Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: tfv_south_africa.12
Constructs: is_triggered_only, ai_chance, limit, has_government, has_war_with, has_country_flag, has_civil_war, is_ai
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.12
	title = tfv_south_africa.12.t
	desc = tfv_south_africa.12.desc
	picture = GFX_report_event_generic_lend_lease
	is_triggered_only = yes
	trigger = {
		has_government = fascism
		SAF = {
			has_civil_war = yes
			has_government = fascism
		}
		NOT = {
			has_war_with = SAF
		}
	}
	option = {
		name = tfv_south_africa.12.a
		ai_chance = {
			base = 10
		}
		trigger = {
			OR = {
				is_ai = yes
				has_equipment = {
					fighter_equipment_1 = > 19
				}
			}
		}
		SAF = {
			set_country_flag = HOL_sent_support shipment_of_airplanes
			country_event = {
				id = tfv_south_africa.16
			}
		}
		effect_tooltip = {
			SAF_german_coup_equipment_HOL_fighters_20 = yes
		}
		SAF_send_equipment_flag_counter = yes
		if = {
			limit = {
				NOT = {
					has_country_flag = SAF_sent_equipment_3
				}
			}
			country_event = {
				id = tfv_south_africa.12
				days = 21
				random_days = 7
			}
			else = {
				clr_country_flag = SAF_sent_equipment_1 SAF_sent_equipment_2 SAF_sent_equipment_3
			}
		}
	} {
		name = tfv_south_africa.12.b
		ai_chance = {
			base = 10
		}
		trigger = {
			OR = {
				is_ai = yes
				has_equipment = {
					light_tank_equipment_1 = > 19
				}
			}
		}
		SAF = {
			set_country_flag = HOL_sent_support shipment_of_tanks
			country_event = {
				id = tfv_south_africa.16
			}
		}
		effect_tooltip = {
			SAF_german_coup_equipment_HOL_light_tank_20 = yes
		}
		SAF_send_equipment_flag_counter = yes
		if = {
			limit = {
				NOT = {
					has_country_flag = SAF_sent_equipment_3
				}
			}
			country_event = {
				id = tfv_south_africa.12
				days = 21
				random_days = 7
			}
			else = {
				clr_country_flag = SAF_sent_equipment_1 SAF_sent_equipment_2 SAF_sent_equipment_3
			}
		}
	} {
		name = tfv_south_africa.12.c
		ai_chance = {
			base = 10
		}
		trigger = {
			OR = {
				is_ai = yes
				AND = {
					has_equipment = {
						infantry_equipment_1 = > 199
					} {
						artillery_equipment_1 = > 9
					}
				}
			}
		}
		SAF = {
			set_country_flag = HOL_sent_support
			country_event = {
				id = tfv_south_africa.16
			}
		}
		effect_tooltip = {
			SAF_german_coup_inf_HOL_equipment_200 = yes
		}
		SAF_send_equipment_flag_counter = yes
		if = {
			limit = {
				NOT = {
					has_country_flag = SAF_sent_equipment_3
				}
			}
			country_event = {
				id = tfv_south_africa.12
				days = 21
				random_days = 7
			}
			el
# ... (truncated)
### Entity: Modifier Reference
Component: TUR_lingering_unrest
Source: game
File: common/dynamic_modifiers/TUR.txt

Code:
TUR_lingering_unrest = {
	enable = {
		always = no
	}
	icon = GFX_looting_resistance_icon
	recruitable_population_factor = -0.35
	state_resources_factor = -0.2
	state_production_speed_buildings_factor = -0.25
}
### Entity: Order of Battle
Component: 10a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 10a Brigada Legionario
	location = 11766
	division_template = Brigada Legionario
}
### Entity: Event
Component: lar_spheres_of_influence.1
Constructs: is_triggered_only, ai_chance, add_state_claim, add_to_faction, set_country_flag
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_spheres_of_influence.1
	title = lar_spheres_of_influence.1.t
	desc = lar_spheres_of_influence.1.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = lar_spheres_of_influence.1.a
		ai_chance = {
			factor = 70
		}
		FROM = {
			country_event = lar_spheres_of_influence.2
		}
		effect_tooltip = {
			ROOT = {
				add_state_claim = 8 7 35 36
				add_to_faction = FROM
			}
			FROM = {
				add_state_claim = 34 6 977 980
			}
		}
	} {
		name = lar_spheres_of_influence.1.b
		ai_chance = {
			factor = 30
		}
		FROM = {
			country_event = lar_spheres_of_influence.3
			set_country_flag = lar_germany_refused_spheres
		}
	}
}
### Entity: Character
Component: SOV_vasily_flug
Constructs: has_country_flag
Source: game
File: common/characters/YUG.txt

Code:
SOV_vasily_flug = {
	name = SOV_vasily_flug
	portraits = {
		army = {
			large = GFX_portrait_SOV_vasily_flug
			small = GFX_portrait_SOV_vasily_flug_small
		}
	}
	corps_commander = {
		traits = {
			old_guard infantry_leader
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		visible = {
			has_country_flag = SOV_flug_and_shteifon_are_ready_to_serve_flag
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_mobile_bases
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_mobile_bases
	icon = GFX_focus_generic_air_carrier
	prerequisite = {
		focus = CHI_heavy_ship_research
	}
	x = 3
	y = 1
	relative_position_id = CHI_heavy_ship_research
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHI_mobile_bases
			bonus = 1
			uses = 1
			category = cv_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt CHI_modify_ROCN_tt
		add_ideas = CHI_mobile_bases_hidden
	}
}
### Entity: Military Industrial Organization
Component: DEN_triangel_organization
Constructs: has_completed_focus, has_dlc, add_trait, production_bonus, equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/DEN_organization.txt

Code:
DEN_triangel_organization = {
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_DEN_triangel_organization
	allowed = {
		tag = DEN
		has_dlc = Arms Against Tyranny
	}
	tree_header_text = {
		text = mio_header_motorized
		x = 1
	} {
		text = mio_header_mechanized
		x = 6
	} {
		text = mio_header_production_department
		x = 8.5
	}
	override_trait = {
		token = generic_mio_trait_steel_cargo_bed
		position = {
			x = 2
			y = 0
		}
		relative_position_id = generic_mio_trait_composite_cargo_bed
	} {
		token = generic_mio_trait_high_powered_engine
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_attached_wood_gas_generator
	} {
		token = generic_mio_trait_medium_machinegun_mounts
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_steel_cargo_bed
	} {
		token = generic_mio_trait_advanced_artillery_racks
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_armored_pulpit_mount
	} {
		token = generic_mio_trait_heavy_machinegun_mount
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_advanced_artillery_racks
	} {
		token = generic_mio_trait_open_chassi
		position = {
			x = 2
			y = 0
		}
		relative_position_id = generic_mio_trait_medium_machinegun_mounts
	} {
		token = generic_mio_trait_land_mine_racks
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_light_flame_projectors
	}
	add_trait = {
		token = DEN_mio_trait_truck_mass_production
		name = generic_mio_trait_mass_production
		icon = GFX_generic_mio_department_icon_motorized_production
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		available = {
			owner = {
				has_completed_focus = DEN_convert_automobile_production
			}
		}
		limit_to_equipment_type = {
			motorized_equipment
		}
		production_bonus = {
			production_capacity_factor = 0.05
			production_efficiency_gain_factor = 0.05
			production_efficiency_cap_factor = 0.05
		}
	} {
		token = DEN_mio_trait_repurpose_triangel_factories
		name = DEN_mio_trait_repurpose_triangel_factories
		icon = GFX_generic_mio_department_icon_mechanized_production
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = DEN_mio_trait_truck_mass_production
		all_parents = {
			DEN_mio_trait_truck_mass_production
		}
		limit_to_equipment_type = {
			mecha
# ... (truncated)
### Entity: National Focus
Tree: per_focus
Component: PER_reinforce_iranian_identity
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_political_power, is_subject, allow_branch, add_autonomy_ratio
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_reinforce_iranian_identity
	icon = GFX_focus_PER_reinforce_iranian_identity
	prerequisite = {
		focus = PER_azadi
	}
	x = -1
	y = 1
	relative_position_id = PER_azadi
	cost = 10
	available = {
		PER = {
			is_subject = yes
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_political_power = 100
		add_war_support = 0.1
		add_stability = 0.05
		add_autonomy_ratio = {
			value = 0.2
			localization = PER_reinforced_identity
		}
	}
}
### Entity: State History
Component: 873
Constructs: add_core_of
Source: game
File: history/states/873 - Chenchnya-Ingushetia.txt

Code:
state = {
	id = 873
	name = STATE_821
	manpower = 731985
	state_category = rural
	resources = {
		oil = 9
	}
	history = {
		owner = CIN
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 1
		}
		victory_points = {
			3672 5
		} {
			670 3
		}
		add_core_of = SOV CIN
	}
	provinces = {
		666 670 1455 3667 3672 6689
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_battleship_initiative
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_size, add_mastery_bonus, add_tech_bonus
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_battleship_initiative
	icon = GFX_focus_ETH_an_ethiopian_navy_in_exile
	mutually_exclusive = {
		focus = JAP_focus_on_aircraft_carriers JAP_balanced_naval_approach
	}
	prerequisite = {
		focus = JAP_expand_navy_technical_department JAP_prepare_the_southern_front
	}
	relative_position_id = JAP_expand_navy_technical_department
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		JAP_naval_faction_is_not_subdued = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_IMPERIAL_INFLUENCE
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:JAP_kure_naval_arsenal_organization = {
				add_mio_size = 1
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		navy_experience = 50
		add_mastery_bonus = {
			bonus = 0.25
			days = 240
			track = capital_ships
			name = JAP_sea_battleship_initiative
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = JAP_sea_battleship_initiative
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = mio_cat_tech_all_capital_ship_and_modules
		}
		random_navy_leader = {
			limit = {
				NOT = {
					has_trait = ironside
				}
			}
			add_trait = {
				trait = ironside
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_hukbalahap
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_country_leader_trait, gain_xp, has_trait, add_trait
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_hukbalahap
	icon = GFX_focus_GER_the_peoples_victory
	prerequisite = {
		focus = PHI_subject_surrender
	}
	relative_position_id = PHI_subject_surrender
	x = 1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = PHI_legalize_the_communist_party
				}
			}
			show_unit_leaders_tooltip = PHI_luis_taruc
		} {
			limit = {
				has_completed_focus = PHI_partido_komunista_ng_pilipinas_coup
			}
			add_country_leader_trait = PHI_resistance_connections
		}
		else = {
			PHI_luis_taruc = {
				gain_xp = 250
				if = {
					limit = {
						NOT = {
							has_trait = camouflage_expert
						}
					}
					custom_effect_tooltip = generic_skip_one_line_tt
					add_trait = {
						trait = camouflage_expert
					}
				}
			}
		} {
			custom_effect_tooltip = PHI_if_communist_tt
			effect_tooltip = {
				add_country_leader_trait = PHI_resistance_connections
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt PHI_philippine_resistance_movement_dynamic_modifier_tt generic_skip_one_line_tt
		add_to_variable = {
			PHI_resistance_resistance_target_on_our_occupied_states = 0.1
			tooltip = resistance_target_on_our_occupied_states_tt
		} {
			PHI_resistance_resistance_damage_to_garrison_on_our_occupied_states = 0.05
			tooltip = resistance_damage_to_garrison_on_our_occupied_states_tt
		} {
			PHI_resistance_communism_drift = 0.02
			tooltip = communism_drift_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_bombing_awareness
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_bombing_awareness
	icon = GFX_goal_fortify_city_AA
	prerequisite = {
		focus = EFR_heavy_fighters_focus EFR_light_fighters_focus
	}
	relative_position_id = EFR_light_fighters_focus
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = radar_focus
			bonus = 1
			uses = 1
			category = radar_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		add_ideas = {
			EFR_idea_bombing_awareness
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Construct: mines_sweeping_by_fleets_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## mines_sweeping_by_fleets_factor

* Number with 0 decimal places
* **Categories**: naval
### Entity: Idea
Component: EAI_desperate_defense_16
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_desperate_defense_16 = {
	picture = air_war_plans_division_focus
	allowed = {
		always = no
	}
	modifier = {
		training_time_army_factor = -0.75
		industrial_capacity_dockyard = 0.8
		production_factory_efficiency_gain_factor = 1.6
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_germanlithuanian_credit_agreement
Constructs: prerequisite, has_war_with, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_germanlithuanian_credit_agreement
	icon = GFX_goal_italy_nationalize_the_banks
	relative_position_id = LIT_empower_radicals
	x = 0
	y = 2
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_promote_lithuanian_aryanism
	} {
		focus = LIT_seize_minority_assets
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_war_with = GER
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = URG_axis_loans_idea
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: AUS_political_events.96
Constructs: is_triggered_only, ai_chance, has_government, add_opinion_modifier, fire_only_once, is_guaranteed_by, has_opinion, add_to_faction
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.96
	title = AUS_political_events.96.t
	desc = AUS_political_events.96.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.96.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				FROM = {
					original_tag = AUS
					has_government = ROOT
				}
			} {
				factor = 10
				FROM = {
					is_guaranteed_by = ROOT
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 50
				}
			}
		}
		add_to_faction = FROM
		add_ai_strategy = {
			type = alliance
			id = FROM
			value = 200
		}
		FROM = {
			country_event = {
				id = AUS_political_events.97
				hours = 6
			}
		}
	} {
		name = AUS_political_events.96.b
		ai_chance = {
			base = 2
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		} {
			country_event = {
				id = AUS_political_events.98
				hours = 6
			}
		}
	}
}
### Entity: Character
Component: NZL_new_zealand_legionare_trait
Constructs: conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
NZL_new_zealand_legionare_trait = {
	sprite = 13
	random = no
	justify_war_goal_time = -0.15
	conscription_factor = 0.1
}
### Entity: Unit Template
Component: ICE_CL_HISTORICAL
Source: game
File: common/units/names_ships/ICE_ship_names.txt

Code:
ICE_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		ICE
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = ICGV 
	fallback_name = Light Cruiser %d
	unique = {

	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_establish_the_credito_rural
Constructs: prerequisite, limit, add_ideas, completion_reward, is_historical_focus_on, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_establish_the_credito_rural
	icon = GFX_goal_agrarian_reform
	prerequisite = {
		focus = COS_ally_the_pvp
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	x = 0
	y = 1
	relative_position_id = COS_ally_the_pvp
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				316
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_ideas = COS_credito_rural
	}
}
### Entity: Event
Component: NSB_soviet_academy_of_sciences.1
Constructs: is_triggered_only, add_ideas
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_academy_of_sciences.1
	title = NSB_soviet_academy_of_sciences.1.t
	desc = NSB_soviet_academy_of_sciences.1.desc
	picture = GFX_report_event_SOV_national_academy_of_sciences
	is_triggered_only = yes
	option = {
		name = NSB_soviet_academy_of_sciences.1.a
		add_ideas = SOV_national_academy_of_sciences_puppet
	}
}
### Entity: Event
Component: mongol_rp_advisor.1
Constructs: fire_only_once, add_political_power, unlock_decision_category_tooltip, set_country_flag, add_manpower
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_rp_advisor.1
	title = mongol_rp_advisor.1.t
	desc = mongol_rp_advisor.1.d
	picture = GFX_report_event_MON_great_khural_assembly
	fire_only_once = yes
	trigger = {
		tag = MON
		date = > 1936.1.2
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = mongol_rp_advisor.1.a
		effect_tooltip = {
			unlock_decision_category_tooltip = MON_1935_state_visit_to_moscow_category
		}
		add_political_power = 1
		set_country_flag = MON_yes_reports
		custom_effect_tooltip = MON_rp_advisor_tt
	} {
		name = mongol_rp_advisor.1.b
		effect_tooltip = {
			unlock_decision_category_tooltip = MON_1935_state_visit_to_moscow_category
		}
		add_political_power = -1
		add_manpower = 1
		set_country_flag = MON_no_reports
		custom_effect_tooltip = MON_rp_advisor_tt
	}
}
### Entity: Event
Component: news.290
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.290
	title = news.290.t
	desc = news.290.desc
	picture = GFX_news_event_royal_visit
	major = yes
	is_triggered_only = yes
	option = {
		name = news.290.a
		trigger = {
			TAG = HUN
		}
	} {
		name = news.290.b
		trigger = {
			TAG = AUS
		}
	} {
		name = news.290.c
		trigger = {
			TAG = GER
		}
	} {
		name = news.290.e
		trigger = {
			NOT = {
				TAG = HUN AUS GER
			}
		}
	}
}
### Entity: Event
Component: kmt.150
Constructs: is_triggered_only, add_political_power, add_timed_idea, declare_war_on, take_state_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.150
	title = kmt.150.t
	desc = kmt.150.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = kmt.150.a
		add_political_power = -200
		add_timed_idea = {
			idea = incompetent_government
			days = 225
		}
	} {
		name = kmt.150.b
		declare_war_on = {
			target = CHI
			type = take_state_focus
			generator = {
				326
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_fate_of_de_javasche_bank
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_fate_of_de_javasche_bank
	icon = GFX_focus_INS_continue_exclusive_rights
	available = {

	}
	prerequisite = {
		focus = INS_realign_supply_chains
	}
	mutually_exclusive = {

	}
	dynamic = yes
	x = 1
	y = 1
	relative_position_id = INS_realign_supply_chains
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		country_event = {
			id = INS_industrial_events.5
		}
		custom_effect_tooltip = newline_tt
		subtract_from_variable = {
			var = INS_realign_supply_chains_time
			value = 10
			tooltip = INS_realign_supply_chains_time_reduce_10_tt
		}
	}
}
### Entity: Unit Template
Component: ENG_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/CAN_operative_codenames.txt

Code:
ENG_OPERATIVE_CODENAME_HISTORICAL = {
	name = ENG_HISTORICAL_OPERATIVES
	for_countries = {
		CAN
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		Axehead Bonaparte Artist Beaver Cargo Sweep Intrepid Silver Effigy Blanche Madeleine Fleming Cheese Niven Lazenby Dalton Moore Brosnan Connery Craig Sooty Snuffles
	}
}
### Entity: Event
Component: cityfall.98
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.98
	title = cityfall.98.t
	desc = cityfall.98.desc
	picture = GFX_news_event_south_american_argentine_soldiers
	major = yes
	is_triggered_only = yes
	immediate = {
		285 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.88.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.88.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.88.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: Order of Battle
Component: Volkssturm Erfurt
Constructs: division_template
Source: game
File: history/units/r56_GER_endsieg_units_2.txt

Code:
division = {
	name = Volkssturm Erfurt
	location = 3561
	division_template = Volkssturm
	start_experience_factor = 0
	start_equipment_factor = 1
}