Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ins_focus
Component: INS_instigate_chaos_sulawesi
Constructs: prerequisite, add_war_support, completion_reward, is_subject_of
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_instigate_chaos_sulawesi
	icon = GFX_focus_INS_instigate_chaos_sulawesi
	available = {
		is_subject_of = HOL
	}
	prerequisite = {
		focus = INS_underground_revolution
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = INS_underground_revolution
	cost = 10
	search_filters = {

	}
	completion_reward = {
		add_war_support = 0.075
		custom_effect_tooltip = INS_instigate_chaos_sulawesi_tt newline_tt
	}
}
### Entity: National Focus
Component: uk_sanction_japan_focus
Constructs: prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = uk_sanction_japan_focus
	available = {
		JAP = {
			ENG_focus_available_embargo_sanction = yes
		}
		has_government = democratic
	}
	bypass = {
		has_war_with = JAP
	}
	prerequisite = {
		focus = uk_burma_focus
	}
	icon = GFX_goal_generic_trade
	x = 0
	y = 4
	relative_position_id = uk_burma_focus
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		JAP = {
			add_opinion_modifier = {
				target = ENG
				modifier = embargo
			} {
				target = ENG
				modifier = sanctions_relations
			}
		}
	}
}
### Entity: Character
Component: army_logistics_2
Source: game
File: common/country_leader/00_traits.txt

Code:
army_logistics_2 = {
	sprite = 6
	attrition = -0.08
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Character
Component: MNC_rainier_louis_henri_grimaldi
Source: game
File: common/characters/MNC.txt

Code:
MNC_rainier_louis_henri_grimaldi = {
	name = MNC_rainier_louis_henri_grimaldi
	portraits = {
		civilian = {
			large = gfx/leaders/MNC/portrait_MNC_Rainier_III.dds
			small = gfx/interface/ideas/mnc/r56_MNC_Rainier_III.dds
		}
	}
	country_leader = {
		ideology = constitutional_monarchy
		expire = 1965.1.1.1
		id = -1
		traits = {
			MNC_rainier_iii_of_monaco charismatic_monarch
		}
	}
}
### Entity: Idea
Component: POL_aces_in_exile
Constructs: removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_aces_in_exile = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = air_war_plans_division_focus
	modifier = {
		air_ace_generation_chance_factor = 0.15
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_support_company
Constructs: shared_focus, prerequisite, completion_reward, allow_branch, add_tech_bonus
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_support_company
	icon = GFX_focus_generic_land_reclamation
	relative_position_id = SMB_logistics_department
	prerequisite = {
		focus = SMB_logistics_department
	}
	allow_branch = {
		OR = {
			TAG = ARG PAR URG
		}
	}
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_tech_bonus = {
			name = JUNO_support_company_initiative
			bonus = 0.25
			uses = 2
			category = support_tech
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_modernize_police_formation
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_modernize_police_formation
	icon = GFX_goal_arrests
	prerequisite = {
		focus = COG_reform_the_force_publique
	}
	x = 37
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 2
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: MEK_INF_01
Source: game
File: common/units/names_divisions/MEK_names_divisions.txt

Code:
MEK_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		MEK
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Infanterie-Division
	ordered = {
		1 = {
			%d. Infanterie-Division
		}
		2 = {
			%d. Infanterie-Division
		}
		3 = {
			%d. Infanterie-Division
		}
		4 = {
			%d. Infanterie-Division
		}
		5 = {
			%d. Infanterie-Division
		}
		6 = {
			%d. Infanterie-Division
		}
		7 = {
			%d. Infanterie-Division
		}
		8 = {
			%d. Infanterie-Division
		}
		10 = {
			%d. Infanterie-Division
		}
		11 = {
			%d. Infanterie-Division
		}
		12 = {
			%d. Infanterie-Division
		}
		13 = {
			%d. Infanterie-Division
		}
		14 = {
			%d. Infanterie-Division
		}
		15 = {
			%d. Infanterie-Division
		}
		16 = {
			%d. Infanterie-Division
		}
		17 = {
			%d. Infanterie-Division
		}
		18 = {
			%d. Infanterie-Division
		}
		19 = {
			%d. Infanterie-Division
		}
		20 = {
			%d. Infanterie-Division
		}
		21 = {
			%d. Infanterie-Division
		}
		22 = {
			%d. Infanterie-Division
		}
		23 = {
			%d. Infanterie-Division
		}
		24 = {
			%d. Infanterie-Division
		}
		25 = {
			%d. Infanterie-Division
		}
		26 = {
			%d. Infanterie-Division
		}
		27 = {
			%d. Infanterie-Division
		}
		28 = {
			%d. Infanterie-Division
		}
		29 = {
			%d. Infanterie-Division
		}
		30 = {
			%d. Infanterie-Division
		}
		31 = {
			%d. Infanterie-Division
		}
		32 = {
			%d. Infanterie-Division
		}
		33 = {
			%d. Infanterie-Division
		}
		34 = {
			%d. Infanterie-Division
		}
		35 = {
			%d. Infanterie-Division
		}
		36 = {
			%d. Infanterie-Division
		}
		37 = {
			%d. Infanterie-Division
		}
		38 = {
			%d. Infanterie-Division
		}
		39 = {
			%d. Infanterie-Division
		}
		40 = {
			%d. Infanterie-Division
		}
		41 = {
			%d. Infanterie-Division
		}
		42 = {
			%d. Infanterie-Division
		}
		43 = {
			%d. Infanterie-Division
		}
		44 = {
			%d. Infanterie-Division
		}
		45 = {
			%d. Infanterie-Division
		}
		46 = {
			%d. Infanterie-Division
		}
		47 = {
			%d. Infanterie-Division
		}
		48 = {
			%d. Infanterie-Division
		}
		49 = {
			%d. Infanterie-Division
		}
		50 = {
			%d. Infanterie-Division
		}
	}
}
### Entity: Military Industrial Organization
Component: CZE_CKD_plzen_organization
Constructs: has_completed_focus, limit, has_country_flag, has_dlc, equipment_bonus, build_cost_ic, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/CZE_organization.txt

Code:
CZE_CKD_plzen_organization = {
	include = generic_train_organization
	icon = GFX_idea_CZE_ckd_plzen
	allowed = {
		has_dlc = Peace For Our Time
		OR = {
			tag = CZE POL
		}
	}
	available = {
		FROM = {
			if = {
				limit = {
					original_tag = POL
				}
				has_completed_focus = POL_join_CZE_rails
				OR = {
					controls_state = 9
					any_subject_country = {
						controls_state = 9
					}
				}
			}
		}
	}
	visible = {
		FROM = {
			if = {
				limit = {
					original_tag = POL
				}
				has_completed_focus = POL_join_CZE_rails
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_generic_train_manufacturer
		limit_to_equipment_type = {
			train_equipment
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.1
		}
		equipment_bonus = {
			build_cost_ic = -0.05
		}
	}
	add_trait = {
		token = CZE_mio_trait_expanded_production_facilities_CKD_plzen
		name = USA_mio_trait_expanded_production_facilities
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_joint_stock_scheme
		visible = {
			FROM = {
				original_tag = CZE
				has_dlc = Peace For Our Time
			}
		}
		available = {
			FROM = {
				has_completed_focus = CZE_grow_ckd_secondary_facilities
			}
		}
		all_parents = {
			generic_mio_trait_joint_stock_scheme
		}
		production_bonus = {
			production_cost_factor = -0.05
			production_capacity_factor = 0.05
		}
	} {
		token = CZE_mio_trait_bata_corporation
		name = CZE_bata_corporation_name
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		visible = {
			FROM = {
				original_tag = CZE
				has_dlc = Peace For Our Time
			}
		}
		available = {
			FROM = {
				has_completed_focus = CZE_diversify_bata
				NOT = {
					has_country_flag = CZE_mio_trait_bata_corporation_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = CZE_mio_trait_bata_corporation_taken_flag
			}
		}
		production_bonus = {
			production_resource_penalty_factor = -0.1
			production_resource_need_factor = -0.1
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_protect_crimea
Constructs: prerequisite, limit, has_government, has_war_with, add_stability, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_protect_crimea
	icon = GFX_focus_generic_treaty
	available = {
		is_subject = no
		CRI = {
			NOT = {
				is_subject = yes
				is_in_faction = yes
			}
			exists = yes
		}
	}
	prerequisite = {
		focus = UKR_deterrence
	}
	bypass = {
		CRI = {
			has_war_with = ROOT
		}
	}
	x = -2
	y = 1
	relative_position_id = UKR_deterrence
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				137 = {
					is_claimed_by = ROOT
				}
			}
			ROOT = {
				remove_state_claim = 137
			}
			add_stability = 0.1
		} {
			limit = {
				is_in_faction = yes
				CRI = {
					has_government = UKR
				}
			}
			CRI = {
				country_event = generic.5
			}
		}
		else = {
			add_stability = 0.05
		}
		else_if = {
			limit = {
				CRI = {
					OR = {
						has_government = democratic neutrality
					}
				}
			}
			ROOT = {
				give_guarantee = CRI
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: State History
Component: 880
Constructs: add_core_of
Source: game
File: history/states/880-Kotlas.txt

Code:
state = {
	id = 880
	name = STATE_880
	manpower = 262721
	state_category = rural
	history = {
		owner = SOV
		victory_points = {
			11061 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV
		1939.1.1 = {
			buildings = {
				industrial_complex = 2
			}
		}
	}
	provinces = {
		87 183 3064 3065 3081 3166 6088 6100 6166 6193 6199 9101 9124 9130 9213 11042 11061 11074 11089
	}
	local_supplies = 0.0
}
### Entity: Event
Component: bftb_turkey.101
Constructs: is_triggered_only, fire_only_once, create_wargoal, puppet_wargoal_focus
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.101
	title = bftb_turkey.101.t
	desc = bftb_turkey.101.desc
	picture = GFX_report_event_tur_cakmak_general_staff
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_turkey.101.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = BUL
		}
	}
}
### Entity: Event
Component: south_american_events.56
Constructs: is_triggered_only, limit, has_country_flag, clr_country_flag
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.56
	title = south_american_events.56.t
	desc = south_american_events.56.desc
	is_triggered_only = yes
	hidden = yes
	immediate = {
		IF = {
			limit = {
				has_country_flag = PAR_revenge_flag
			}
			clr_country_flag = PAR_revenge_flag
		}
	}
}
### Entity: Idea
Component: ENG_fortify_the_empire_2
Constructs: removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_fortify_the_empire_2 = {
	name = ENG_fortify_the_empire
	picture = generic_fortify_the_borders
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.1
		production_speed_coastal_bunker_factor = 0.1
	}
}
### Entity: Idea
Component: VIC_rene_bousquet
Constructs: has_government
Source: game
File: common/ideas/vichy_france.txt

Code:
VIC_rene_bousquet = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = FRA
		has_government = fascism
	}
	traits = {
		compassionate_gentleman
	}
}
### Entity: Event
Component: cityfall.20
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.20
	title = cityfall.20.t
	desc = cityfall.20.d
	picture = GFX_news_event_038
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_washington_ita
	}
	option = {
		name = cityfall.20.a
		trigger = {
			NOT = {
				TAG = ITA USA
			}
		}
	} {
		name = cityfall.20.b
		trigger = {
			TAG = ITA
		}
	} {
		name = cityfall.20.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: Name List
Component: CUB
Source: game
File: common/names/00_names.txt

Code:
CUB = {
	male = {
		names = {
			Alberto Alejandro Alfredo Ambrosio Anselmo Antonio Arturo Benigno Buenaventura Calixto Carlos Ceferino Cesáreo Demetrio Desiderio Dionisio Domingo Eugenio Federico Felipe Fernando Fidel Fulgencio Gerardo Gregorio Guillermo Horacio Ignacio Jacinto Jacobo Jesús Joaquín José José Miguel Juan Juan Bautista Manuel Mariano Mario Máximo Osvaldo Pablo Pedro Rafael Ramón Raúl Salvador Romás Ulises Wenceslao
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Acosta Alfau Báez Batista Bayo Cabral Carmona Castillo Castro Cisneros de Céspedes de la Rosa de Meriño de Rojas Espaillat Estrada Estrella Fernández Figuereo García Gil Gómez Gonzáles González Grau Guillermo Henríquez Herrera Hevia Laredo Luperón Maceo Machado Márquez Mella Méndez Mendieta Moncada Morales Mota Pelletier Pimentel Puello Santana Sosa Trujillo Valverde Vásquez Vázquez Zayas
	}
	callsigns = {

	}
}
### Entity: Event
Component: palestine.7
Constructs: is_triggered_only, add_stability, add_political_power, random_hours, random_days
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.7
	picture = GFX_report_event_generic_communist_congress
	title = palestine.7.t
	desc = palestine.7.d
	is_triggered_only = yes
	option = {
		name = palestine.7.a
		add_stability = 0.05
		add_political_power = 75
		country_event = {
			id = palestine.8
			days = 5
			random_hours = 12
			random_days = 5
		}
	}
}
### Entity: Scripted Trigger
Component: is_scandinavian_northern_sea_state
Constructs: is_scandinavian_northern_sea_state
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_scandinavian_northern_sea_state = {
	OR = {
		state = 909 58 912 99 922 142 143 923 144 924 925
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_air_modernisations_programme
Constructs: shared_focus, prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_air_modernisations_programme
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = EST_light_bomber_focus EST_medium_bomber_focus
	}
	x = 19
	y = 4
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = POL_air_modernisations_programme
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_unite_karelia
Constructs: prerequisite, limit, has_government, owns_state, completion_reward, is_subject, cancel_if_invalid, every_state
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_unite_karelia
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = EST_proclaim_finno_ugra
	}
	x = 1
	y = 1
	relative_position_id = EST_proclaim_finno_ugra
	will_lead_to_war_with = SOV
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = fascism
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 147 216 215 146
				}
				NOT = {
					OR = {
						is_owned_by = ROOT
						is_claimed_by = ROOT
					}
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		every_other_country = {
			limit = {
				OR = {
					owns_state = 147 216 215 146
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_claimed_state
					target = PREV
				}
			}
		}
	}
}
### Entity: Idea
Component: ROM_a_deal_with_the_devil_2
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/romania.txt

Code:
ROM_a_deal_with_the_devil_2 = {
	picture = generic_deal_with_the_devil
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		communism_drift = 0.01
		conscription = 0.01
	}
}
### Entity: Idea
Component: CHL_dissident_activity_3
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_dissident_activity_3 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.1
		drift_defence_factor = -0.1
		stability_factor = -0.1
	}
	picture = FRA_scw_intervention_republicans_focus
}
### Entity: Event
Component: kmt.298
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.298
	title = kmt.298.t
	desc = kmt.298.d
	picture = GFX_report_event_japanese_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = kmt.298.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = KMT_doolittle_pilots_help_arrest
			}
		}
	}
}
### Entity: Idea
Component: KMT_stacked_high_command
Constructs: war_support_factor, army_attack_factor, removal_cost, has_country_leader, planning_speed
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_stacked_high_command = {
	removal_cost = -1
	picture = generic_reserve_divisions
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_chiang_kaishek
			}
		}
	}
	modifier = {
		experience_gain_army = 0.05
		planning_speed = 0.05
		command_power_gain = 0.25
		army_attack_factor = -0.05
		war_support_factor = 0.05
	}
}
### Entity: Faction
Component: faction_goal_develop_lappland_metals
Constructs: limit, has_tech, complete_effect, add_faction_power_projection, has_completed_goal, add_resource, has_resources_in_collection
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_develop_lappland_metals = {
	name = develop_lappland_metals_goal_name
	description = develop_lappland_metals_goal_desc
	category = short_term
	group = resources_to_market_icon
	allowed = {

	}
	visible = {
		OR = {
			666 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			918 = {
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	available = {
		FROM = {
			has_tech = excavation1 excavation2
		}
		666 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		918 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	completed = {
		666 = {
			CONTROLLER = {
				has_tech = excavation3
			}
			infrastructure = > 4
		}
		918 = {
			CONTROLLER = {
				has_tech = excavation3
			}
			infrastructure = > 4
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		if = {
			limit = {
				NOT = {
					has_completed_goal = faction_goal_develop_lappland_metals
				}
			}
			666 = {
				add_resource = {
					type = tungsten
					amount = 14
				} {
					type = steel
					amount = 14
				} {
					type = chromium
					amount = 8
				}
			}
			918 = {
				add_resource = {
					type = tungsten
					amount = 10
				} {
					type = steel
					amount = 10
				} {
					type = chromium
					amount = 5
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			OR = {
				controls_state = 666 918
			}
		} {
			add = 1
			OR = {
				has_resources_in_collection = {
					collection = {
						input = game:scope
						operators = {
							faction_members
						}
						name = FACTION
					}
					resource = tungsten
					amount = < 45
					extracted = no
				} {
					collection = {
						input = game:scope
						operators = {
							faction_members
						}
						name = FACTION
					}
					resource = steel
					amount = < 45
					extracted = no
				} {
					collection = {
						input = game:scope
						operators = {
							faction_members
						}
						name = FACTION
					}
					resource = chromium
					amount = < 24
					extracted = no
				}
			}
		} {
			add = 3
			OR = {
				has_resources_in_collection = {
					collection = {
						input = game:scope
						operators = {
							faction_members
						}
						name = FACTION
					}
					resource = tungsten
					amount = < 15
					extracted = no
				} {
					collection = {
						input = game:scope
						operators = {
							faction_members
						}
						name = FACTION
					}
					resource = steel
					amount = < 15
# ... (truncated)
### Entity: Event
Component: INS_dutch_events.2
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_dutch_events.2
	title = INS_dutch_events.2.t
	desc = INS_dutch_events.2.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = INS_dutch_events.2.a
		hidden_effect = {
			HOL = {
				transfer_units_fraction = {
					target = INS
					size = 0
					navy_ratio = 1
				}
			}
		}
		custom_effect_tooltip = INSHOL_naval_program_transfer_100_2_tt
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_island_3
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_island_3
	icon = GFX_goal_generic_fortify_city
	ai_will_do = {
		factor = 2
	}
	x = 39
	y = 2
	prerequisite = {
		focus = MAL_the_island_1
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		951 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 7427
			}
		}
		916 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 10297
			}
		}
		960 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 7329
			}
		}
		915 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 7342
			}
		}
		336 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 12299
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Special Project
Component: sp_nuclear_scientist_xp_generic_reward
Constructs: fire_only_once, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_nuclear_prototype_rewards.txt

Code:
sp_nuclear_scientist_xp_generic_reward = {
	fire_only_once = no
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		factor = 1.0
	}
	option = {
		token = sp_nuclear_scientist_xp_generic_reward_option
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.low
					specialization = specialization_nuclear
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_ASW_DD_navy_production_strategy_3
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_ASW_DD_navy_production_strategy_3 = {
	enable = {
		has_country_flag = EAI_ASW_DD_navy_production_3
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_escort
		value = 6
	}
}