Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: YUG_josip_broz_tito
Constructs: has_global_flag
Source: game
File: common/characters/YUG.txt

Code:
YUG_josip_broz_tito = {
	name = YUG_josip_broz_tito
	advisor = {
		slot = army_chief
		idea_token = YUG_josip_broz_tito
		allowed = {
			OR = {
				original_tag = YUG SWE CHL
			}
		}
		available = {
			OR = {
				AND = {
					custom_trigger_tooltip = {
						tooltip = tito_is_not_dead_tt
						not = {
							has_global_flag = Tito_killed
						}
					}
				}
				SWE_refuge_for_revolutionaries_trigger = yes
				CHL_hub_of_the_revolution_trigger = yes
			}
		}
		traits = {
			army_chief_morale_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	country_leader = {
		ideology = leninism
		expire = 1966.1.1.1
		id = -1
	}
	portraits = {
		army = {
			small = GFX_idea_YUG_josip_broz_tito
		}
		civilian = {
			large = GFX_portrait_YUG_josip_broz_tito
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_terror_of_the_sea
Constructs: prerequisite, add_ideas, completion_reward, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_terror_of_the_sea
	icon = GFX_goal_generic_navy_carrier
	x = -1
	y = 1
	cost = 8
	relative_position_id = AFG_battleships
	prerequisite = {
		focus = AFG_naval_bombers
	} {
		focus = AFG_battleships
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = AFG_carriers_idea
		custom_effect_tooltip = r56_newline r56_newline
		add_doctrine_cost_reduction = {
			cost_reduction = 0.5
			uses = 2
			category = cat_base_strike
			name = AFG_terror_of_the_sea_tt
		}
		add_tech_bonus = {
			name = car_ship_desc
			bonus = 1
			uses = 1
			category = cv_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_Social_Welfare_old
Constructs: limit, add_ideas, has_government, completion_reward, add_political_power, is_ai, complete_tooltip, modify_timed_idea
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_Social_Welfare_old
	text = SOV_Social_Welfare
	icon = GFX_social_welfare
	x = 5
	y = 0
	cost = 10
	ai_will_do = {
		factor = 11
	}
	available = {
		if = {
			limit = {
				is_ai = no
			}
			num_of_factories = > 99
			surrender_progress = < 0.25
		}
		else = {
			OR = {
				AND = {
					num_of_factories = > 99
					surrender_progress = < 0.25
				}
				hidden_trigger = {
					date = > 1939.1.1
				}
			}
		}
	}
	bypass = {
		NOT = {
			has_government = communism
		}
	}
	complete_tooltip = {
		add_political_power = 25
		add_ideas = SOV_social_welfare_focus
		modify_timed_idea = {
			idea = SOV_revolutionized_industry_1
			days = 30
		} {
			idea = SOV_revolutionized_industry_2
			days = 30
		}
	}
	completion_reward = {
		add_political_power = 25
		add_ideas = SOV_social_welfare_focus
		modify_timed_idea = {
			idea = SOV_revolutionized_industry_1
			days = 30
		} {
			idea = SOV_revolutionized_industry_2
			days = 30
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: Scripted Trigger
Component: GER_is_RKV_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_RKV_state = {
	OR = {
		state = 307 489 488 687 309 310 969 495 940 939 938 942 280 486 504 944 503 502 501 505 941 497 937 935 498 936 499 496 943 500 487 688 301 946 945 300 510 957 967 961 968 962 963 964 965 966
	}
}
### Entity: Event
Component: ww_congo.2
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, has_dynamic_modifier, add_dynamic_modifier, add_to_variable
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.2
	title = ww_congo.2.t
	desc = ww_congo.2.desc
	picture = GFX_report_event_generic_construction_site
	hidden = yes
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ww_congo.2.a
		ai_chance = {
			base = 100
		}
		IF = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = COG_belgian_congo_colonial_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = COG_belgian_congo_colonial_dynamic_modifier
			}
		}
		custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt
		add_to_variable = {
			BEL.COG_belgian_congo_colonial_dynamic_modifier_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		} {
			BEL.COG_belgian_congo_colonial_dynamic_modifier_production_speed_buildings_factor = 0.05
			tooltip = production_speed_buildings_factor_tt
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_nauru_pact
Constructs: has_completed_focus, prerequisite, completion_reward, is_owned_by, add_autonomy_ratio, add_popularity
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_nauru_pact
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = AST_eureka_stockade_monument_rally
	}
	relative_position_id = AST_eureka_stockade_monument_rally
	x = 0
	y = 2
	cost = 5
	available = {
		custom_trigger_tooltip = {
			tooltip = AST_australia_first_party_req_tt
			has_completed_focus = AST_australia_first_party_focus
		}
		725 = {
			is_owned_by = AST
		}
	}
	bypass = {
		NOT = {
			725 = {
				is_owned_by = AST
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		GER = {
			country_event = {
				id = AST_diplomatic_events.38
				days = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt generic_skip_one_line_tt AST_naurus_return_to_german_hands_tt
		effect_tooltip = {
			add_autonomy_ratio = {
				value = 0.1
				localization = AST_australia_first_movement_cat
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.025
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Decision
Component: INS_exile_cat
Constructs: has_dlc
Source: game
File: common/decisions/categories/INS_decision_categories.txt

Code:
INS_exile_cat = {
	icon = GFX_decision_category_generic_propaganda
	priority = 25
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	visible = {

	}
}
### Entity: Scripted Effect
Component: EGY_egyptian_treaty_influence_low_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_EGY_scripted_effects.txt

Code:
EGY_egyptian_treaty_influence_low_decrease_effect = {
	custom_effect_tooltip = EGY_egypt_tt EGY_treaty_low_influence_decrease_tt
	add_to_variable = {
		var = EGY_egyptian_treaty_influence
		value = EGY_treaty_influence_low_decrease
	}
	clamp_variable = {
		var = EGY_egyptian_treaty_influence
		min = 0
		max = 100
	}
}
### Entity: Name List
Component: COG
Source: game
File: common/names/00_names.txt

Code:
COG = {
	male = {
		names = {
			Mobutu Joseph Patrice Antoine Laurent Albert Moise Etienne Nzimbi Ngbale Jérôme
		}
	}
	female = {
		names = {
			Ana Sarah Alexandrine Maria Nzinga Jetta Vandana Zody
		}
	}
	surnames = {
		Kasavubu Lumumba Gizenga Delvaux Mbariko Tshombo Kimba Mobutu Ileo Adoula Anany Bamba Mahamba Bangala Efomi Kasa-Vubu
	}
	callsigns = {

	}
}
### Entity: Idea
Component: GER_tank_quantity
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_tank_quantity = {
	allowed = {
		always = no
	}
	picture = man_five_year_plan_tank
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = -0.1
			instant = yes
			reliability = -0.05
		}
		medium_tank_chassis = {
			build_cost_ic = -0.1
			instant = yes
			reliability = -0.05
		}
	}
}
### Entity: Event
Component: CHL_political_events.96
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, remove_ideas, add_war_support, has_country_flag, add_stability
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.96
	title = CHL_political_events.96.t
	desc = CHL_political_events.96.desc
	picture = GFX_report_event_generic_italian_fascists
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.96.a
		ai_chance = {
			base = 100
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
			last_election = 1936.1.1
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_commence_the_counter_revolution_negative_tt CHL_skip_one_line_tt CHL_skip_one_line_tt
		IF = {
			limit = {
				has_country_flag = CHL_no_fascist_focuses_done
			}
			add_stability = -0.5
			add_war_support = -0.5
		} {
			limit = {
				has_completed_focus = CHL_sway_ariosto_hererra
			}
			add_manpower = 2500
			add_command_power = 15
		} {
			limit = {
				has_completed_focus = CHL_proliferate_national_populism
			}
			add_political_power = 75
		} {
			limit = {
				has_completed_focus = CHL_proliferate_national_populism
			}
			add_manpower = 5000
		} {
			limit = {
				has_idea = idea_CHL_near_anarchic_society
			}
			remove_ideas = idea_CHL_near_anarchic_society
		} {
			limit = {
				has_idea = idea_CHL_repubican_guard
			}
			remove_ideas = idea_CHL_repubican_guard
		}
		ELSE_IF = {
			limit = {
				has_country_flag = CHL_1_fascist_focus_done
			}
			add_stability = -0.45
			add_war_support = -0.45
		} {
			limit = {
				has_country_flag = CHL_2_fascist_focus_done
			}
			add_stability = -0.4
			add_war_support = -0.4
		} {
			limit = {
				has_country_flag = CHL_3_fascist_focus_done
			}
			add_stability = -0.35
			add_war_support = -0.35
		} {
			limit = {
				has_country_flag = CHL_4_fascist_focus_done
			}
			add_stability = -0.3
			add_war_support = -0.3
		} {
			limit = {
				has_country_flag = CHL_5_fascist_focus_done
			}
			add_stability = -0.25
			add_war_support = -0.25
		} {
			limit = {
				has_country_flag = CHL_6_fascist_focus_done
			}
			add_stability = -0.2
			add_war_support = -0.2
		} {
			limit = {
				has_country_flag = CHL_7_fascist_focus_done
			}
			add_stability = -0.15
			add_war_support = -0.15
		} {
			limit = {
				has_country_flag = CHL_8_fascist_focus_done
			}
			add_stability = -0.1
			add_war_support = -0.1
		} {
			limit = {
				has_idea = idea_CHL_near_anarchic_society_2
			}
			remove_ideas = idea_CHL_
# ... (truncated)
### Entity: Event
Component: new_ger.101
Constructs: is_triggered_only, ai_chance, limit, has_government, every_controlled_state, has_state_flag, clr_state_flag, add_offsite_building
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.101
	title = new_ger.101.t
	desc = new_ger.101.d
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.101.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				OR = {
					has_government = neutrality fascism
				}
			}
		}
		effect_tooltip = {
			every_controlled_state = {
				limit = {
					has_state_flag = GER_colonial_demand_flag
				}
				transfer_state_to = GER
				clr_state_flag = GER_colonial_demand_flag
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		FROM = {
			random_controlled_state = {
				limit = {
					industrial_complex = > 0
				}
				remove_building = {
					type = industrial_complex
					level = 1
				}
			}
			hidden_effect = {
				country_event = new_ger.102
			}
		}
	} {
		name = new_ger.101.b
		ai_chance = {
			base = 0
		}
		every_controlled_state = {
			limit = {
				has_state_flag = GER_colonial_demand_flag
			}
			clr_state_flag = GER_colonial_demand_flag
		}
		FROM = {
			hidden_effect = {
				country_event = new_ger.103
			}
		}
	} {
		name = new_ger.101.c
		ai_chance = {
			base = 0.1
		}
		every_controlled_state = {
			limit = {
				has_state_flag = GER_colonial_demand_flag
			}
			clr_state_flag = GER_colonial_demand_flag
		}
		set_country_flag = No_sell_colonies_to_ger
		FROM = {
			hidden_effect = {
				country_event = new_ger.103
			}
		}
	}
}
### Entity: AI Strategy
Component: ITA_protect_your_convoys
Constructs: has_war_with
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
ITA_protect_your_convoys = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		OR = {
			has_war_with = ENG FRA
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_mission_threshold
		id = MISSION_CONVOY_ESCORT
		value = 200
	}
}
### Entity: AI Strategy
Component: naval_escort_carrier
Constructs: is_major
Source: game
File: common/ai_equipment/generic_naval.txt

Code:
naval_escort_carrier = {
	category = naval
	blocked_for = {
		GER USA JAP ENG FRA ITA
	}
	available_for = {

	}
	roles = {
		naval_carrier_light
	}
	priority = {
		factor = 1
		modifier = {
			factor = 10
			is_major = yes
		}
	}
	carrier_escort = {
		priority = {
			factor = 10
		}
		role_icon_index = 3
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_escort_carrier
			modules = {
				fixed_ship_engine_slot = carrier_ship_engine
				fixed_ship_deck_slot_1 = ship_escort_deck_space
				fixed_ship_deck_slot_2 = ship_escort_deck_space
				front_1_custom_slot = empty
				mid_1_custom_slot = empty
				fixed_ship_radar_slot = empty
				fixed_ship_secondaries_slot = empty
				fixed_ship_armor_slot = empty
				fixed_ship_anti_air_slot = ship_anti_air
			}
		}
		allowed_modules = {
			ship_secondaries ship_anti_air carrier_ship_engine ship_radar ship_escort_deck_space ship_carrier_armor
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_military_equipment_SLO
Source: game
File: common/ai_focuses/SLO.txt

Code:
ai_focus_military_equipment_SLO = {
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_close_eng
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_close_eng
	icon = GFX_focus_chi_british_cooperation
	cost = 8
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_end_neutrality
	}
	available = {
		NOT = {
			has_war_with = ENG
		}
		if = {
			limit = {
				ENG = {
					has_government = democratic
				}
			}
			NOT = {
				OR = {
					has_government = fascism communism
				}
			}
		} {
			limit = {
				ENG = {
					has_government = communism
				}
			}
			NOT = {
				OR = {
					has_government = fascism democratic
				}
			}
		} {
			limit = {
				ENG = {
					has_government = fascism
				}
			}
			NOT = {
				OR = {
					has_government = democratic communism
				}
			}
		}
	}
	x = 8
	y = 4
	completion_reward = {
		add_political_power = 25
		custom_effect_tooltip = ICE_close_eng_tt
		hidden_effect = {
			ENG = {
				add_opinion_modifier = {
					target = ROOT
					modifier = ICE_like_brits
				}
			} {
				add_opinion_modifier = {
					target = ROOT
					modifier = ICE_like_brits2
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_military_industries
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_military_industries
	icon = GFX_goal_generic_construct_mil_factory
	x = 3
	y = 1
	relative_position_id = TRK_war_readiness
	cost = 10
	prerequisite = {
		focus = TRK_industrial_expansion
	} {
		focus = TRK_war_readiness
	}
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				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
			}
		} {
			limit = {
				is_core_of = ROOT
				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
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:generic_infantry_equipment_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_airbase
Constructs: limit, has_country_flag, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_airbase = {
	set_temp_variable = {
		_project_building_type = global.EAI_PC_AIR
	} {
		_project_type_id = @EAI_PC_airbase_TYPE_ID
	} {
		_project_priority = @EAI_PC_airbase_PRIO
	} {
		_project_queue_max = 1
	}
	EAI_PC_airbase_STRATEGIES = yes
	if = {
		limit = {
			check_variable = {
				EAI_PC_airbase_STRATEGIES = 1
			}
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_construction_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_PC_airbase
		}
		EAI_PC_save_project_inputs = yes
		for_each_scope_loop = {
			array = airbase_states_
			EAI_PC_get_project_inputs = yes
			EAI_PC_start_project = yes
		}
	}
	EAI_PC_clear_project_inputs = yes
}
### Entity: Event
Component: bftb_turkey.19
Constructs: is_triggered_only, add_stability, add_popularity, set_country_flag
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.19
	title = bftb_turkey.19.t
	desc = bftb_turkey.19.desc
	picture = GFX_report_event_tur_political_rally
	is_triggered_only = yes
	option = {
		name = bftb_turkey.19.a
		add_stability = -0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		hidden_effect = {
			set_country_flag = TUR_demokrat_rally
			country_event = {
				id = bftb_turkey.15
			}
		}
	}
}
### Entity: Event
Component: mtg_britain.35
Constructs: is_triggered_only, set_politics, add_timed_idea
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.35
	title = mtg_britain.35.t
	desc = mtg_britain.35.d
	picture = GFX_report_event_eng_mosley_march_on_downing_street
	is_triggered_only = yes
	option = {
		name = mtg_britain.35.a
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		add_timed_idea = {
			idea = ENG_restoring_public_order
			days = 365
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_has_already_built_national_academy_of_sciences
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_already_built_national_academy_of_sciences = {
	OR = {
		AND = {
			FROM = {
				tag = BLR
			}
			ROOT = {
				has_country_flag = SOV_national_academy_of_sciences_built_BLR_flag
			}
		} {
			FROM = {
				tag = UKR
			}
			ROOT = {
				has_country_flag = SOV_national_academy_of_sciences_built_UKR_flag
			}
		} {
			FROM = {
				tag = KAZ
			}
			ROOT = {
				has_country_flag = SOV_national_academy_of_sciences_built_KAZ_flag
			}
		} {
			FROM = {
				tag = GEO
			}
			ROOT = {
				has_country_flag = SOV_national_academy_of_sciences_built_GEO_flag
			}
		} {
			FROM = {
				tag = ARM
			}
			ROOT = {
				has_country_flag = SOV_national_academy_of_sciences_built_ARM_flag
			}
		} {
			FROM = {
				tag = AZR
			}
			ROOT = {
				has_country_flag = SOV_national_academy_of_sciences_built_AZR_flag
			}
		} {
			FROM = {
				tag = UZB
			}
			ROOT = {
				has_country_flag = SOV_national_academy_of_sciences_built_UZB_flag
			}
		} {
			FROM = {
				tag = TMS
			}
			ROOT = {
				has_country_flag = SOV_national_academy_of_sciences_built_TMS_flag
			}
		} {
			FROM = {
				tag = KYR
			}
			ROOT = {
				has_country_flag = SOV_national_academy_of_sciences_built_KYR_flag
			}
		} {
			FROM = {
				tag = TAJ
			}
			ROOT = {
				has_country_flag = SOV_national_academy_of_sciences_built_TAJ_flag
			}
		} {
			FROM = {
				tag = TAN
			}
			ROOT = {
				has_country_flag = SOV_national_academy_of_sciences_built_TAN_flag
			}
		} {
			FROM = {
				tag = DON
			}
			ROOT = {
				has_country_flag = SOV_national_academy_of_sciences_built_DON_flag
			}
		} {
			FROM = {
				tag = KUB
			}
			ROOT = {
				has_country_flag = SOV_national_academy_of_sciences_built_KUB_flag
			}
		} {
			FROM = {
				tag = EST
			}
			ROOT = {
				has_country_flag = SOV_national_academy_of_sciences_built_EST_flag
			}
		} {
			FROM = {
				tag = LAT
			}
			ROOT = {
				has_country_flag = SOV_national_academy_of_sciences_built_LAT_flag
			}
		} {
			FROM = {
				tag = LIT
			}
			ROOT = {
				has_country_flag = SOV_national_academy_of_sciences_built_LIT_flag
			}
		} {
			FROM = {
				tag = POL
			}
			ROOT = {
				has_country_flag = SOV_national_academy_of_sciences_built_POL_flag
			}
		} {
			FROM = {
				tag = FIN
			}
			ROOT = {
				has_country_flag = SOV_national_academy_of_sciences_built_FIN_flag
			}
		} {
			FROM = {
				tag = MON
			}
			ROOT = {
				has_country_flag = SOV_nationa
# ... (truncated)
### Entity: Event
Component: INS_limited_war_events.5
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_limited_war_events.5
	title = INS_limited_war_events.5.t
	desc = INS_limited_war_events.5.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = INS_limited_war_events.5.a
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Order of Battle
Component: air_wing_52
Source: game
File: history/units/GER_1939_air_bba.txt

Code:
air_wings = {
	52 = {
		medium_plane_airframe_1 = {
			owner = GER
			amount = 72
			version_name = He 111
		}
		small_plane_airframe_1 = {
			owner = GER
			amount = 72
			version_name = Bf 109 D
		} {
			owner = GER
			amount = 72
			version_name = Bf 109 D
		} {
			owner = GER
			amount = 72
			version_name = Bf 109 D
		}
	}
}
### Entity: Event
Component: bftb_turkey.37
Constructs: is_triggered_only, add_stability, fire_only_once, add_state_claim
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.37
	title = bftb_turkey.37.t
	desc = bftb_turkey.37.desc
	picture = GFX_report_event_tur_kemalist_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_turkey.37.a
		add_stability = -0.05
		add_state_claim = 164
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_prepare_resistance
Constructs: prerequisite, limit, completion_reward, has_capitulated, cancel_if_invalid, add_offsite_building
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_prepare_resistance
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = LIT_indivisible_power_of_the_state LIT_restore_public_elections
	}
	mutually_exclusive = {
		focus = LIT_appease_nazis LIT_appease_soviets
	}
	x = -2
	y = 1
	relative_position_id = LIT_indivisible_power_of_the_state
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		if = {
			limit = {
				has_DLC = Man the Guns
			}
			has_capitulated = yes
		} {
			limit = {
				NOT = {
					has_DLC = Man the Guns
				}
			}
			surrender_progress = > 0.5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = arms_factory
			level = 2
		} {
			type = industrial_complex
			level = 2
		}
	}
}