Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Kungliga Svenska Marinen
Source: game
File: history/units/SWE_1936_naval_legacy.txt

Code:
fleet = {
	name = Kungliga Svenska Marinen
	naval_base = 6050
	task_force = {
		name = Kustflottan
		location = 6050
		ship = {
			name = HMS Dristigheten
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = SWE
				}
			}
		} {
			name = HMS Örnen
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SWE
				}
			}
		} {
			name = HMS Jacob Bagge
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SWE
				}
			}
		}
	} {
		name = 1a Eskadern
		location = 11215
		ship = {
			name = HMS Gustaf V
			pride_of_the_fleet = yes
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = SWE
				}
			}
		} {
			name = HMS Sverige
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = SWE
				}
			}
		} {
			name = HMS Drottning Victoria
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = SWE
				}
			}
		} {
			name = HMS Gotland
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = SWE
				}
			}
		} {
			name = HMS Klas Horn
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SWE
				}
			}
		} {
			name = HMS Klas Uggla
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SWE
				}
			}
		} {
			name = HMS Ehrensköld
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SWE
				}
			}
		} {
			name = HMS Nordenskjöld
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SWE
				}
			}
		}
	} {
		name = Ålandshavseskader
		location = 408
		ship = {
			name = HMS Äran
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = SWE
				}
			}
		} {
			name = HMS Tapperheten
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = SWE
				}
			}
		}
	} {
		name = Karlskrona Avdelningen
		location = 11215
		ship = {
			name = HMS Wasa
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = SWE
				}
			}
		} {
			name = HMS Manligheten
			definition = heavy_cruiser
			equipment = {
				heavy_
# ... (truncated)
### Entity: Unit Template
Component: POL_SS_HISTORICAL
Source: game
File: common/units/names_ships/POL_ship_names.txt

Code:
POL_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		POL
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = ORP 
	fallback_name = Okręt Podwodny %d
	unique = {
		Orzeł Sęp Sokól Dzik Jastrząb Rys Wilk Żbik Kondor Bielik Kaszub Mazur Krakowiak Ślązak Kujawiak Kurp Kujawiak Kujawiak Kujawiak
	}
}
### Entity: Order of Battle
Component: 1. Florida Volunteers
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 1. Florida Volunteers
	location = 12353
	division_template = Volunteer Brigade
}
### Entity: National Focus
Tree: ger_focus
Component: GER_concentrated_armament_program
Constructs: prerequisite, limit, completion_reward, every_core_state, is_fully_controlled_by, random_select_amount, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_concentrated_armament_program
	icon = GFX_focus_generic_reorient_production
	prerequisite = {
		focus = GER_accelerate_the_rearmament_program
	}
	x = -1
	y = 1
	relative_position_id = GER_accelerate_the_rearmament_program
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_18/modern_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/modern_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_aa_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_volunteer_defence_corps_taog
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_volunteer_defence_corps_taog
	icon = GFX_focus_generic_home_defense
	prerequisite = {
		focus = AST_invoke_the_1903_defence_act
	}
	relative_position_id = AST_invoke_the_1903_defence_act
	x = 1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_australian_military_forces_spirit_tt generic_skip_one_line_tt AST_citizen_army_spirit_tt
		add_to_variable = {
			AST_australian_military_forces_spirit_army_core_attack_factor = 0.05
			tooltip = army_core_attack_factor_tt
		} {
			AST_australian_military_forces_spirit_army_core_defence_factor = 0.05
			tooltip = army_core_defence_factor_tt
		} {
			AST_citizen_army_spirit_army_non_core_attack_factor = 0.05
			tooltip = army_non_core_attack_factor_tt
		} {
			AST_citizen_army_spirit_army_non_core_defence_factor = 0.05
			tooltip = army_non_core_defence_factor_tt
		}
	}
	search_filters = {

	}
}
### Entity: Scripted Effect
Component: join_allies_effect
Constructs: limit, has_government, has_war_with, is_faction_leader
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
join_allies_effect = {
	if = {
		limit = {
			ENG = {
				is_faction_leader = yes
				has_government = democratic
				not = {
					has_war_with = ROOT
				}
			}
		}
		ENG = {
			country_event = generic.2
		}
	}
	else = {
		get_best_alliance_match_democratic_effect = yes
		var:best_leader = {
			country_event = generic.2
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_focus_on_u-boats
Constructs: prerequisite, add_ideas, completion_reward, add_project_progress_ratio, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_focus_on_u-boats
	icon = GFX_goal_CZE_focus_on_u_boats
	x = 0
	y = 1
	relative_position_id = CZE_build_the_ersatz_huszar_destroyers
	available = {

	}
	bypass = {

	}
	cost = 7.2
	prerequisite = {
		focus = CZE_build_the_ersatz_huszar_destroyers
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		navy_experience = 5
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = CZE_submarine_focus_idea
		sp:sp_naval_cruiser_submarine = {
			add_project_progress_ratio = 0.5
		}
		add_tech_bonus = {
			name = ss_bonus
			bonus = 0.5
			uses = 1
			category = ss_tech
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/FIN_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 15
	}
	location = 9176
	division_template = Erillinen Prikaati
	start_experience_factor = 0.4
	start_equipment_factor = 0.5
}
### Entity: Order of Battle
Component: 6. SS-Sturmbrigade
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_fascist.txt

Code:
division = {
	name = 6. SS-Sturmbrigade
	location = 692
	division_template = SS-Sturmbrigade
}
### Entity: AI Strategy
Component: AFG_aim_for_120k_army
Constructs: has_war, has_army_manpower, force_build_armies
Source: game
File: common/ai_strategy/r56_AFG.txt

Code:
AFG_aim_for_120k_army = {
	allowed = {
		original_tag = AFG
	}
	enable = {
		date = > 1937.1.1
		has_war = yes
		has_army_manpower = {
			size = < 120000
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_build_armies
		value = 100
	}
}
### Entity: Idea
Component: CRO_vladimir_laxa
Source: game
File: common/ideas/croatia.txt

Code:
CRO_vladimir_laxa = {
	picture = generic_army_europe_4
	allowed = {
		original_tag = CRO
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: SOV_mikhail_tomsky
Constructs: has_completed_focus, limit, has_government, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_mikhail_tomsky = {
	name = SOV_mikhail_tomsky
	portraits = {
		army = {
			small = GFX_idea_SOV_mikhail_tomsky
		}
	}
	allowed_civil_war = {
		OR = {
			AND = {
				tag = SOV
				has_government = communism
			} {
				SOV_is_exiles = yes
				has_government = communism
			}
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_mikhail_tomsky
		allowed = {
			original_tag = SOV
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		available = {
			OR = {
				SOV_is_right_opposition = yes
				has_completed_focus = SOV_return_democracy_to_the_party
			}
			if = {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			right_trade_unionist
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Idea
Component: CZE_unruly_minorities
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_unruly_minorities = {
	removal_cost = -1
	allowed = {
		original_tag = CZE
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			controls_state = 69 1078 74
		}
	}
	modifier = {
		conscription_factor = -0.05
		political_power_cost = 0.2
		join_faction_tension = 0.3
	}
}
### Entity: Character
Component: INS_leader_of_the_people
Constructs: war_support_factor, neutrality_drift
Source: game
File: common/country_leader/taog_traits.txt

Code:
INS_leader_of_the_people = {
	random = no
	neutrality_drift = 0.02
	war_support_factor = 0.15
	experience_gain_army_factor = 0.2
}
### Entity: Event
Component: libya.29
Constructs: is_triggered_only, ai_chance, has_country_flag, is_major, is_in_faction_with, has_idea, is_historical_focus_on, has_guaranteed
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.29
	title = libya.29.t
	desc = libya.29.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = libya.29.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				NOT = {
					is_in_faction_with = FROM
				}
				OR = {
					any_other_country = {
						is_major = yes
						is_in_faction_with = UKR
					}
					has_idea = anti_soviet_pact
					has_country_flag = baltic_entente_flag
					FROM = {
						surrender_progress = > 0.5
					}
				}
			} {
				factor = 0.5
				is_historical_focus_on = no
				any_other_country = {
					is_major = yes
					has_guaranteed = UKR
				}
			}
		}
		ROM = {
			transfer_state = 80
		} {
			transfer_state = 766
		}
	} {
		name = libya.29.b
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				OR = {
					is_historical_focus_on = no
					any_other_country = {
						is_major = yes
						is_in_faction_with = UKR
						NOT = {
							is_in_faction_with = FROM
						}
					}
				}
			} {
				add = 5
				is_historical_focus_on = no
				any_other_country = {
					is_major = yes
					has_guaranteed = UKR
				}
			}
		}
		ROM = {
			declare_war_on = {
				target = UKR
				type = annex_everything
			}
		}
	}
}
### Entity: Event
Component: Gdansk_poland_border_conflict.2
Constructs: is_triggered_only, annex_country, remove_targeted_decision
Source: game
File: events/WTT_Poland.txt

Code:
country_event = {
	id = Gdansk_poland_border_conflict.2
	title = Gdansk_poland_border_conflict.2.t
	desc = Gdansk_poland_border_conflict.2.desc
	picture = GFX_report_event_polish_intervention_victory
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			POL = {
				annex_country = {
					target = DNZ
					transfer_troops = no
				}
			} {
				remove_targeted_decision = {
					target = DNZ
					decision = Gdansk_POL_border_conflict_time_until_cancelled
				}
			}
			DNZ = {
				remove_targeted_decision = {
					target = POL
					decision = Gdansk_POL_border_conflict_time_until_cancelled
				}
			}
		}
	}
	option = {
		name = Gdansk_poland_border_conflict.2.a
		trigger = {
			original_tag = POL
		}
		army_experience = 1
		effect_tooltip = {
			POL = {
				annex_country = {
					target = DNZ
					transfer_troops = no
				}
			}
		}
	} {
		name = Gdansk_poland_border_conflict.2.b
		trigger = {
			original_tag = DNZ
		}
		army_experience = 5
	}
}
### Entity: Technology
Component: advanced_light_tank_chassis
Constructs: is_major, enable_equipments, research_cost
Source: game
File: common/technologies/NSB_armor.txt

Code:
technology = {
	enable_equipments = {
		light_tank_chassis_3 light_tank_destroyer_chassis_3 light_tank_artillery_chassis_3 light_tank_aa_chassis_3
	}
	research_cost = 2
	start_year = 1941
	folder = {
		name = nsb_armour_folder
		position = {
			x = -1
			y = 8
		}
	}
	ai_will_do = {
		factor = 0.5
		modifier = {
			is_major = no
			factor = 2
		} {
			factor = 8
			tag = USA
			date = > 1943.3.1
		} {
			factor = 1.1
			date = > 1942.1.1
		} {
			factor = 1.1
			date = > 1943.1.1
		} {
			factor = 1.1
			date = > 1944.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules cat_light_armor mio_cat_tech_light_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Order of Battle
Component: Leichte Truppen
Constructs: division_template
Source: game
File: history/units/SWI_load_conscription_3.txt

Code:
division = {
	name = Leichte Truppen
	location = 9620
	division_template = Elite Leichte Brigade
	start_experience_factor = 0.6
	start_equipment_factor = 1
}
### Entity: Character
Component: NOR_democratic_powerhouse
Constructs: stability_factor, war_support_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_democratic_powerhouse = {
	random = no
	sprite = 13
	democratic_drift = 0.08
	stability_factor = 0.15
	war_support_factor = -0.15
}
### Entity: Event
Component: aat_news.101
Constructs: is_triggered_only, has_war_with, is_in_faction_with, is_subject_of
Source: game
File: events/AAT_NewsEvents.txt

Code:
news_event = {
	id = aat_news.101
	title = aat_news.101.t
	desc = aat_news.101.desc
	picture = GFX_news_event_FIN_continuation_uusima_ship
	major = yes
	is_triggered_only = yes
	option = {
		name = aat_news.101.a
		trigger = {
			OR = {
				original_tag = FIN
				is_in_faction_with = FIN
				is_subject_of = FIN
			}
		}
	} {
		name = aat_news.101.b
		trigger = {
			has_war_with = FIN
		}
	} {
		name = aat_news.101.c
		trigger = {
			NOT = {
				original_tag = FIN
				is_in_faction_with = FIN
				is_subject_of = FIN
				has_war_with = FIN
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_12/super_heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/super_heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_aa_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_get_custom_bonus_settings
Constructs: limit, set_temp_variable, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_DIFFICULTY_get_custom_bonus_settings = {
	set_temp_variable = {
		custom_bonus_settings = @NUM_CUSTOM_BONUSES
	}
	while_loop_effect = {
		limit = {
			check_variable = {
				custom_bonus_settings = > 0
			}
		}
		meta_effect = {
			text = {
				var:EAI_configuration_target = {
					set_variable = {
						Root.EAI_custom_bonus_[x]_temp = This.EAI_custom_bonus_[x]
					}
				}
			}
			x = [?custom_bonus_settings]
		}
		subtract_from_temp_variable = {
			custom_bonus_settings = 1
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_RESOURCE_has_steel_shortage
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_RESOURCE_has_steel_shortage = {
	check_variable = {
		EAI_steel_resource_shortage = 3
	}
}
### Entity: AI Strategy
Component: INS_underground_revolution_communist_plan
Constructs: has_completed_focus, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/INS_alternate_strategy_plan.txt

Code:
INS_underground_revolution_communist_plan = {
	name = Indonesia Communist Revolutionary plan
	desc = Early revolution. Will become communist.
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	enable = {
		OR = {
			has_country_flag = INS_AI_RANDOM_REVOLUTION_COMMUNIST
			has_game_rule = {
				rule = INS_ai_behavior
				option = REVOLUTION_COMMUNIST
			}
		}
	}
	abort = {
		HOL = {
			has_completed_focus = HOL_taog_guarantee_colonial_loyalty
		}
	}
	ai_national_focuses = {
		INS_recovering_from_the_great_depression INS_developing_java INS_first_come_first_serve INS_infiltrate_the_army INS_volksraad_rumors INS_instigate_chaos_sulawesi INS_prepare_raiding_bases INS_the_declaration_of_independence INS_laskar_rakjat INS_support_tan_malakas_coup
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: EAI_JAP_china_DEFENSIVE_stalemate_careful
Constructs: limit, has_war_with, has_country_flag, is_major, is_historical_focus_on, check_variable, is_ai, add_to_temp_variable
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_china_DEFENSIVE_stalemate_careful = {
	allowed = {
		tag = JAP
	}
	enable = {
		is_historical_focus_on = yes
		check_variable = {
			global.EAI_sino_japanese_war = 2
		}
		has_war_with = CHI
		CHI = {
			is_ai = yes
		}
		date = < 1946.1.1
		OR = {
			CHI = {
				surrender_progress = > 0.5
			}
			AND = {
				all_of_scopes = {
					array = global.EAI_MAP_china_coastal_theatre
					always = yes
					if = {
						limit = {
							CONTROLLER = {
								has_war_with = ROOT
							}
						}
						add_to_temp_variable = {
							tmp1 = 1
						}
					}
					add_to_temp_variable = {
						tmp2 = 1
					}
				}
				divide_temp_variable = {
					tmp1 = tmp2
				}
				check_variable = {
					tmp1 = < 0.05
				}
			}
		}
		if = {
			limit = {
				has_global_flag = EAI_JAP_blitz_pacific_1000d
			}
			any_enemy_country = {
				NOT = {
					tag = CHI
				}
				is_major = yes
			}
			alliance_naval_strength_ratio = < 2
		} {
			limit = {
				CHI = {
					surrender_progress = < 0.75
				}
			}
			NOT = {
				has_country_flag = EAI_operational_initial_resume_timer
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.5
		priority = 1000
		execution_type = careful
		tag = CHI XSM GXC YUN
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_sever_ties_with_uk
Constructs: prerequisite, limit, has_government, has_war_with, has_country_flag, completion_reward, has_autonomy_state, cancel_if_invalid
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_sever_ties_with_uk
	icon = GFX_goal_tfv_sever_ties_with_uk
	prerequisite = {
		focus = AST_protect_the_homeland
	}
	x = 1
	y = 1
	relative_position_id = AST_protect_the_homeland
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		if = {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			has_autonomy_state = autonomy_dominion
		} {
			limit = {
				has_government = fascism
			}
			has_autonomy_state = autonomy_satellite
		}
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {
		has_war_with = ENG
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		OVERLORD = {
			set_autonomy = {
				target = AST
				autonomy_state = autonomy_free
			}
		}
		ENG = {
			remove_from_faction = ROOT
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = AST_arthur_calwell
		hidden_effect = {
			news_event = {
				id = news.286
				hours = 6
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L07
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L07 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^7 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L07
		value = 5000
	} {
		type = support
		id = L07
		value = 5000
	} {
		type = diplo_action_desire
		id = L07
		target = lend_lease
		value = 2000
	}
}
### Entity: Trigger Reference
Construct: mine_threat
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## mine_threat

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
A trigger to check how dangerous enemy mines are for a country. Controlled by NAVAL_MINE_DANGER defines. Returns a value between 0 and 1. Example mine_threat > 0.5 
```
### Entity: Wiki Documentation
Construct: sp_instant
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
sp_instant
|
Autocompletes current special projects
|

|
### Entity: National Focus
Tree: fra_focus
Component: FRA_undersea_combat
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_undersea_combat
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = FRA_the_young_school
	}
	x = -1
	y = 1
	relative_position_id = FRA_the_young_school
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			name = FRA_undersea_combat
			bonus = 1.0
			uses = 2
			category = ss_tech
		}
	}
}