Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: SVG_george_hamilton_charles
Source: game
File: common/characters/SVG.txt

Code:
SVG_george_hamilton_charles = {
	name = George Hamilton Charles
	portraits = {
		civilian = {
			large = gfx/leaders/SAF/Portrait_South_Africa_Political_Leader_Generic_2.dds
		}
	}
	country_leader = {
		ideology = socialism
		traits = {
			staunch_constitutionalist
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Scripted Effect
Component: EAI_PC_startup_strategies
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies.txt

Code:
EAI_PC_startup_strategies = {
	set_temp_variable = {
		strategy_type_id = @EAI_PC_startup_strategies_TYPE_ID
	} {
		strategy_type_prio = @EAI_PC_startup_strategies_PRIO
	}
	if = {
		limit = {
			tag = SOV
		}
		EAI_PC_startup_strategy_SOV = yes
	} {
		limit = {
			tag = JAP
		}
		EAI_PC_startup_strategy_JAP = yes
	} {
		limit = {
			tag = USA
		}
		EAI_PC_startup_strategy_USA = yes
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_reintegrate_aussa
Constructs: prerequisite, limit, completion_reward, is_owned_by
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_reintegrate_aussa
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = ETH_rebuilding_the_country
	}
	x = -3
	y = 1
	relative_position_id = ETH_rebuilding_the_country
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 1
	}
	bypass = {
		908 = {
			is_owned_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				AFA = {
					exists = yes
				}
			}
			AFA = {
				country_event = {
					id = BBA_ethiopia_imperial_events.10
					hours = 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_the_grau_class_project
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_the_grau_class_project
	icon = GFX_goal_navy_schematics
	prerequisite = {
		focus = PRU_National_Admiralty_Corps
	}
	mutually_exclusive = {
		focus = PRU_Modernize_our_submarines
	}
	relative_position_id = PRU_a_reborn_navy
	x = -2
	y = 3
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 0.2
	}
	completion_reward = {
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			uses = 1
			category = ca_tech
		}
		add_ideas = AST_R56_submarine_hunters_idea
		PRU_increase_navy_15_percent = yes
	}
}
### Entity: Idea
Component: TUR_disorganised_armed_forces_14
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces_14 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		army_org_factor = -0.08
		army_speed_factor = -0.1
		training_time_factor = 0.25
		air_accidents_factor = 0.15
		minimum_training_level = -0.1
	}
}
### Entity: Scripted Effect
Component: USA_create_serge_obolensky_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_create_serge_obolensky_operative = {
	create_operative_leader = {
		name = Serge Obolensky
		GFX = GFX_portrait_USA_serge_obolensky
		gender = male
		traits = {
			operative_tough operative_natural_orator
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			SOV USA
		}
	}
}
### Entity: Idea
Component: SWE_hawker
Constructs: has_completed_focus, has_war_with, research_bonus
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_hawker = {
	allowed = {
		original_tag = SWE
	}
	available = {
		NOT = {
			has_war_with = ENG
		}
		has_completed_focus = SWE_low_altitude_bombers
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		licensed_medium_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: USA_black_chamber
Constructs: has_government, removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_black_chamber = {
	picture = office_of_strategic_services
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		propaganda_mission_factor = 0.25
		boost_ideology_mission_factor = 0.25
	}
}
### Entity: Unit Template
Component: equipments
Constructs: is_archetype, is_convertable, is_buildable, allow_mission_type, build_cost_ic, maximum_speed
Source: game
File: common/units/equipment/r56e_hfighter_bomber.txt

Code:
equipments = {
	hfighter_bomber_equipment = {
		year = 1936
		is_archetype = yes
		is_convertable = yes
		picture = archetype_heavy_fighter_equipment
		is_buildable = no
		type = heavy_fighter
		ai_type = cas
		group_by = archetype
		sprite = medium_plane
		air_map_icon_frame = 8
		interface_category = interface_category_air
		interface_overview_category_index = 3
		allow_mission_type = {
			training air_superiority interception cas attack_logistics
		}
		upgrades = {
			plane_cas_upgrade plane_range_upgrade plane_engine_upgrade plane_reliability_upgrade
		}
		air_superiority = 1.25
		reliability = 0.8
		lend_lease_cost = 8
		build_cost_ic = 28
		resources = {
			aluminium = 2
			rubber = 1
		}
		manpower = 40
		fuel_consumption = 0.26
	}
	hfighter_bomber_equipment_1 = {
		year = 1936
		archetype = hfighter_bomber_equipment
		priority = 100
		is_convertable = yes
		can_convert_from = {
			heavy_fighter_equipment_1
		}
		air_range = 1300
		maximum_speed = 475
		air_agility = 22
		air_attack = 36
		air_defence = 13
		air_ground_attack = 12
		naval_strike_attack = 6
		naval_strike_targetting = 6
		surface_detection = 5
		sub_detection = 5
		build_cost_ic = 30
	}
	hfighter_bomber_equipment_2 = {
		year = 1940
		archetype = hfighter_bomber_equipment
		parent = hfighter_bomber_equipment_1
		priority = 100
		is_convertable = yes
		can_convert_from = {
			hfighter_bomber_equipment_1 heavy_fighter_equipment_1 heavy_fighter_equipment_2
		}
		air_range = 1700
		maximum_speed = 525
		air_agility = 29
		air_attack = 46
		air_defence = 15
		air_ground_attack = 18
		naval_strike_attack = 8
		naval_strike_targetting = 6
		surface_detection = 18
		sub_detection = 3.5
		build_cost_ic = 32
		resources = {
			aluminium = 3
			rubber = 1
		}
	}
	hfighter_bomber_equipment_3 = {
		year = 1944
		archetype = hfighter_bomber_equipment
		parent = hfighter_bomber_equipment_2
		priority = 100
		is_convertable = yes
		can_convert_from = {
			hfighter_bomber_equipment_1 hfighter_bomber_equipment_2 heavy_fighter_equipment_1 heavy_fighter_equipment_2
		}
		air_range = 2000
		maximum_speed = 600
		air_agility = 32
		air_attack = 54
		air_defence = 18
		air_ground_attack = 22
		naval_strike_attack = 20
		naval_strike_targetting = 6
		surface_detection = 21
		sub_detection = 4
		build_cost_ic = 34
		resources = {
			aluminium = 3
			rubber = 1
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/User%3AEscodrion.html

Doc:
Escodrion

Status

Ketchan Emperor
|

Forum account

Link
|

"Ervart some hāldens galvadr duiton hāldens Tueloi galen, ēher ervart some hāldens ceigalvadr tevauren tans volaio uvedria"

"The man who can maintain order can rule the world, but the man who can bear disorder is truly free."
### Entity: Idea
Component: JAP_supply_disruption
Constructs: removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_supply_disruption = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_naval_bonus
	removal_cost = -1
	modifier = {
		convoy_raiding_efficiency_factor = 0.05
		naval_retreat_speed = 0.05
	}
}
### Entity: Event
Component: indonesia.8
Constructs: is_triggered_only, has_completed_focus, limit, has_government, add_stability, add_opinion_modifier, add_political_power, has_autonomy_state
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.8
	title = indonesia.8.t
	desc = indonesia.8.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = indonesia.8.a
		add_political_power = 100
		if = {
			limit = {
				INS = {
					has_completed_focus = INS_defensive_politics
					has_government = neutrality
				}
			}
			effect_tooltip = {
				if = {
					limit = {
						INS = {
							has_autonomy_state = autonomy_integrated_puppet
						}
					}
					set_autonomy = {
						target = INS
						autonomous_state = autonomy_puppet
						end_wars = no
						end_civil_wars = no
						freedom_level = 0.5
					}
				}
				else_if = {
					limit = {
						INS = {
							has_autonomy_state = autonomy_puppet
						}
					}
					set_autonomy = {
						target = INS
						autonomous_state = autonomy_colony
						end_wars = no
						end_civil_wars = no
						freedom_level = 0.5
					}
				} {
					limit = {
						INS = {
							has_autonomy_state = autonomy_colony
						}
					}
					set_autonomy = {
						target = INS
						autonomous_state = autonomy_dominion
						end_wars = no
						end_civil_wars = no
						freedom_level = 0.5
					}
				} {
					limit = {
						INS = {
							has_autonomy_state = autonomy_dominion
						}
					}
					end_puppet = INS
				}
			}
		}
		else = {
			effect_tooltip = {
				end_puppet = INS
			}
		}
		INS = {
			effect_tooltip = {
				drop_cosmetic_tag = yes
				add_stability = 0.1
				add_opinion_modifier = {
					target = FROM
					modifier = huge_increase
				}
			}
		}
		hidden_effect = {
			INS = {
				country_event = {
					id = indonesia.9
					hours = 12
				}
			}
		}
	} {
		name = indonesia.8.b
		effect_tooltip = {
			INS = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_decrease
				}
			}
		}
		hidden_effect = {
			INS = {
				country_event = {
					id = indonesia.56
					hours = 12
				}
			}
		}
	}
}
### Entity: Character
Component: KUR_ishan_nuri
Source: game
File: common/characters/KUR.txt

Code:
KUR_ishan_nuri = {
	name = KUR_ishan_nuri
	portraits = {
		civilian = {
			large = GFX_portrait_kur_ihsan_nuri
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {
			experienced_insurgent
		}
		expire = 1965.1.1.1
		id = -1
	}
	field_marshal = {
		traits = {
			war_hero inflexible_strategist unyielding_defender desert_fox commando
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 3
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_SECTOR_clear_preparation
Constructs: limit, has_country_flag, clr_country_flag, set_country_flag
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_SECTOR_effects.txt

Code:
EAI_MILITARY_SECTOR_clear_preparation = {
	if = {
		limit = {
			has_country_flag = EAI_sector_operations_logging
		}
		log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_SECTOR_clear_preparation
	}
	clr_country_flag = EAI_MILITARY_SECTOR_preparation
	set_country_flag = {
		flag = EAI_MILITARY_SECTOR_offensive_min_duration_days
		value = 1
		days = @EAI_MILITARY_SECTOR_offensive_min_duration_days
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 19
	}
	location = 4052
	division_template = Hohei Shidan
	start_experience_factor = 0.3
}
### Entity: Modding Documentation
Construct: army_attack_level
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### army_attack_level
* description: attack level of the leader
### Entity: Decision
Component: POR_restore_valiance_to_the_nation_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_POR_decision_categories.txt

Code:
POR_restore_valiance_to_the_nation_category = {
	icon = GFX_decision_category_eng_organize_the_blackshirts
	priority = 1999
	allowed = {
		original_tag = POR
	}
	visible = {
		has_completed_focus = POR_restore_valiance_to_the_nation
		NOT = {
			has_completed_focus = POR_march_on_lisbon
		}
	}
}
### Entity: Idea
Component: EAI_DD_19/rocket_artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/rocket_artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		rocket_artillery_equipment = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_generic_26w_infantry_role
Constructs: limit, set_country_flag, check_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_generic_26w_infantry_role = {
	set_country_flag = {
		flag = EAI_INFANTRY_ROLE
		value = 2
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_A_INF_DESIGN
			}
		}
		if = {
			limit = {
				EAI_infantry_variant_focus_EARLY = yes
			}
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 212
			}
		}
		else_if = {
			limit = {
				EAI_infantry_variant_focus_CHEAP = yes
			}
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 210
			}
		}
		else = {
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 211
			}
		}
	}
	else_if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_B_INF_DESIGN
			}
		}
		if = {
			limit = {
				EAI_infantry_variant_focus_EARLY = yes
			}
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 222
			}
		}
		else_if = {
			limit = {
				EAI_infantry_variant_focus_CHEAP = yes
			}
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 220
			}
		}
		else = {
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 221
			}
		}
	} {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_C_INF_DESIGN
			}
		}
		if = {
			limit = {
				EAI_infantry_variant_focus_EARLY = yes
			}
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 232
			}
		}
		else_if = {
			limit = {
				EAI_infantry_variant_focus_CHEAP = yes
			}
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 230
			}
		}
		else = {
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 231
			}
		}
	}
}
### Entity: Country History
Country: WAF
Component: WAF_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/WAF - Cingdom of Cat.txt

Code:
# Politics & Parties for WAF
set_war_support = 0.9
set_stability = 0.9
set_politics = {
	ruling_party = fascism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 33
	fascism = 33
	communism = 33
	neutrality = 1
}
### Entity: National Focus
Tree: hon_focus
Component: HON_study_soviet_tactics
Constructs: prerequisite, has_government, has_country_flag, completion_reward, has_capitulated, is_in_faction_with, add_doctrine_cost_reduction
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_study_soviet_tactics
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = HON_soviet_milmission
	}
	relative_position_id = HON_soviet_milmission
	x = 1
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		has_country_flag = HON_soviet_acceptance
		SOV = {
			exists = yes
			has_capitulated = no
			is_in_faction_with = HON
			has_government = communism
		}
	}
	completion_reward = {
		army_experience = 10
		air_experience = 5
		add_doctrine_cost_reduction = {
			name = CUB_study_soviet_tactics
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		} {
			name = CUB_study_soviet_tactics
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_claims_against_italy
Constructs: shared_focus, prerequisite, has_government, completion_reward, add_state_claim, create_wargoal, take_state_focus
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_claims_against_italy
	icon = GFX_focus_attack_italy
	cost = 10.0
	available = {
		r56_script_i_am_sane = yes
		ITA = {
			r56_script_target_is_sane = yes
		} {
			OR = {
				has_government = fascism communism
			}
		}
	}
	prerequisite = {
		focus = SPR_british_alignment
	}
	completion_reward = {
		add_state_claim = 114 115
		create_wargoal = {
			type = take_state_focus
			target = ITA
			expire = 0
			generator = {
				114 115
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	relative_position_id = SPR_british_alignment
	x = 0
	y = 1
}
### Entity: Character
Component: CSA_leon_degrelle
Source: game
File: common/characters/CSA.txt

Code:
CSA_leon_degrelle = {
	advisor = {
		slot = army_chief
		idea_token = CSA_leon_degrelle
		allowed = {
			original_tag = CSA
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_2
		}
	}
}
### Entity: AI Strategy
Component: GRE_not_attack_other_countries
Constructs: has_war, has_war_with
Source: game
File: common/ai_strategy/r56_GRE.txt

Code:
GRE_not_attack_other_countries = {
	allowed = {
		original_tag = GRE
	}
	enable = {
		has_war = yes
		any_neighbor_country = {
			has_war_with = ROOT
		}
		ITA = {
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	abort = {
		has_war = no
	}
	ai_strategy = {
		type = antagonize
		id = ITA
		value = -200
	}
}
### Entity: Name List
Component: ADR
Source: game
File: common/names/r56_names.txt

Code:
ADR = {
	male = {
		names = {
			Albert Alexandre Alfons Alfonso Andrés Andreu Antoni Carles Cassià Dalmau David Domenec Eduard Enric Enrique Federico Felip Fernando Ferran Francesc Gaspar Gerard Isaac Jacint Jaume Joan Jordi José Josep Juan Llorenç Lluis Manel Manuel Marc Miquel Narcís Pasqual Pau Pedro Pere Pompeu Rafael Rafel Ramon Ricardo Salvador Sergi Valntí Victor Xavier
		}
	}
	female = {
		names = {
			Sara Queralt Micaela Lluïsa Francesca Anna
		}
	}
	surnames = {
		Albéniz Almirall Bacardí Batet Berenguer Borrás Borrell Cadafall Carner Casals Casanova Castelló Claramunt Cucala Cugat Despujol Domènech Escotet Fabra Fages Folc de Cardona Gumerà Irla Llauder Macià Maragall Margall Milans del Bosch Miró Mompou Montaner Moragues Moret Nebot Nin Oller Prat Prim Puig Riba Roig Sala Saliquet Savalls Serra Sor Tristany Verdaguer Virigili Vives
	}
	callsigns = {
		Goose Iceman Maverick Apollo Animal Boom-Boom Badger Brick Cajun Challenger Chip Eagle Ghost Hawk Jaws Moses Mad Dog
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_hashomer_leads
Constructs: has_completed_focus, prerequisite, has_country_flag, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_hashomer_leads
	icon = GFX_focus_prc_agrarian_socialism
	relative_position_id = ISR_brighter_future
	x = 0
	y = 2
	prerequisite = {
		focus = ISR_the_elections
	}
	available = {
		has_country_flag = ISR_coalition_formed ISR_hashomer_formed
		NOT = {
			has_completed_focus = ISR_mapai_cemented ISR_centre_victorious ISR_revisionist_revolution
		}
	}
	cost = 5
	completion_reward = {
		custom_effect_tooltip = ISR_coalition_will_be_updated
	}
}
### Entity: Event
Component: news.164
Constructs: is_triggered_only, has_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.164
	title = news.164.t
	desc = {
		text = news.164.d
		trigger = {
			NOT = {
				has_global_flag = FRA_abandoned_yugoslavia
			}
		}
	} {
		text = news.164.d_FRA_abandoned_yugoslavia
		trigger = {
			has_global_flag = FRA_abandoned_yugoslavia
		}
	}
	picture = GFX_news_event_009
	major = yes
	is_triggered_only = yes
	option = {
		name = news.164.a
		trigger = {
			NOT = {
				TAG = GER ENG FRA YUG
			}
		}
	} {
		name = news.164.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.164.c
		trigger = {
			OR = {
				TAG = ENG
				AND = {
					TAG = FRA
					NOT = {
						has_global_flag = FRA_abandoned_yugoslavia
					}
				}
			}
		}
	} {
		name = news.164.e
		trigger = {
			TAG = YUG
		}
	} {
		name = news.164.f
		trigger = {
			TAG = FRA
			has_global_flag = FRA_abandoned_yugoslavia
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_fund_the_gebirgsjaeger_programme
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_fund_the_gebirgsjaeger_programme
	icon = GFX_focus_AUS_osterreichische_gebirgsjager
	prerequisite = {
		focus = AUS_alpine_warfare
	}
	relative_position_id = AUS_alpine_warfare
	x = 2
	y = 1
	cost = 10
	mutually_exclusive = {
		focus = AUS_shock_troop_offensive AUS_found_the_jagdkommando_school
	}
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = r56_mountain_infantry_tech
		}
		add_doctrine_cost_reduction = {
			cost_reduction = 0.5
			name = AUS_fund_the_gebirgsjaeger_programme
			category = cat_mountaineers_doctrine
			uses = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_air_region_169
Constructs: has_country_flag, check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_air_region_169 = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
		NOT = {
			has_country_flag = EAI_MILITARY_INVASION_planning_phase
		}
		is_in_array = {
			EAI_MILITARY_INVASION_air_regions = 169
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 169
		value = 25000
	}
}
### Entity: AI Strategy
Component: EAI_GER_asia_minors_dont_ally_GER
Constructs: is_historical_focus_on, is_on_continent
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_asia_minors_dont_ally_GER = {
	enable = {
		is_historical_focus_on = yes
		capital_scope = {
			is_on_continent = asia
		}
		NOT = {
			any_neighbor_country = {
				original_tag = GER
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = GER
		value = -500
	}
}
### Entity: Trigger Reference
Construct: state_and_terrain_strategic_value
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## state_and_terrain_strategic_value

* Supported Scopes: STATE
* Supported Targets: none

```
Checks for state strategic value
```
### Entity: Scripted Effect
Component: CAN_enforce_loyalty
Constructs: has_completed_focus, limit, remove_ideas, set_country_flag, complete_national_focus, has_idea, is_in_tech_sharing_group, remove_from_tech_sharing_group
Source: game
File: common/scripted_effects/ENG_scripted_effects.txt

Code:
CAN_enforce_loyalty = {
	set_country_flag = britain_enforced_our_loyalty
	if = {
		limit = {
			has_completed_focus = CAN_patriation
		}
		complete_national_focus = CAN_strengthen_the_commonwealth_ties
	} {
		limit = {
			has_idea = CAN_swastika_clubs
		}
		remove_ideas = CAN_swastika_clubs
	} {
		limit = {
			has_idea = CAN_swastika_clubs_2
		}
		remove_ideas = CAN_swastika_clubs_2
	} {
		limit = {
			has_idea = CAN_swastika_clubs_skewer
		}
		remove_ideas = CAN_swastika_clubs_skewer
	} {
		limit = {
			is_in_tech_sharing_group = us_research
		}
		remove_from_tech_sharing_group = us_research
	} {
		limit = {
			has_idea = CAN_communist_ideals
		}
		remove_ideas = CAN_communist_ideals
	} {
		limit = {
			has_idea = CAN_communist_ideals_2
		}
		remove_ideas = CAN_communist_ideals_2
	} {
		limit = {
			has_idea = CAN_communist_ideals_3
		}
		remove_ideas = CAN_communist_ideals_3
	}
}
### Entity: Event
Component: naw_norway.164
Constructs: is_triggered_only, limit, is_faction_leader, add_to_faction
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.164
	title = naw_norway.164.t
	desc = naw_norway.164.d
	picture = GFX_report_event_soldiers_in_france
	is_triggered_only = yes
	option = {
		name = naw_norway.164.a
		if = {
			limit = {
				is_faction_leader = yes
			}
			dismantle_faction = yes
		}
		FROM = {
			add_to_faction = ROOT
		}
	}
}