Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: CAN_democratic_alternate
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/CAN_alternate_strategy_plan.txt

Code:
CAN_democratic_alternate = {
	name = Canada goes at it alone
	desc = They are very sorry about that
	allowed = {
		original_tag = CAN
		has_dlc = Together for Victory
	}
	enable = {
		OR = {
			has_country_flag = CAN_AI_RANDOM_DEMOCRATIC_ALTERNATE
			has_game_rule = {
				rule = CAN_ai_behavior
				option = DEMOCRATIC_ALTERNATE
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		CAN_crown_corporations CAN_national_housing_act CAN_rcaf_station_borden CAN_rowell_sirois_commission CAN_defence_of_canada_regulations CAN_halifax_shipyards CAN_canada_pacific_railway CAN_army_modernization CAN_cmp_truck CAN_canadian_infantry_corps 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_light_cruiser_effort CAN_heavy_cruiser_effort CAN_patriation CAN_permanent_joint_defense_board CAN_national_resources_mobilization_act CAN_fund_the_national_research_council CAN_mine_the_shield 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_north_american_alliance CAN_alberta_coal_towns CAN_national_steel_car CAN_escort_fleet CAN_habakkuk_carrier CAN_retool_angus_shops CAN_commit_to_the_war CAN_imperial_oil CAN_if_day CAN_defense_research_grants CAN_polymer_corporation CAN_war_fueled_economy CAN_uranium_mining CAN_the_valentine_tank CAN_a_motorized_army CAN_1st_canadian_parachute_battalion 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: National Focus
Tree: que_focus
Component: QUE_remove_the_aristocracy
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_remove_the_aristocracy
	icon = GFX_goal_generic_ban_aristocrats
	prerequisite = {
		focus = QUE_communist_uprising
	}
	relative_position_id = QUE_communist_uprising
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_stability = -0.2
		add_ideas = QUE_purge_the_aristocrats
		custom_effect_tooltip = QUE_this_focus_isnt_useless
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: POL_boleslaw_piasecki
Source: game
File: common/characters/POL.txt

Code:
POL_boleslaw_piasecki = {
	name = POL_boleslaw_piasecki
	portraits = {
		civilian = {
			large = GFX_POL_boleslaw_piasecki
		}
	}
	country_leader = {
		ideology = falangism
		expire = 1965.1.1.1
		id = -1
		traits = {
			unruly_falangist
		}
	}
}
### Entity: Name List
Component: GSM
Source: game
File: common/names/00_names.txt

Code:
GSM = {
	male = {
		names = {
			Wang Li Zhang Liu Chen Huang Liang Luo Kwong Hsia Zhu Mao Hu Liao Tan Deng Cheng Yang Gao Xie Ma Kong Dong Pan Yu
		}
	}
	female = {
		names = {
			Li Bao Mulan Lanfen Mingzhu Qingling Mei Yingtai Feng Zhi Ruo Fei Ru Shi Yuying Yuantong Yanxiang Xiurong Shouying Fuyuan Luzhen Ruirong Suzhen Xiaoying Xiaoyuan Xiaoji Xiaolou
		}
	}
	surnames = {
		Zhao Wu Sun Ma Hu Peng Dong Ye Lü Tian Jiang Wei Ting Shen Fang Jin Qiu
	}
	callsigns = {

	}
}
### Entity: Event
Component: naw_norway.170
Constructs: is_triggered_only, ai_chance, owns_state, remove_state_core, has_opinion
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.170
	title = naw_norway.170.t
	desc = naw_norway.170.d
	picture = GFX_report_event_haakon_in_minerva_car
	is_triggered_only = yes
	option = {
		name = naw_norway.170.a
		ai_chance = {
			base = 90
		}
		trigger = {
			original_tag = ENG
			owns_state = 970
		}
		remove_state_core = 970
		effect_tooltip = {
			FROM = {
				transfer_state = 970
			}
		}
		NOR = {
			country_event = naw_norway.171
		}
	} {
		name = naw_norway.170.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_opinion = {
					target = NOR
					value = > 30
				}
				owns_state = 970
			} {
				factor = 10
				has_opinion = {
					target = NOR
					value = < -40
				}
			}
		}
		NOR = {
			country_event = naw_norway.172
		}
	}
}
### Entity: Character
Component: CHI_tsr_son_of_heaven
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_tsr_son_of_heaven = {
	random = no
	sprite = 14
	drift_defence_factor = 0.15
	party_popularity_stability_factor = 0.1
}
### Entity: Idea
Component: MEX_international_peacekeepers
Constructs: removal_cost, democratic_drift, send_volunteer_divisions_required
Source: game
File: common/ideas/mexico.txt

Code:
MEX_international_peacekeepers = {
	picture = generic_flexible_foreign_policy2
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		democratic_drift = 0.1
		send_volunteer_divisions_required = -1
		enemy_justify_war_goal_time = 1.0
	}
}
### Entity: Decision
Component: BUL_purchase_equipment
Constructs: has_dlc
Source: game
File: common/decisions/categories/BUL_decision_categories.txt

Code:
BUL_purchase_equipment = {
	icon = generic_arms_trade
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
}
### Entity: Military Industrial Organization
Component: QUE_liquid_carbonic_canadian_corporation_organization
Constructs: has_idea, equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/QUE_organization.txt

Code:
QUE_liquid_carbonic_canadian_corporation_organization = {
	name = QUE_liquid_carbonic_canadian_corporation
	include = generic_infantry_tank_organization
	icon = GFX_idea_generic_tank_manufacturer_2
	allowed = {
		tag = QUE
	}
	available = {
		owner = {
			OR = {
				has_idea = partial_economic_mobilisation war_economy tot_economic_mobilisation
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_tanks_designer
		limit_to_equipment_type = {
			armor
		}
		equipment_bonus = {
			armor_value = 0.05
			maximum_speed = -0.05
			reliability = 0.05
		}
	}
}
### Entity: Modifier Reference
Component: BEL_flooded_tank_barriers_dynamic_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
BEL_flooded_tank_barriers_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	army_attack_speed_factor = -0.25
	army_core_defence_factor = 0.1
}
### Entity: Scripted Effect
Component: EAI_PRODUCTION_block_aircraft_production_strategies
Constructs: limit, has_country_flag, check_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_block_aircraft_production_strategies = {
	if = {
		limit = {
			tag = SOV
		}
		if = {
			limit = {
				check_variable = {
					EAI_PC_strategy_state = 1
				}
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = EAI_block_aircraft_production_strategy
					}
				}
				set_country_flag = EAI_block_aircraft_production_strategy
			}
		}
		else = {
			if = {
				limit = {
					has_country_flag = EAI_block_aircraft_production_strategy
				}
				clr_country_flag = EAI_block_aircraft_production_strategy
			}
		}
	}
}
### Entity: AI Strategy
Component: marines_ITA
Constructs: has_tech
Source: game
File: common/ai_templates/templates_ITA.txt

Code:
marines_ITA = {
	available_for = {
		ITA
	}
	role = marines
	upgrade_prio = {
		base = 2
		modifier = {
			factor = 0
			NOT = {
				has_tech = marines
			}
		}
	}
	marine_default_ITA = {
		upgrade_prio = {
			base = 2
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				engineer = 1
				logistics_company = 1
				artillery = 1
				recon = 1
			}
			regimental_support = {
				anti_air_battery = 1
				anti_tank_battery = 1
			}
			regiments = {
				marine = 9
			}
		}
	}
}
### Entity: Scripted Effect
Component: ITA_create_emilio_faldella_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_create_emilio_faldella_operative = {
	create_operative_leader = {
		name = Emilio Faldella
		GFX = GFX_portrait_ITA_emilio_faldella
		traits = {
			operative_well_groomed operative_commando operative_double_agent
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			ITA SPR
		}
	}
}
### Entity: Scripted Effect
Component: ETH_random_general
Constructs: limit, random_character, is_character, has_character_flag, set_character_flag
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_random_general = {
	random_character = {
		limit = {
			OR = {
				is_character = ETH_random_general_1 ETH_random_general_2 ETH_random_general_3 ETH_random_general_4 ETH_random_general_5 ETH_random_general_6
			}
			NOT = {
				has_character_flag = ETH_visible_random_general_flag
			}
		}
		set_character_flag = ETH_visible_random_general_flag
	}
}
### Entity: Event
Component: r56.ger.64
Constructs: is_triggered_only, has_country_leader
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.64
	hidden = yes
	is_triggered_only = yes
	trigger = {
		has_country_leader = {
			character = GER_hans_vogel
			ruling_only = yes
		}
	}
	option = {
		name = r56.ger.64.a
		GER_hans_vogel = {
			retire = yes
		}
	}
}
### Entity: Character
Component: ETH_domenico_mondelli
Constructs: has_completed_focus, has_government, has_country_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_domenico_mondelli = {
	name = ETH_domenico_mondelli
	allowed_civil_war = {
		has_government = fascism
	}
	portraits = {
		army = {
			small = GFX_portrait_ETH_domenico_mondelli_small
		}
	}
	advisor = {
		slot = air_chief
		ledger = air
		idea_token = ETH_domenico_mondelli
		allowed = {
			original_tag = ETH
		}
		available = {
			has_government = fascism
			NOT = {
				has_country_flag = ETH_second_italo_ethiopian_war_flag
			}
		}
		visible = {
			has_completed_focus = ETH_cooperation
			has_country_flag = ETH_gugsa_cooperation_flag
		}
		traits = {
			air_chief_ground_support_1
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/KOS_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 6940
	division_template = Brigada e Malësorëve
	start_experience_factor = 0.2
	start_equipment_factor = 0.9
}
### Entity: National Focus
Component: r56_indian_revolt_focus
Constructs: shared_focus, add_equipment_to_stockpile, prerequisite, limit, random_country, add_ideas, has_government, owns_state
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus_tree = {
	id = r56_indian_revolt_focus
	country = {
		factor = 0
		modifier = {
			add = 0
			original_tag = RAJ
		}
	}
	default = no
	shared_focus = RAJ_Establish_the_Planning_Commission RAJ_Foster_Private_Investment RAJ_prepare_an_autonomous_defense_r56 RAJ_accelerate_military_indianization_r56 RAJ_Reform_the_Royal_Indian_Navy RAJ_expand_the_national_air_force_r56
	focus = {
		id = r56_RAJ_revolt_against_the_oppressors
		icon = GFX_goal_RAJ_indian_revolt
		x = 5
		y = 0
		cost = 10
		ai_will_do = {
			factor = 200
		}
		completion_reward = {
			add_political_power = 150
			set_war_support = 1
			add_equipment_to_stockpile = {
				type = infantry_equipment_0
				amount = 4000
				producer = ENG
			}
			create_corps_commander = {
				name = Arcot Doraiswamy Loganadan
				traits = {
					infantry_officer
				}
				skill = 2
				attack_skill = 1
				defense_skill = 3
				planning_skill = 2
				logistics_skill = 1
			} {
				name = Jaganath Rao Bhonsle
				traits = {
					meticulous
				}
				skill = 2
				attack_skill = 2
				defense_skill = 1
				planning_skill = 1
				logistics_skill = 3
			}
		}
		search_filters = {
			FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_EQUIPMENT
		}
	} {
		id = r56_RAJ_hindu_nationalism
		icon = GFX_goal_RAJ_hindu_nationalism
		x = 0
		y = 1
		prerequisite = {
			focus = r56_RAJ_revolt_against_the_oppressors
		}
		relative_position_id = r56_RAJ_revolt_against_the_oppressors
		cost = 10
		ai_will_do = {
			factor = 50
		}
		available = {
			if = {
				limit = {
					is_subject = yes
				}
				OR = {
					has_government = fascism
					AND = {
						has_government = neutrality
						is_puppet_of = JAP
					}
				}
			} {
				limit = {
					has_cosmetic_tag = RAJ_AH
				}
				has_government = fascism
			}
		}
		completion_reward = {
			add_timed_idea = {
				idea = nationalism
				days = 1500
			}
			add_ideas = ideological_fanaticism_focus
		}
		search_filters = {
			FOCUS_FILTER_STABILITY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
		}
	} {
		id = r56_RAJ_crush_hyderabad
		icon = GFX_goal_RAJ_operation_polo
		x = 2
		y = 1
		prerequisite = {
			focus = r56_RAJ_hindu_nationalism
		}
		relative_position_id = r56_RAJ_hindu_nationalism
		cost = 5
		ai_will_do = {
			factor = 50
		}
		available = {
			HYD = {
				exists = yes
				NOT = {
					is_in_faction_with = RAJ
				}
			
# ... (truncated)
### Entity: Trigger Reference
Construct: planning_skill_level
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## planning_skill_level

* Supported Scopes: CHARACTER, COMBATANT
* Supported Targets: none

```
Compares planning skill level of a unit leader.
Example: planning_skill_level > 5
```
### Entity: National Focus
Tree: jap_focus
Component: JAP_an_expedition_to_tibet
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_in_faction_with, has_subject, is_ally_with, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_an_expedition_to_tibet
	icon = GFX_focus_prc_infiltration
	x = 3
	y = 1
	relative_position_id = JAP_reinforce_the_beijing_garrison
	prerequisite = {
		focus = JAP_reinforce_the_beijing_garrison
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		TIB = {
			exists = yes
			is_subject = no
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		OR = {
			has_war_with = CHI
			CHI = {
				exists = no
			}
			has_subject = CHI RNG
		}
		JAP_army_faction_is_at_least_influential = yes
	}
	bypass = {
		TIB = {
			OR = {
				exists = no
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		TIB = {
			country_event = {
				id = SEA_japan_foreign_policy.22
				days = 2
				random_days = 4
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt JAP_an_expedition_to_tibet_tt
		add_ai_strategy = {
			type = protect
			id = TIB
			value = 100
		}
	}
}
### Entity: Event
Component: lar_appeal_to_overseas_territories.2
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_appeal_to_overseas_territories.2
	title = lar_appeal_to_overseas_territories.2.t
	desc = lar_appeal_to_overseas_territories.2.desc
	picture = GFX_report_event_france_parade
	is_triggered_only = yes
	option = {
		name = lar_appeal_to_overseas_territories.2.a
		ai_chance = {
			factor = 100
		}
	}
}
### Entity: Modifier Reference
Construct: heat_attrition
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## heat_attrition

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: Idea
Component: EAI_DD_12/super_heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/super_heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Event
Component: ARG_political_events.22
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_political_power
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.22
	title = ARG_political_events.22.t
	desc = ARG_political_events.22.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = ARG_political_events.22.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = large_increase
		}
		add_political_power = 50
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_ITA
Source: game
File: common/ai_focuses/ITA.txt

Code:
ai_focus_naval_ITA = {
	research = {
		naval_equipment = 8.0
		naval_doctrine = 75.0
		marine_tech = 10.0
		dd_tech = 10.0
		ca_tech = 5.0
		bc_tech = 3.0
		bb_tech = 10.0
		shbb_tech = 3.0
		tp_tech = 5.0
		cv_tech = 3.0
		ss_tech = 8.0
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_rapid_mobilization
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_rapid_mobilization
	icon = GFX_focus_SOV_mobilization_plan
	x = -4
	y = 1
	mutually_exclusive = {
		focus = SWE_secret_mobilization
	}
	cost = 10
	prerequisite = {
		focus = SWE_totalforsvar
	}
	relative_position_id = SWE_totalforsvar
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SWE_rapid_mobilization_tt
		add_timed_idea = {
			idea = SWE_rapid_mobilization_idea
			days = 200
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_diplomatic_rapprochment
Constructs: prerequisite, limit, has_government, is_major, completion_reward, has_dynamic_modifier, remove_dynamic_modifier, is_subject
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_diplomatic_rapprochment
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = BEL_liberal_victory
	}
	relative_position_id = BEL_liberal_victory
	x = 0
	y = 2
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = BEL_neutrality_dynamic_modifier
				}
			}
			remove_dynamic_modifier = {
				modifier = BEL_neutrality_dynamic_modifier
			}
		} {
			limit = {
				any_country = {
					original_tag = ENG
					has_government = democratic
					is_subject = no
				}
			}
			ENG = {
				country_event = {
					id = ww_BEL_event_diplomatic.12
					hours = 12
				}
				add_ai_strategy = {
					type = protect
					id = ROOT
					value = 100
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		ELSE_IF = {
			limit = {
				any_country = {
					original_tag = FRA
					has_government = democratic
					is_subject = no
				}
			}
			FRA = {
				country_event = {
					id = ww_BEL_event_diplomatic.12
					hours = 12
				}
				add_ai_strategy = {
					type = protect
					id = ROOT
					value = 100
				}
			}
		}
		ELSE = {
			random_other_country = {
				limit = {
					is_major = yes
					has_government = democratic
					is_subject = no
				}
				country_event = {
					id = ww_BEL_event_diplomatic.12
					hours = 12
				}
				add_ai_strategy = {
					type = protect
					id = ROOT
					value = 100
				}
			}
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_army
Constructs: completion_reward, has_army_experience
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_army
	icon = GFX_goal_generic_small_arms
	x = 41
	y = 0
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 4
			has_army_experience = < 5
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 30
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.119
Constructs: is_triggered_only, fire_only_once, add_to_faction
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.119
	title = SEA_japan_foreign_policy.119.t
	desc = SEA_japan_foreign_policy.119.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.119.a
		add_to_faction = FROM
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_setup_faction_wide_aoe_effects_root = yes
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_support_interbranch_operations_r56
Constructs: prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, add_command_power, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_support_interbranch_operations_r56
	prerequisite = {
		focus = SIA_send_air_force_cadets_abroad_r56
	}
	icon = GFX_focus_generic_multi_role_aircraft
	x = 1
	y = 1
	relative_position_id = SIA_send_air_force_cadets_abroad_r56
	cost = 8
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = strike_aircraft
			}
			add_daily_mastery = {
				name = SIA_support_interbranch_operations_r56
				amount = 0.2
				days = 180
				track = strike_aircraft
			}
		} {
			limit = {
				has_subdoctrine_in_track = heavy_aircraft
			}
			add_daily_mastery = {
				name = SIA_support_interbranch_operations_r56
				amount = 0.2
				days = 180
				track = heavy_aircraft
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			air_experience = 45
			add_command_power = 15
		} {
			add_doctrine_cost_reduction = {
				name = SIA_support_interbranch_operations_r56
				cost_reduction = 0.25
				uses = 1
				category = air_doctrine
			}
		}
		add_tech_bonus = {
			name = SIA_support_interbranch_operations_r56
			bonus = 1.5
			uses = 1
			category = medium_air heavy_air
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.32
Constructs: is_triggered_only, ai_chance, add_war_support, set_global_flag
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.32
	title = BBA_ethiopia_communist_events.32.t
	desc = BBA_ethiopia_communist_events.32.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_communist_events.32.a
		ai_chance = {
			base = 10
		}
		add_war_support = 0.1
		set_global_flag = ethiopia_recognized_flag
	}
}
### Entity: Military Industrial Organization
Component: DEBUG_generic_infantry_tank_organization
Constructs: has_country_flag, has_dlc, is_debug
Source: game
File: common/military_industrial_organization/organizations/00_DEBUG_organization.txt

Code:
DEBUG_generic_infantry_tank_organization = {
	include = generic_infantry_tank_organization
	allowed = {
		has_dlc = Arms Against Tyranny
		is_debug = yes
	}
	visible = {
		owner = {
			has_country_flag = mio_show_all_archetypes_flag
		}
	}
}