Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_old_enemy_stirs
Constructs: prerequisite, limit, remove_ideas, add_war_support, has_country_flag, completion_reward, has_game_rule, has_war_support
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_the_old_enemy_stirs
	icon = GFX_focus_SWE_the_beast_stirs
	x = 14
	y = 7
	cost = 5
	prerequisite = {
		focus = SWE_defense_act
	}
	relative_position_id = SWE_defense_act
	mutually_exclusive = {
		focus = SWE_continue_the_second_industrial_revolution
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			OR = {
				has_country_flag = SWE_AI_RANDOM_COMMUNISM
				has_game_rule = {
					rule = SWE_ai_behavior
					option = SWE_COMMUNISM
				}
			}
		}
	}
	available = {
		OR = {
			threat = > 0.1
			has_war_support = > 0.08
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_war_support = 0.03
		army_experience = 40
		add_doctrine_cost_reduction = {
			name = SWE_the_old_enemy_stirs
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.08
		} {
			ideology = fascism
			popularity = 0.08
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = SWE_sven_hedin
		if = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = neutrality_idea
		}
	}
}
### Entity: Idea
Component: ITA_astaldi
Constructs: has_completed_focus
Source: game
File: common/ideas/italy.txt

Code:
ITA_astaldi = {
	picture = ITA_astaldi
	allowed = {
		original_tag = ITA
	}
	visible = {
		NOT = {
			AND = {
				has_completed_focus = ITA_new_industrialization_program ITA_modernize_the_mezzogiorno
			}
		}
	}
	available = {
		controls_state = 2
		ITA_is_southern_designer = yes
	}
	traits = {
		construction_company
	}
}
### Entity: Unit Template
Component: equipments
Constructs: limit, has_dlc, has_idea, is_archetype, is_convertable, is_buildable, allow_mission_type, build_cost_ic
Source: game
File: common/units/equipment/plane_airframes.txt

Code:
equipments = {
	small_plane_airframe = {
		year = 1933
		can_be_produced = {
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				NOT = {
					has_idea = BUL_army_restrictions_aat
				}
			}
			else = {
				NOT = {
					has_idea = BUL_army_restrictions
				}
			}
		}
		is_archetype = yes
		is_convertable = yes
		picture = archetype_fighter_equipment
		is_buildable = no
		type = fighter
		type_override = fixed_main_weapon_slot
		allowed_types = {
			fighter interceptor cas naval_bomber suicide
		}
		allow_mission_type = training
		group_by = archetype
		sprite = light_plane
		air_map_icon_frame = 1
		interface_category = interface_category_air
		substitute = cv_small_plane_airframe
		interface_overview_category_index = 1
		air_superiority = 1
		reliability = 0.8
		naval_strike_attack = 1
		naval_strike_targetting = 1
		lend_lease_cost = 8 8
		manpower = 20
		fuel_consumption = 0.05
		build_cost_ic = 4
		resources = {
			aluminium = 2
			rubber = 1
		}
		module_slots = {
			fixed_main_weapon_slot = {
				required = yes
				allowed_module_categories = {
					fighter_weapon cas_weapon nav_bomber_weapon kamikaze_bomber_weapon
				}
			}
			fixed_auxiliary_weapon_slot_1 = {
				required = no
				allowed_module_categories = {
					recon_camera fighter_weapon cas_weapon nav_bomber_weapon kamikaze_bomber_weapon
				}
			}
			engine_type_slot = {
				required = yes
				allowed_module_categories = {
					plane_engine_type twin_plane_engine_type
				}
			}
			special_type_slot_1 = {
				required = no
				allowed_module_categories = {
					plane_special_module_small plane_special_module_bomb_sights plane_special_module_radio_navigation plane_special_module_air_ground_radar plane_special_module_air_air_radar plane_special_module_defense_turret
				}
			}
			special_type_slot_2 = {
				required = no
				allowed_module_categories = {
					plane_special_module_small plane_special_module_bomb_sights plane_special_module_radio_navigation plane_special_module_air_ground_radar plane_special_module_air_air_radar plane_special_module_defense_turret
				}
			}
		}
		module_count_limit = {
			module = guided_anti_ship_missile
			count = < 2
		} {
			module = fixed_explosive_charge
			count = < 2
		} {
			module = self_sealing_fuel_tanks_small
			count = < 2
		} {
			module = non_strategic_materials_small
			count = < 2
		} {
			module = drop_tanks
			count = < 2
		}
# ... (truncated)
### Entity: National Focus
Tree: mpl_focus
Component: MPL_join_soviet
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_faction_leader
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_join_soviet
	icon = GFX_focus_chi_mission_to_the_soviet_union
	relative_position_id = MPL_realize_levant
	x = 5
	y = 1
	cost = 5
	prerequisite = {
		focus = MPL_realize_levant
	}
	mutually_exclusive = {
		focus = MPL_go_alone
	}
	available = {
		any_country = {
			is_major = yes
			has_government = communism
			is_faction_leader = yes
			NOT = {
				has_war_with = MPL
			}
		}
		is_in_faction = no
		is_subject = no
	}
	completion_reward = {
		if = {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
					NOT = {
						has_completed_focus = SOV_beaten_but_not_defeated SOV_form_a_fifth_column SOV_counter_coup_old
					} {
						has_war_with = ROOT
					}
					has_capitulated = no
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = SOV
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				country_event = {
					id = generic.2
				}
			}
		}
		else = {
			get_best_alliance_match_communism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Event
Component: wtt_warlord_vs_prc.36
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WTT_PRC.txt

Code:
country_event = {
	id = wtt_warlord_vs_prc.36
	title = wtt_warlord_vs_prc.36.t
	desc = wtt_warlord_vs_prc.36.desc
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = wtt_warlord_vs_prc.36.a
		ai_chance = {
			factor = 1
		}
	} {
		name = wtt_warlord_vs_prc.36.b
		dismantle_faction = yes
		ai_chance = {
			factor = 0
		}
	}
}
### Entity: Idea
Component: rock_island_arsenal
Constructs: has_completed_focus, limit, research_bonus
Source: game
File: common/ideas/usa.txt

Code:
rock_island_arsenal = {
	allowed = {
		OR = {
			original_tag = USA
			PHI_SEA = yes
		}
	}
	available = {
		if = {
			limit = {
				original_tag = PHI
			}
			if = {
				limit = {
					NOT = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
				has_completed_focus = PHI_align_with_the_usa
				else = {
					has_completed_focus = PHI_declare_military_emergency
				}
			}
		}
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
	modifier = {

	}
}
### Entity: Event
Component: BALTIC_events.501
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, has_government, every_country, is_core_of, every_state
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.501
	title = BALTIC_events.501.t
	desc = BALTIC_events.501.d
	picture = GFX_report_event_gre_megali_conference_signing
	is_triggered_only = yes
	option = {
		name = BALTIC_events.501.a
		ai_chance = {
			base = 10
		}
		every_country = {
			limit = {
				original_tag = SOV
				has_government = communism
			}
			every_owned_state = {
				limit = {
					is_core_of = BLR
				}
				custom_effect_tooltip = transfer_state_tt
				hidden_effect = {
					ROOT = {
						transfer_state = PREV
					}
				}
			}
		}
		every_state = {
			limit = {
				is_core_of = BLR
			}
			add_core_of = ROOT
		}
		hidden_effect = {
			set_country_flag = BLT_soviets_said_yes_to_belarus_flag
		}
		if = {
			limit = {
				original_tag = LIT
			}
			set_cosmetic_tag = LIT_belarus
		} {
			limit = {
				original_tag = LAT
			}
			set_cosmetic_tag = LAT_belarus
		} {
			limit = {
				original_tag = EST
			}
			set_cosmetic_tag = EST_belarus
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_medium_bomber_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, create_equipment_variant, add_tech_bonus
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_medium_bomber_focus
	icon = GFX_goal_generic_occupy_start_war
	prerequisite = {
		focus = IRQ_heavy_fighter_concept IRQ_air_innovations
	}
	mutually_exclusive = {
		focus = IRQ_light_bomber_focus
	}
	relative_position_id = IRQ_air_base_expansion
	x = -1
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			create_equipment_variant = {
				name = Ba.65
				type = small_plane_cas_airframe_1
				modules = {
					fixed_main_weapon_slot = small_bomb_bay
					fixed_auxiliary_weapon_slot_1 = light_mg_2x
					engine_type_slot = engine_2_1x
					special_type_slot_1 = empty
				}
				icon = GFX_ITA_CAS1_medium
			}
			add_tech_bonus = {
				name = IRQ_medium_bomber_focus
				bonus = 1
				uses = 1
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = IRQ_medium_bomber_focus
				bonus = 1
				uses = 1
				category = tactical_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: BBA_switzerland_trade.13
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_timed_idea
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland_trade.13
	title = BBA_switzerland_trade.13.t
	desc = BBA_switzerland_trade.13.desc
	picture = GFX_report_event_SWI_cantons_flags_soldiers
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland_trade.13.a
		ai_chance = {
			base = 10
			modifier = {
				add = 10
				SWI_country_positive_opinion = yes
			} {
				add = 20
				SWI_country_opinion_is_good = yes
			} {
				add = 30
				SWI_country_opinion_is_excellent = yes
			}
		}
		FROM = {
			country_event = {
				id = BBA_switzerland_trade.14
				hours = 3
			}
		}
		effect_tooltip = {
			FROM = {
				add_timed_idea = {
					idea = SWI_foreign_investments_idea
					days = 730
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_investing_in_switzerland
				}
			}
			add_opinion_modifier = {
				target = FROM
				modifier = SWI_investing_in_switzerland
			}
		}
		SWI_update_neighbor_opinion_balance = yes
	} {
		name = BBA_switzerland_trade.13.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				SWI_country_positive_opinion = no
			}
		}
		FROM = {
			country_event = {
				id = BBA_switzerland_trade.15
				hours = 4
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_support_artillery.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_support_artillery.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)
### Entity: National Focus
Tree: sam_focus
Component: SAM_invite_commonwealth_teachers
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/samoa.txt

Code:
focus = {
	id = SAM_invite_commonwealth_teachers
	icon = GFX_focus_research
	cost = 10
	x = -1
	y = 1
	relative_position_id = SAM_new_zealand_commisar
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SAM_new_zealand_commisar
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_blissful_isolation
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_blissful_isolation
	icon = GFX_goal_religious_harmony
	prerequisite = {
		focus = BHU_peace_will_reign
	}
	relative_position_id = BHU_peace_will_reign
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_political_power = 150
		add_stability = 0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Decision
Component: GER_uncertain_future_cat
Constructs: add_ideas, fire_only_once, has_civil_war, has_country_leader, cancel_if_not_visible, is_good
Source: game
File: common/decisions/GER.txt

Code:
GER_uncertain_future_cat = {
	GER_growing_public_dissent_mission = {
		priority = 1
		icon = GFX_decision_revolt
		allowed = {
			always = no
		}
		visible = {
			has_civil_war = no
			has_country_leader = {
				ruling_only = yes
				character = GER_august_von_mackensen
			}
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 100
		fire_only_once = yes
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			country_event = {
				id = wuw_GER_uncertain_future.02
				hours = 12
			}
			effect_tooltip = {
				add_ideas = GER_uncertain_future
			}
		}
	}
}
### Entity: Autonomous State
Component: autonomy_state
Constructs: is_puppet, conscription_factor, has_game_rule
Source: game
File: common/autonomous_states/mandate_city.txt

Code:
autonomy_state = {
	id = autonomy_mandate_city
	use_overlord_color = yes
	is_puppet = yes
	min_freedom_level = 0.0
	manpower_influence = 0.1
	rule = {
		can_not_declare_war = yes
		can_decline_call_to_war = no
		units_deployed_to_overlord = no
	}
	modifier = {
		autonomy_manpower_share = 0.9
		can_master_build_for_us = 1
		conscription_factor = -0.9
		extra_trade_to_overlord_factor = 0.0
		overlord_trade_cost_factor = -0.9
		cic_to_overlord_factor = 0.25
		mic_to_overlord_factor = 0.65
		license_subject_master_purchase_cost = 0
		autonomy_gain_global_factor = -0.5
	}
	ai_subject_wants_higher = {
		factor = 1.0
	}
	ai_overlord_wants_lower = {
		factor = 0.0
	}
	ai_overlord_wants_garrison = {
		always = yes
	}
	allowed = {
		original_tag = DNZ
		OR = {
			has_game_rule = {
				rule = colour_of_subjects_setting
				option = SUBJECT_COLOUR_ON
			} {
				rule = colour_of_subjects_setting
				option = SUBJECT_COLOUR_ON_LOW_AUTONOMY_ONLY
			}
		}
	}
	can_take_level = {

	}
	can_lose_level = {

	}
}
### Entity: Modding Documentation
Construct: Resistance
Source: vanilla_docs
File: common/on_actions/_documentation.md

Doc:
### La Resistance
- `on_operation_completed`
- `on_operative_detected_during_operation`
- `on_operative_on_mission_spotted`
- `on_operative_captured`
- `on_operative_created`
- `on_operative_death`
- `on_operative_recruited`
- `on_fully_decrypted_cipher`
- `on_activated_active_decryption_bonuses`
### Entity: National Focus
Tree: per_focus
Component: PER_secure_iraq
Constructs: prerequisite, has_government, completion_reward, is_subject_of, is_in_faction_with, allow_branch, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_secure_iraq
	icon = GFX_focus_PER_secure_iraq
	prerequisite = {
		focus = PER_request_membership_allies
	}
	x = -1
	y = 1
	relative_position_id = PER_request_membership_allies
	cost = 5
	available = {
		has_government = democratic
		IRQ = {
			exists = yes
			NOT = {
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
	}
	bypass = {
		IRQ = {
			OR = {
				exists = no
				is_subject_of = ROOT
				is_in_faction_with = ROOT
			}
		}
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = IRQ
		}
	}
}
### Entity: Character
Component: SIA_manphya_khanphialong
Source: game
File: common/characters/SIA.txt

Code:
SIA_manphya_khanphialong = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = SIA_manphya_khanphialong
		ledger = army
		allowed = {
			original_tag = SIA
		}
		traits = {
			military_theorist
		}
	}
	name = Manphya Khanphialong
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_skoda_priority_shortcut_finder
Constructs: has_completed_focus, completion_reward, allow_branch, has_global_flag, is_ai
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_skoda_priority_shortcut_finder
	icon = GFX_idea_CZE_skoda_artillery
	allow_branch = {
		has_global_flag = CZE_skoda_focus_activation
		has_completed_focus = CZE_raise_more_industrial_funds
		CZE = {
			exists = yes
			is_ai = no
		}
	}
	relative_position_id = CZE_redirect_the_fortification_councils_funds
	x = 2
	y = 3
	cost = 10
	ai_will_do = {
		factor = 0
	}
	available = {
		ROOT = {
			exists = yes
		}
		hidden_trigger = {
			always = no
		}
	}
	completion_reward = {
		custom_effect_tooltip = CZE_skoda_works_dynamic_custom_modifier_tt
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ASupport_rocket_artillery.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Support_rocket_artillery.png &#8206;(76 × 42 pixels, file size: 6 KB, MIME type: image/png)
### Entity: National Focus
Tree: egy_focus
Component: EGY_egypts_place_in_the_empire
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, has_civil_war, is_in_faction_with, is_core_of, every_other_country
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_egypts_place_in_the_empire
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	relative_position_id = EGY_solidify_british_ties
	x = 4
	y = 1
	cost = 5
	available = {
		has_civil_war = no
		any_country = {
			OR = {
				original_tag = ENG CAN SAF RAJ AST NZL MAL
			}
			is_in_faction_with = ROOT
		}
	}
	bypass = {
		CAN = {
			exists = no
		}
		SAF = {
			exists = no
		}
		RAJ = {
			exists = no
		}
		AST = {
			exists = no
		}
		NZL = {
			exists = no
		}
		ENG = {
			exists = no
		}
		NOT = {
			any_state = {
				OR = {
					is_core_of = ENG CAN SAF AST NZL RAJ MAL
				}
				NOT = {
					state = 320
				} {
					state = 321
				}
				OWNER = {
					NOT = {
						tag = ENG
					}
				}
			}
		}
	}
	prerequisite = {
		focus = EGY_solidify_british_ties
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					original_tag = ENG CAN AST RAJ NZL SAF MAL
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
			add_opinion_modifier = {
				target = EGY
				modifier = ENG_commonwealth_ties
			}
		}
		add_ai_strategy = {
			type = asking_foreign_garrison
			id = ENG
			value = 20
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_internationalism
Constructs: prerequisite, add_ideas, completion_reward, allow_branch, has_dlc
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_internationalism
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = POL_restore_the_sejm
	}
	relative_position_id = POL_restore_the_sejm
	allow_branch = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = POL_internationalism_focus
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_ideological_propaganda
Constructs: prerequisite, add_ideas, completion_reward, allow_branch, has_dlc, has_intelligence_agency
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_ideological_propaganda
	text = BRA_ideological_propaganda
	icon = GFX_focus_propaganda_soviet
	prerequisite = {
		focus = SCO_revolutionary_guards
	}
	x = 0
	y = 1
	relative_position_id = SCO_revolutionary_guards
	cost = 5
	ai_will_do = {
		factor = 0
	}
	allow_branch = {
		has_dlc = La Resistance
	}
	available = {
		has_intelligence_agency = yes
	}
	completion_reward = {
		upgrade_intelligence_agency = upgrade_psycho_warfare
		add_ideas = r56_clandestine_propaganda_techniques
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Idea
Component: CZE_ncos_idea
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_ncos_idea = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_morale_factor = 0.05
	}
}
### Entity: Effect Reference
Construct: complete_mio_trait
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## complete_mio_trait

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: none

```
Complete a trait in the military industrial organization in scope.
This effect will not take into account the current state of the trait tree and will allow you to unlock a trait even if the one before is not unlocked.
Will also add 1 size to the MIO so that size and numbers of unlocked traits are always aligned.
ex:
var:my_mio_var = {
  complete_mio_trait = my_trait_token
  complete_mio_trait = {
	trait = my_trait_token
	show_modifiers = no # Optional, default = yes
  }
}
```
### Entity: Idea
Component: SIA_empowered_special_branch_r56_no_LAR
Constructs: removal_cost, decryption_factor, encryption_factor
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_empowered_special_branch_r56_no_LAR = {
	picture = received_attache
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		civilian_intel_to_others = -25
		army_intel_to_others = -25
		navy_intel_to_others = -25
		airforce_intel_to_others = -25
		decryption_factor = 0.25
		encryption_factor = 0.25
	}
}
### Entity: Event
Component: DOD_hungary.11
Constructs: is_triggered_only, every_unit_leader, set_nationality, annex_country, set_country_flag
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.11
	title = DOD_hungary.11.t
	desc = DOD_hungary.11.desc
	picture = GFX_report_event_polish_army
	is_triggered_only = yes
	option = {
		name = DOD_hungary.11.a
		CZE = {
			every_unit_leader = {
				set_nationality = HUN
			}
		}
		annex_country = {
			target = CZE
			transfer_troops = yes
		}
		HUN = {
			set_country_flag = CZE_annexed_peacefully
		}
	}
}
### Entity: Idea
Component: YUG_idea_economic_aid
Constructs: has_government, has_war_with, has_capitulated, removal_cost
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_idea_economic_aid = {
	picture = generic_goods_red_bonus
	available = {
		YUG = {
			NOT = {
				has_war_with = SOV
			}
			exists = yes
			has_capitulated = no
		}
	}
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Event
Component: ARG_political_events.14
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.14
	title = ARG_political_events.14.t
	desc = ARG_political_events.14.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = ARG_political_events.14.a
		ai_chance = {
			base = 10
		}
		ARG = {
			add_opinion_modifier = {
				target = GER
				modifier = medium_decrease
			}
		}
	}
}
### Entity: Achievement
Component: arsenal_of_democracy
Constructs: has_government, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
arsenal_of_democracy = {
	id = 77
	possible = {
		tag = USA
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_government = democratic
		num_of_military_factories = > 300
	}
}