Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mpl_focus
Component: MPL_deal_with_strike
Constructs: prerequisite, add_stability, completion_reward, add_political_power, is_subject, random_days, random_hours
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_deal_with_strike
	icon = GFX_goal_generic_caliph
	relative_position_id = MPL_arab_revolt
	x = 0
	y = 1
	prerequisite = {
		focus = MPL_arab_revolt
	}
	bypass = {
		is_subject = no
	}
	cost = 10
	select_effect = {
		hidden_effect = {
			country_event = {
				id = mandate_palestine.2
				days = 30
				random_days = 15
				random_hours = 24
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = MPL_handle_strikes_tt
		add_political_power = 100
		add_stability = 0.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: JAP_yasukawa_zaibatsu_president
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_yasukawa_zaibatsu_president = {
	random = no
	sprite = 13
	political_power_factor = -0.05
	local_resources_coal_factor = 0.15
	production_speed_buildings_factor = 0.05
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_establish_a_armor_corp
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_dlc, has_tech, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_establish_a_armor_corp
	text = ABC_establish_a_armor_corp
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = KAL_establish_a_military_academy
	}
	x = 1
	y = 1
	relative_position_id = KAL_establish_a_military_academy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	bypass = {
		if = {
			limit = {
				has_dlc = No Step Back
			}
			or = {
				has_tech = improved_light_tank_chassis improved_medium_tank_chassis improved_heavy_tank_chassis
			}
		} {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			or = {
				has_tech = advanced_light_tank improved_medium_tank improved_heavy_tank
			}
		}
	}
	cancel_if_invalid = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = gwtank_chassis
				}
				has_dlc = No Step Back
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 3
				uses = 1
				technology = gwtank_chassis
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = light_tank_chassis_0
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = gwtank_chassis
				NOT = {
					has_tech = basic_light_tank
				}
				has_dlc = No Step Back
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1
				uses = 1
				technology = basic_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = light_tank_chassis_0
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = gwtank_chassis basic_light_tank
				NOT = {
					has_tech = improved_light_tank
				}
				has_dlc = No Step Back
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1
				uses = 1
				technology = improved_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = light_tank_chassis_0
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				NOT = {
					has_tech = gwtank_chassis
				} {
					has_dlc = No Step Back
				}
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 3
				uses = 1
				technology = gwtank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
# ... (truncated)
### Entity: Unit Template
Component: KUR_MNT_02
Constructs: is_puppet_of
Source: game
File: common/units/names_divisions/KUR_names_divisions.txt

Code:
KUR_MNT_02 = {
	name = Mountain Division
	for_countries = {
		KUR
	}
	can_use = {
		is_puppet_of = FRA
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		KUR_INF_02
	}
	fallback_name = %dème Division d'Infanterie Montagne
	ordered = {
		1 = {
			%dème Division d'Infanterie Montagne
		}
		2 = {
			%dème Division d'Infanterie Montagne
		}
		3 = {
			%dème Division d'Infanterie Montagne
		}
		4 = {
			%dème Division d'Infanterie Montagne
		}
		5 = {
			%dème Division d'Infanterie Montagne
		}
		6 = {
			%dème Division d'Infanterie Montagne
		}
		7 = {
			%dème Division d'Infanterie Montagne
		}
		8 = {
			%dème Division d'Infanterie Montagne
		}
		9 = {
			%dème Division d'Infanterie Montagne
		}
		10 = {
			%dème Division d'Infanterie Montagne
		}
	}
}
### Entity: Idea
Component: IRQ_iraq_currency_board_idea_2
Constructs: removal_cost
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_iraq_currency_board_idea_2 = {
	name = IRQ_iraq_currency_board_idea
	allowed = {
		original_tag = IRQ
	}
	allowed_civil_war = {
		always = yes
	}
	picture = NOR_printing_money
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		supply_consumption_factor = -0.1
		attrition = -0.05
	}
}
### Entity: Character
Component: SOV_nikolay_vatutin
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_nikolay_vatutin = {
	name = SOV_nikolay_vatutin
	portraits = {
		army = {
			large = GFX_portrait_SOV_nikolay_vatutin
			small = GFX_portrait_SOV_nikolay_vatutin_small
		}
	}
	corps_commander = {
		traits = {
			trait_reckless infantry_officer
		}
		skill = 3
		attack_skill = 1
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 3
		legacy_id = 0
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: Character
Component: PRC_xie_juezai
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_xie_juezai = {
	name = PRC_xie_juezai
	portraits = {
		civilian = {
			small = GFX_portrait_PRC_xie_juezai
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PRC_xie_juezai
		ai_will_do = {
			base = 3
		}
		allowed = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			PRC_minister_interior_affairs
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_indoctrination_focus
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_indoctrination_focus
	icon = GFX_focus_propaganda_soviet
	prerequisite = {
		focus = ARG_political_correctness
	}
	relative_position_id = ARG_political_correctness
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		add_ideas = indoctrination_focus
		add_political_power = 75
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_socialist_science
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, has_idea, add_timed_idea, modify_timed_idea
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_socialist_science
	icon = GFX_socialist_science
	prerequisite = {
		focus = SOV_progress_cult_old
	} {
		focus = SOV_Invest_in_Engineering_old
	}
	x = 4
	y = 3
	cost = 10
	ai_will_do = {
		factor = 500
	}
	available = {
		NOT = {
			has_idea = SOV_widespread_outbreaks
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = socialist_science_focus
		if = {
			limit = {
				has_completed_focus = SOV_Invest_in_Engineering_old
			}
			add_timed_idea = {
				idea = SOV_engineering_push
				days = 30
			}
		}
		modify_timed_idea = {
			idea = SOV_revolutionized_industry_1
			days = 100
		} {
			idea = SOV_revolutionized_industry_2
			days = 100
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: FIN_karl_harald_wiik
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/FIN.txt

Code:
FIN_karl_harald_wiik = {
	name = FIN_karl_harald_wiik
	portraits = {
		civilian = {
			small = GFX_portrait_FIN_karl_harald_wiik_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FIN_karl_harald_wiik
		allowed = {
			original_tag = FIN
			has_dlc = Arms Against Tyranny
		}
		available = {
			OR = {
				has_completed_focus = FIN_the_peoples_democratic_league FIN_sosialistinen_eduskuntaryhma
			}
		}
		cost = 70
		traits = {
			kautskyian_socialist
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 0.5
				FIN_is_democratic_ai = yes
			}
		}
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_found_army
Constructs: division_template, add_ideas, add_war_support, completion_reward, random_controlled_state, create_unit, add_tech_bonus
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_found_army
	icon = GFX_goal_CYP_coa_army
	cost = 8
	x = 8
	y = 0
	completion_reward = {
		division_template = {
			name = Taxiarchía Pezikoú
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				}
			}
		}
		random_controlled_state = {
			prioritize = {
				183
			}
			create_unit = {
				division = name = "1i Kypriakí Taxiarchía Pezikoú"	division_template = "Taxiarchía Pezikoú"	start_equipment_factor = 0.5	start_manpower_factor = 0.25	start_experience_factor = 0.5
				prioritize_location = 11984
				owner = ROOT
			}
		}
		custom_effect_tooltip = r56_newline r56_newline
		add_ideas = volunteer_only
		add_war_support = 0.05
		add_tech_bonus = {
			name = CYP_found_army
			category = land_doctrine
			bonus = 0.5
			uses = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: INS_loyalist_events.5
Constructs: is_triggered_only, limit, annex_country, add_core_of, is_core_of
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.5
	title = INS_loyalist_events.5.t
	desc = INS_loyalist_events.5.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.5.a
		annex_country = {
			target = MAL
			transfer_troops = yes
		}
		1060 = {
			add_core_of = INS
		}
		336 = {
			add_core_of = INS
		}
		1063 = {
			add_core_of = INS
		}
		if = {
			limit = {
				334 = {
					is_core_of = INS
				}
			}
			333 = {
				add_core_of = INS
			}
		}
	}
}
### Entity: Modding Documentation
Construct: focus_count
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## focus_count
* Arguments: <Target Country Tag>

Counts how many focuses a tag has. For science
### Entity: Character
Component: head_of_the_nkvd_yagoda_no_paranoia
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
head_of_the_nkvd_yagoda_no_paranoia = {
	random = no
	sprite = 13
	stability_factor = -0.05
	enemy_operative_detection_chance = 0.1
	enemy_operative_capture_chance_factor = 0.05
	civilian_intel_to_others = -5
}
### Entity: Event
Component: bftb_greece.171
Constructs: is_triggered_only, add_stability, clear_variable
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.171
	title = bftb_greece.171.t
	desc = bftb_greece.171.desc
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	option = {
		name = bftb_greece.171.a
		add_stability = -0.1
		hidden_effect = {
			clear_variable = GRE_german_influence_over_greek_government
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_push_jewish
Constructs: prerequisite, limit, has_country_flag, completion_reward, add_political_power, add_popularity, every_controlled_state, is_core_of
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_push_jewish
	icon = GFX_goal_star_of_david
	relative_position_id = ISR_consolidate_power
	x = 1
	y = 1
	bypass = {
		hidden_trigger = {
			has_country_flag = ISR_jabotinsky_dying
		}
		has_country_flag = ISR_jabotinsky_died
	}
	available = {
		if = {
			limit = {
				has_country_flag = ISR_jabotinsky_dying
			}
			NOT = {
				has_country_flag = ISR_jabotinsky_died
			}
		}
	}
	prerequisite = {
		focus = ISR_consolidate_power
	}
	cost = 7.2
	completion_reward = {
		add_popularity = {
			ideology = ISR
			popularity = 0.05
		}
		add_political_power = 100
		every_controlled_state = {
			limit = {
				NOT = {
					is_core_of = ROOT
				}
			}
			add_resistance = 15
			add_compliance = -10
		}
		if = {
			limit = {
				has_active_mission = ISR_jabotinsky_dying_mission
			}
			add_days_mission_timeout = {
				mission = ISR_jabotinsky_dying_mission
				days = -35
			}
		}
	}
}
### Entity: Event
Component: liechtenstein.18
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.18
	picture = GFX_report_event_generic_sign_treaty3
	title = liechtenstein.18.t
	desc = liechtenstein.18.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.18.a
		custom_effect_tooltip = LIE_end_gold_trade_with_liechtenstein_dynamic_mod_TT
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_phibuns_premiership
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_idea, has_civil_war, allow_branch, has_game_rule
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_phibuns_premiership
	icon = GFX_focus_SIA_phibuns_premiership
	x = -1
	y = 3
	relative_position_id = SIA_drum_up_irredentism
	prerequisite = {
		focus = SIA_drum_up_irredentism SIA_sell_privy_purse_lands
	}
	mutually_exclusive = {
		focus = SIA_to_lay_the_bait SIA_the_midnight_meeting
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			AND = {
				has_completed_focus = SIA_sell_privy_purse_lands
				NOT = {
					has_idea = idea_SIA_sold_privy_purse_lands
				}
			}
			fascism = > 0.5
		}
		has_civil_war = no
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = SIA_the_midnight_meeting
			} {
				has_completed_focus = SIA_to_lay_the_bait
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_politics = {
			ruling_party = fascism
			elections_allowed = yes
		}
		set_party_name = {
			ideology = fascism
			long_name = SIA_neutrality_party_long
			name = SIA_neutrality_party
		} {
			ideology = neutrality
			long_name = SIA_neutrality_party_royalist_long
			name = SIA_neutrality_party_royalist
		}
		promote_character = SIA_plaek_phibunsongkhram
		custom_effect_tooltip = newline_tt
		SIA_increase_military_approval = yes
		SIA_decrease_civilian_approval = yes
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: State History
Component: 811
Constructs: add_core_of
Source: game
File: history/states/811-Saaremaa.txt

Code:
state = {
	id = 811
	name = STATE_811
	history = {
		owner = EST
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			185 1
		}
		add_core_of = EST
	}
	provinces = {
		185 6201
	}
	manpower = 32370
	buildings_max_level_factor = 1.0
	state_category = small_island
}
### Entity: National Focus
Tree: ast_focus
Component: AST_establish_training_camps
Constructs: has_completed_focus, prerequisite, limit, completion_reward, set_technology, unlock_decision_tooltip
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_establish_training_camps
	icon = GFX_focus_generic_jungle_training
	prerequisite = {
		focus = AST_second_australian_imperial_force
	}
	relative_position_id = AST_second_australian_imperial_force
	x = -1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_tooltip = AST_specialize_on_jungle_combat AST_specialize_on_desert_combat AST_switch_combat_specialization
		custom_effect_tooltip = generic_skip_one_line_tt AST_jungle_tanks_if_sentinel_tank_development
		effect_tooltip = {
			custom_effect_tooltip = jungle_heavy_tanks_tt
		}
		hidden_effect = {
			if = {
				limit = {
					has_completed_focus = AST_sentinel_tank_development
				}
				custom_effect_tooltip = jungle_heavy_tanks_tt
				set_technology = {
					jungle_heavy_tanks = 1
					popup = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_power_sharing_agreement
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, add_timed_idea, every_controlled_state, is_in_array
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_power_sharing_agreement
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = RAJ_india_united
	}
	x = 0
	y = 1
	relative_position_id = RAJ_india_united
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_RAJ_power_sharing_agreement
			days = 1460
		}
		every_controlled_state = {
			limit = {
				is_in_array = {
					array = RAJ.owned_states_at_game_start
					value = THIS
				}
				has_resistance = yes
			}
			add_compliance = -50
			add_resistance = -30
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_eradicate_communist_resistance
Constructs: prerequisite, has_government, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_eradicate_communist_resistance
	icon = GFX_goal_attack_communists
	available = {
		NOT = {
			has_government = communism
		}
	}
	bypass = {
		has_government = communism
	}
	prerequisite = {
		focus = MEN_the_state_founding_conference
	}
	x = -1
	y = 1
	relative_position_id = MEN_the_state_founding_conference
	cost = 5
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_political_power = 35
		add_stability = 0.05
		add_popularity = {
			ideology = communism
			popularity = -0.1
		}
		custom_effect_tooltip = r56_newline
		deactivate_advisor = MEN_serengdongrub
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_STABILITY
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SWE_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 6050
	division_template = Arméfördelning
	start_experience_factor = 0.3
	start_equipment_factor = 0.3
}
### Entity: Effect Reference
Construct: clear_temp_array
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## clear_temp_array

* Supported Scopes: any
* Supported Targets: none

```
Clears the contents of a temporary array
Example: clear_temp_array = array_name
```
### Entity: Character
Component: SWI_albert_meyer
Source: game
File: common/characters/SWI.txt

Code:
SWI_albert_meyer = {
	name = SWI_albert_meyer
	advisor = {
		slot = political_advisor
		idea_token = SWI_albert_meyer
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_radical_democrat
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 4000
			modifier = {
				factor = 5
				SWI_is_historical_ai = yes
			}
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_SWI_albert_meyer_small
			large = GFX_portrait_SWI_albert_meyer
		}
	}
}
### Entity: Idea
Component: EAI_DD_4/gw_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/gw_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		gw_tank_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: can_ROOT_get_wargoal_on_THIS
Constructs: is_in_faction_with, is_subject_of
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
can_ROOT_get_wargoal_on_THIS = {
	exists = yes
	NOT = {
		is_in_faction_with = ROOT
	} {
		is_subject_of = ROOT
	}
}
### Entity: Trigger Reference
Construct: has_finished_collecting_for_operation
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_finished_collecting_for_operation

* Supported Scopes: COUNTRY
* Supported Targets: any

```
checks if finished collecting of resources for an operation.
Example: 
has_finished_collecting_for_operation = { 
 target = ITA 
 operation = operation_infiltrate_armed_forces_navy}
```
### Entity: Idea
Component: WUR_ncav
Source: game
File: common/ideas/wurtemberg.txt

Code:
WUR_ncav = {
	picture = generic_navy_europe_3
	allowed = {
		original_tag = WUR
	}
	traits = {
		navy_chief_naval_aviation_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modding Documentation
Construct: Commands
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
# Console Commands

Console commands are split into two categories: actual commands and tweakable
variables.

Tweakable variables differ from console command in that they are more
specialized and usualy modify a single variable in the game. They are often
used to toggle on or off some behavior.

Console command are more general purpose and can affect a wider variety of
stuff, such as reloading some file, toggling off some gfx effects, starting
a civil war, ...
### Entity: Character
Component: r56_reichskommissar
Constructs: send_lend_lease_desire, send_volunteers_desire
Source: game
File: common/country_leader/r56_traits.txt

Code:
r56_reichskommissar = {
	random = no
	required_garrison_factor = -0.1
	resistance_garrison_penetration_chance = -0.1
	resistance_damage_to_garrison = -0.1
	resistance_target_on_our_occupied_states = -0.1
	industry_free_repair_factor = 0.25
	autonomy_manpower_share = -0.5
	hidden_modifier = {
		ai_join_ally_desire_factor = 100
		enemy_operative_detection_chance_factor = 0.01
		enemy_operative_forced_into_hiding_time_factor = 0.01
		non_core_manpower = 0.01
		surrender_limit = 0.01
		weekly_manpower = 100
	}
	ai_strategy = {
		type = send_lend_lease_desire
		id = GER
		value = 750
	} {
		type = dont_defend_ally_borders
		id = GER
		value = 750
	} {
		type = send_volunteers_desire
		id = GER
		value = -750
	} {
		type = support
		id = GER
		value = -750
	} {
		type = asking_foreign_garrison
		id = GER
		value = 750
	} {
		type = equipment_market_trade_desire
		id = GER
		value = 100
	} {
		type = equipment_market_trade_desire
		id = ITA
		value = 75
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_lynrytter
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_controlled_by, random_select_amount, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_lynrytter
	icon = GFX_focus_generic_army_tanks2
	prerequisite = {
		focus = NOR_military_police
	}
	x = 1
	y = 1
	relative_position_id = NOR_military_police
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				NOT = {
					state = 914
				}
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		add_equipment_subsidy = {
			cic = 1000
			equipment_type = medium_tank_chassis
			seller_trigger = NOR_valid_fascist_tank_seller
		}
	}
}