small_plane_naval_bomber_airframe_2
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				engine_type_slot = engine_2_2x
				special_type_slot_1 = floats
				special_type_slot_2 = lmg_defense_turret
			}
		}
		allowed_modules = {
			torpedo_mounting bomb_locks engine_2_2x floats lmg_defense_turret
		}
	}
	naval_bomber_3 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = small_plane_naval_bomber_airframe_3
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				fixed_auxiliary_weapon_slot_2 = bomb_locks
				engine_type_slot = engine_3_2x
				special_type_slot_1 = lmg_defense_turret
				special_type_slot_2 = lmg_defense_turret
			}
		}
		allowed_modules = {
			torpedo_mounting bomb_locks engine_3_2x lmg_defense_turret
		}
	}
}
### Entity: Trigger Reference
Construct: STATE
Constructs: STATE, compliance_speed, has_active_resistance, has_border_war, has_border_war_with, has_contested_owner, has_dynamic_modifier, has_occupation_modifier
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## Triggers for scope STATE

* [all_claimant](#all_claimant)
* [all_neighbor_state](#all_neighbor_state)
* [any_country_with_core](#any_country_with_core)
* [any_neighbor_state](#any_neighbor_state)
* [any_province_building_level](#any_province_building_level)
* [any_state_division](#any_state_division)
* [area](#area)
* [building_count_trigger](#building_count_trigger)
* [can_construct_building](#can_construct_building)
* [compliance](#compliance)
* [compliance_speed](#compliance_speed)
* [days_since_last_strategic_bombing](#days_since_last_strategic_bombing)
* [distance_to](#distance_to)
* [free_building_slots](#free_building_slots)
* [has_active_resistance](#has_active_resistance)
* [has_border_war](#has_border_war)
* [has_border_war_with](#has_border_war_with)
* [has_contested_owner](#has_contested_owner)
* [has_dynamic_modifier](#has_dynamic_modifier)
* [has_occupation_modifier](#has_occupation_modifier)
* [has_resistance](#has_resistance)
* [has_resources_amount](#has_resources_amount)
* [has_resources_rights](#has_resources_rights)
* [has_state_category](#has_state_category)
* [has_state_flag](#has_state_flag)
* [hidden_trigger](#hidden_trigger)
* [impassable](#impassable)
* [is_border_conflict](#is_border_conflict)
* [is_capital](#is_capital)
* [is_claimed_by](#is_claimed_by)
* [is_coastal](#is_coastal)
* [is_controlled_by](#is_controlled_by)
* [is_core_of](#is_core_of)
* [is_demilitarized_zone](#is_demilitarized_zone)
* [is_fully_controlled_by](#is_fully_controlled_by)
* [is_in_home_area](#is_in_home_area)
* [is_island_state](#is_island_state)
* [is_on_continent](#is_on_continent)
* [is_on_same_continent_as](#is_on_same_continent_as)
* [is_one_state_island](#is_one_state_island)
* [is_owned_and_controlled_by](#is_owned_and_controlled_by)
* [is_owned_by](#is_owned_by)
* [meta_trigger](#meta_trigger)
* [non_damaged_building_level](#non_damaged_building_level)
* [num_owned_neighbour_states](#num_owned_neighbour_states)
* [occupation_law](#occupation_law)
* [occupied_country_tag](#occupied_country_tag)
* [pc_does_state_stack_demilitarized](#pc_does_state_stack_demilitarized)
* [pc_does_state_stack_dismantled](#pc_does_state_stack_dismantled)
* [pc_is_state_claimed](#pc_is_state_claimed)
* [pc_is_state_claimed_and_taken_by](#pc_is_state_claimed_and_taken_by)
* [pc_is_state_claimed_by](#pc_is_state_claimed_by)
* [pc_is_state_outside_influence_for_winner](
# ... (truncated)
### Entity: Character
Component: TML_Bruno_Pereira
Source: game
File: common/characters/TML.txt

Code:
TML_Bruno_Pereira = {
	name = Bruno Pereira
	portraits = {
		army = {
			large = GFX_kr_portrait_africa_generic_land_3
			small = GFX_kr_portrait_africa_generic_land_3_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = TML_Bruno_Pereira
		ledger = army
		allowed = {
			original_tag = TML
		}
		traits = {
			army_logistics_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Idea
Component: CZE_army_readiness_2
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_army_readiness_2 = {
	picture = CZE_army_bop_minus_1
	name = CZE_army_readiness_1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		land_bunker_effectiveness_factor = -0.1
		army_defence_against_major_factor = -0.1
		max_dig_in_factor = -0.1
	}
}
### Entity: Character
Component: ARM_aram_piruzyan
Constructs: has_government
Source: game
File: common/characters/ARM.txt

Code:
ARM_aram_piruzyan = {
	name = ARM_aram_piruzyan
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_4
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ARM_aram_piruzyan
		allowed = {
			original_tag = ARM
		}
		visible = {
			has_government = communism
		}
		available = {
			has_government = communism
		}
		traits = {
			silent_workhorse
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Idea
Component: PAL_golani_leadership_idea
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_golani_leadership_idea = {
	picture = bul_zveno
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.1
		terrain_penalty_reduction = 0.1
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_forces_terrestres
Constructs: prerequisite, completion_reward, has_global_flag, add_to_variable
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_forces_terrestres
	icon = GFX_focus_generic_little_entente
	x = 6
	y = 1
	prerequisite = {
		focus = COG_establish_the_anc
	}
	relative_position_id = COG_establish_the_anc
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	bypass = {

	}
	available = {
		has_global_flag = COG_force_publique_reformed_flag
	}
	completion_reward = {
		army_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt modify_COG_COG_armee_nationale_congolaise_modifier_tt
		add_to_variable = {
			COG_armee_nationale_congolaise_modifier_experience_gain_army = 0.02
			tooltip = experience_gain_army_tt
		}
	}
}
### Entity: Event
Component: CZE.223
Constructs: is_triggered_only, ai_chance, add_tech_bonus
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.223
	title = CZE.223.t
	desc = CZE.223.d
	picture = GFX_CZKE_b135_report
	is_triggered_only = yes
	option = {
		name = CZE.223.a
		ai_chance = {
			factor = 1
		}
		add_tech_bonus = {
			name = infantry_weapons
			bonus = 1
			ahead_reduction = 0.5
			uses = 1
			technology = fighter2 fighter3
		}
	} {
		name = CZE.223.b
		ai_chance = {
			factor = 0
		}
		add_tech_bonus = {
			name = infantry_weapons
			bonus = 1
			ahead_reduction = 0.5
			uses = 1
			technology = heavy_fighter2 heavy_fighter3
		}
	}
}
### Entity: Character
Component: KUW_acd2
Source: game
File: common/characters/KUW.txt

Code:
KUW_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = KUW_acd2
		allowed = {
			original_tag = KUW
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
}
### Entity: State History
Component: 750
Constructs: add_core_of
Source: game
File: history/states/750-Changde.txt

Code:
state = {
	id = 750
	name = STATE_750
	provinces = {
		4896 5030 7101 7201 7279 7434 10006 10757 12086 12414
	}
	manpower = 8000000
	buildings_max_level_factor = 1.0
	state_category = town
	history = {
		owner = CHI
		add_core_of = CHI PRC
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			arms_factory = 1
			air_base = 2
		}
		victory_points = {
			7101 10
		}
		1939.1.1 = {
			buildings = {
				industrial_complex = 2
				infrastructure = 3
				air_base = 3
				arms_factory = 1
			}
		}
	}
	local_supplies = 0.0
}
### Entity: Faction
Component: faction_manifest_chinese_wang_front_expansion
Constructs: is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_chinese_wang_front_expansion = {
	name = china_wang_front_expansion_name
	description = china_wang_front_expansion_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:states_in_asia
		completed_amount_collection = collection:states_controlled_by_faction_member_and_core_holder
		scale = {
			autonomy_gain_ll_to_subject_factor = -0.3
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					cic_to_overlord_factor = 0.5
					mic_to_overlord_factor = 0.5
				}
			}
		}
	}
}
### Entity: Idea
Component: idea_RAJ_literacy_effort_1
Constructs: research_speed_factor, add_ideas, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_literacy_effort_1 = {
	allowed = {
		original_tag = RAJ
	}
	picture = jap_supremacy_of_technology
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.05
	}
	on_remove = {
		add_ideas = idea_RAJ_literacy_effort_2
	}
}
### Entity: Idea
Component: EAI_DD_18/super_heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/super_heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Country History
Country: INS
Component: INS_technology
Constructs: set_technology
Source: game
File: history/countries/INS - Indonesia.txt

Code:
# Starting Technologies for INS
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_recon = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	fuel_refining = 1
	marines = 1
	basic_train = 1
}
### Entity: Unit Leader
Component: POL_sanation_right_leader
Constructs: gain_xp
Source: game
File: common/unit_leader/NSB_traits.txt

Code:
POL_sanation_right_leader = {
	type = all
	trait_type = personality_trait
	gain_xp = {
		always = no
	}
	allowed = {
		FROM = {
			tag = POL
		}
	}
	modifier = {

	}
	ai_will_do = {
		factor = 1
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_international_union_of_soviet_republics
Constructs: prerequisite, limit, add_ideas, every_country, completion_reward, add_to_variable, is_subject_of, random_owned_controlled_state
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_international_union_of_soviet_republics
	icon = GFX_focus_SOV_international_union_of_soviet_republics
	prerequisite = {
		focus = SOV_autonomous_soviet_republics
	}
	x = 0
	y = 1
	relative_position_id = SOV_autonomous_soviet_republics
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_to_variable = {
			SOV_factionalism_overlord_trade_cost_factor = -0.1
		} {
			SOV_factionalism_popularity_stability_cost_factor = 0.1
		}
		custom_effect_tooltip = SOV_international_union_of_soviet_republics_tt
		every_country = {
			limit = {
				is_subject_of = ROOT
			}
			add_ideas = {
				SOV_puppet_international_of_soviet_republics_idea
			}
			custom_effect_tooltip = SOV_international_union_of_soviet_republics_puppet_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						is_capital = yes
					}
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					} {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_purchase_foreign_ships
Constructs: prerequisite, completion_reward, set_country_flag
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_purchase_foreign_ships
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = PER_bolster_the_caspian PER_persian_gulf_fleet
	}
	x = 1
	y = 1
	relative_position_id = PER_persian_gulf_fleet
	cost = 10
	ai_will_do = {
		factor = 10
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ETH_purchase_obsolete_ships_tt
		set_country_flag = generic_purchase_old_ships_flag
	}
}
### Entity: Scripted Trigger
Component: SWI_country_has_alpine_states
Constructs: is_alpine_state
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_country_has_alpine_states = {
	any_owned_state = {
		is_alpine_state = yes
	}
}
### Entity: Event
Component: GOE_RAJ_partition.3
Constructs: is_triggered_only, has_completed_focus, limit, add_war_support, clear_variable, check_painful_memory
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_partition.3
	title = GOE_RAJ_partition.3.t
	desc = GOE_RAJ_partition.3.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_partition.3.a
		var:RAJ.unrest_target_state = {
			if = {
				limit = {
					industrial_complex = > 0
				}
				damage_building = {
					type = industrial_complex
					damage = 3
				}
			} {
				limit = {
					arms_factory = > 0
				}
				damage_building = {
					type = arms_factory
					damage = 3
				}
			} {
				limit = {
					dockyard = > 0
				}
				damage_building = {
					type = dockyard
					damage = 3
				}
			} {
				limit = {
					infrastructure = > 0
				}
				damage_building = {
					type = infrastructure
					damage = 3
				}
			}
		}
		clear_variable = RAJ.unrest_target_state
		hidden_effect = {
			check_painful_memory = yes
		}
		if = {
			limit = {
				has_completed_focus = RAJ_league_against_gandhism
			}
			hidden_effect = {
				add_war_support = 0.05
			}
			custom_effect_tooltip = RAJ_league_against_gandhism_tt_event
		}
		custom_effect_tooltip = GOE_RAJ_partition_become_free_to_stop_the_chaos_tt
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_consolidate_mining_operations
Constructs: prerequisite, limit, add_ideas, completion_reward, is_controlled_by, has_resources_in_country, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_consolidate_mining_operations
	icon = GFX_focus_generic_central_planning
	overlay = GFX_focus_overlay_cze_industry_focus
	prerequisite = {
		focus = CZE_expand_vitkovice_ironworks
	} {
		focus = CZE_develop_sudetenland_resources
	}
	relative_position_id = CZE_invest_in_vhht
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_no_focus = yes
		any_core_state = {
			is_controlled_by = ROOT
		}
		if = {
			limit = {
				num_subjects = < 1
			}
			has_resources_in_country = {
				resource = steel
				amount = > 49
				extracted = yes
			} {
				resource = tungsten
				amount = > 9
				extracted = yes
			}
		}
		else = {
			has_resources_in_country = {
				resource = steel
				amount = > 49
			} {
				resource = tungsten
				amount = > 9
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		CZE_increase_skoda_max_optimization_tier = yes
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = CZE_consolidate_mining_operations
			bonus = 0.75
			uses = 1
			category = excavation_tech
		}
		add_ideas = CZE_czech_state_mines
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: build_patrol_bombers
Constructs: build_patrol_bombers, has_dlc, has_navy_size
Source: game
File: common/ai_strategy/default.txt

Code:
build_patrol_bombers = {
	enable = {
		has_dlc = By Blood Alone
		has_navy_size = {
			size = > 1
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = maritime_patrol_plane
		value = 2
	}
}