Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_secure_weapons
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_equipment_subsidy, create_equipment_variant
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_secure_weapons
	icon = GFX_focus_FIN_weapon_caches
	prerequisite = {
		focus = RAJ_look_to_the_past
	}
	x = -1
	y = 1
	relative_position_id = RAJ_look_to_the_past
	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 FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = infantry_equipment
				seller_tags = {
					SOV GER JAP ITA
				}
			} {
				cic = 1000
				equipment_type = artillery_equipment
				seller_tags = {
					SOV GER JAP ITA
				}
			} {
				cic = 1000
				equipment_type = light_tank_chassis
				seller_tags = {
					SOV GER JAP ITA
				}
			}
		} {
			limit = {
				has_dlc = No Step Back
			}
			create_equipment_variant = {
				name = BT-7
				type = light_tank_chassis_2
				upgrades = {
					tank_nsb_engine_upgrade = 10
					tank_nsb_armor_upgrade = 2
				}
				modules = {
					main_armament_slot = tank_small_cannon_2
					engine_type_slot = tank_gasoline_engine
					turret_type_slot = tank_light_two_man_tank_turret
					suspension_type_slot = tank_christie_suspension
					armor_type_slot = tank_welded_armor
				}
				model = SOV_light_armor_entity
				icon = GFX_SOV_improved_light_tank_medium
			}
			effect_tooltip = {
				add_equipment_to_stockpile = {
					type = light_tank_chassis
					variant_name = BT-7
					amount = 100
					producer = SOV
				}
			}
		}
		ELSE = {
			set_country_flag = RAJ_mughal_no_aat_give_equipment
			effect_tooltip = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 4000
					producer = SOV
				} {
					type = artillery_equipment
					amount = 800
					producer = SOV
				}
			}
		} {
			effect_tooltip = {
				add_equipment_to_stockpile = {
					type = light_tank_equipment_1
					amount = 100
					producer = SOV
				}
			}
		}
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 2000
				producer = SOV
			} {
				type = artillery_equipment
				amount = 500
				producer = SOV
			}
		}
		custom_effect_tooltip = newline_tt MUGHAL_divisions_spawned newline_tt RAJ_secure_weapons_tt
	}
}
### Entity: Shared Focus
Component: BALTIC_restore_workers_republic
Constructs: shared_focus, has_completed_focus, limit, add_ideas, completion_reward, allow_branch, has_game_rule, cancel_if_invalid
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_restore_workers_republic
	mutually_exclusive = {
		focus = LIT_secure_a_loyal_cabinet LAT_suspend_the_constitution EST_era_of_silence EST_rally_the_nation
	}
	icon = GFX_goal_support_communism
	x = 25
	y = 0
	cost = 10
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = LIT_secure_a_loyal_cabinet LAT_suspend_the_constitution EST_era_of_silence EST_rally_the_nation
				}
			}
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			any_other_country = {
				OR = {
					has_completed_focus = BALTIC_restore_workers_republic
					focus_progress = {
						focus = BALTIC_restore_workers_republic
						progress = > 0
					}
				}
			}
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				original_tag = EST
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = EST_johannes_kabin
		} {
			limit = {
				original_tag = LAT
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = LAT_augusts_kirhensteins
		} {
			limit = {
				original_tag = LIT
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = LIT_antanas_snieckus
		} {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_ideas = {
			BALTIC_restore_workers_republic_idea
		} {
			BALTIC_catholic_opposition_idea
		}
	}
}
### Entity: Technology
Component: dare_to_die_corps
Constructs: research_cost
Source: game
File: common/technologies/r56_country_techs.txt

Code:
technology = {
	category_light_infantry = {
		hard_attack = 0.05
		ap_attack = 0.05
		breakthrough = 0.05
	}
	research_cost = 0
	ai_will_do = {
		factor = 0
	}
}
### Entity: Modding Documentation
Construct: armageddon
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## armageddon

Deliver a thermonuclear strike to every state in the game.
### Entity: Scripted Effect
Component: LUX_chamberofdeputies_add_support_PD_3
Constructs: limit, has_country_flag, set_temp_variable, check_variable, add_to_variable, add_to_temp_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/r56_LUX_scripted_effects.txt

Code:
LUX_chamberofdeputies_add_support_PD_3 = {
	set_temp_variable = {
		support_to_remove = 0.3
	}
	if = {
		limit = {
			check_variable = {
				LUX.PD_support = < 99.7
			}
		}
		add_to_variable = {
			LUX.PD_support = support_to_remove
		}
		if = {
			limit = {
				check_variable = {
					LUX.PRL_support = > 0.299
				}
			}
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_PRL_support
			if = {
				limit = {
					check_variable = {
						LUX.LSAP_support = > 0.149
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_LSAP_support
				if = {
					limit = {
						check_variable = {
							LUX.KPL_support = > 0.009
						}
					}
					add_to_temp_variable = {
						support_counter = 1
					}
					set_country_flag = remove_KPL_support
				}
			}
			else_if = {
				limit = {
					check_variable = {
						LUX.KPL_support = > 0.149
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_KPL_support
			}
		} {
			limit = {
				has_country_flag = remove_PRL_support
			}
			subtract_from_variable = {
				LUX.PRL_support = support_to_remove
			}
			clr_country_flag = remove_PRL_support
		} {
			limit = {
				has_country_flag = remove_LSAP_support
			}
			subtract_from_variable = {
				LUX.LSAP_support = support_to_remove
			}
			clr_country_flag = remove_LSAP_support
		} {
			limit = {
				has_country_flag = remove_KPL_support
			}
			subtract_from_variable = {
				LUX.KPL_support = support_to_remove
			}
			clr_country_flag = remove_KPL_support
		}
		else_if = {
			limit = {
				check_variable = {
					LUX.LSAP_support = > 0.299
				}
			}
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_LSAP_support
			if = {
				limit = {
					check_variable = {
						LUX.KPL_support = > 0.149
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_KPL_support
			}
		}
		else = {
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_KPL_support
		}
		divide_temp_variable = {
			support_to_remove = support_counter
		}
	}
	else = {
		set_variable = {
			LUX.PD_support = 100
		} {
			LUX.PRL_support = 0
		} {
			LUX.LSAP_support = 0
		} {
			LUX.KPL_support = 0
		}
	}
	set_variable = {
		LUX.PD_support_loc = LUX.PD_support
	} {
		LUX.PRL_suppo
# ... (truncated)
### Entity: Character
Component: JOR_emir_of_transjordan
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
JOR_emir_of_transjordan = {
	random = no
	sprite = 13
	stability_factor = 0.1
	political_power_factor = 0.05
}
### Entity: Idea
Component: POR_towards_a_modern_european_army
Constructs: war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_towards_a_modern_european_army = {
	picture = ETH_conservative_high_command
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		NOT = {
			has_government = neutrality
		}
	}
	removal_cost = -1
	modifier = {
		war_support_factor = -0.05
		experience_gain_army_factor = -0.15
	}
}
### Entity: Idea
Component: PAR_central_bank_of_paraguay
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/paraguay.txt

Code:
PAR_central_bank_of_paraguay = {
	picture = generic_industrial_concern_3
	allowed = {
		original_tag = PAR
		has_dlc = Trial of Allegiance
	}
	cost = 75
	available = {
		has_completed_focus = PAR_central_bank_of_paraguay
	}
	visible = {

	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		central_bank
	}
	modifier = {
		consumer_goods_factor = -0.1
	}
}
### Entity: State History
Component: 1031
Constructs: add_core_of
Source: game
File: history/states/1031 - East Punjab.txt

Code:
state = {
	id = 1031
	name = STATE_986
	manpower = 16959758
	state_category = town
	resources = {

	}
	history = {
		owner = RAJ
		add_core_of = RAJ KHL
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			10729 3
		} {
			2076 1
		}
	}
	provinces = {
		12822 1129 2002 2076 3989 7106 10729 12708 12868 13335 13336 13339
	}
	local_supplies = 0.0
}
### Entity: Event
Component: bftb_turkey.17
Constructs: is_triggered_only, add_stability, add_political_power, add_popularity, set_country_flag
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.17
	title = bftb_turkey.17.t
	desc = bftb_turkey.17.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = bftb_turkey.17.a
		add_political_power = -75
		add_popularity = {
			ideology = democratic
			popularity = 0.07
		}
		hidden_effect = {
			set_country_flag = TUR_islamist_kurdish_alliance
			country_event = {
				id = bftb_turkey.15
			}
		}
	} {
		name = bftb_turkey.17.b
		add_stability = 0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		}
		hidden_effect = {
			set_country_flag = TUR_islamist_kurdish_alliance
			country_event = {
				id = bftb_turkey.15
			}
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_gateway_to_europe
Constructs: prerequisite, has_war_with, completion_reward, add_political_power, unlock_decision_category_tooltip
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_gateway_to_europe
	prerequisite = {
		focus = HOL_form_new_government
	}
	bypass = {
		OR = {
			has_war_with = GER ENG
		}
	}
	icon = GFX_focus_hol_gateway_to_europe
	x = 0
	y = 1
	relative_position_id = HOL_form_new_government
	cost = 10
	ai_will_do = {
		base = 5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
		unlock_decision_category_tooltip = HOL_gateway_to_europe_hol_category
		custom_effect_tooltip = HOL_gateway_to_europe_tt
	}
}
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_HISTORICAL_careful_limiter
Constructs: has_war_with, is_ai, is_in_faction_with, check_variable
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_HISTORICAL_careful_limiter = {
	enable = {
		has_war_with = GER
		GER = {
			is_ai = yes
		}
		is_in_faction_with = SOV
		SOV = {
			check_variable = {
				EAI_MILITARY_barbarossa_LIMITER = 1
			}
		}
		check_variable = {
			global.EAI_eastern_front = 2
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.5
		priority = 1200
		execution_type = careful
		manual_attack = no
		tag = GER
	}
}
### Entity: Idea
Component: SIA_rama_viii_r56
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_rama_viii_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = SIA_rama_viii
	traits = {
		SIA_absent_monarch_r56
	}
}
### Entity: Character
Component: navy_carrier_3
Constructs: sortie_efficiency, has_navy_size
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_carrier_3 = {
	sprite = 3
	sortie_efficiency = 0.2
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_3
		modifier = {
			factor = 0
			has_navy_size = {
				unit = carrier
				size = < 1
			}
		} {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_modernize_al_azhar
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_modernize_al_azhar
	icon = GFX_goal_generic_socialism_fist
	relative_position_id = EGY_the_free_officers_movement
	x = 3
	y = 1
	cost = 7.2
	prerequisite = {
		focus = EGY_the_free_officers_movement
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EGY_modernization_of_al_azhar
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_dodecanese_for_membership
Constructs: prerequisite, has_government, has_war_with, is_major, completion_reward, is_in_faction, is_puppet, is_faction_leader
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_dodecanese_for_membership
	icon = GFX_focus_generic_italy_first
	prerequisite = {
		focus = GRE_befriend_italy
	}
	mutually_exclusive = {
		focus = GRE_join_the_axis
	}
	x = 0
	y = 1
	available = {
		is_in_faction = no
		is_puppet = no
		has_government = fascism
		ITA = {
			is_major = yes
			has_government = fascism
			OR = {
				is_faction_leader = yes
				AND = {
					is_in_faction_with = HUN
					HUN = {
						is_faction_leader = yes
					}
				}
			}
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > 0
			}
		}
	}
	relative_position_id = GRE_befriend_italy
	cost = 10
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		ITA = {
			country_event = greece.88
		}
	}
}
### Entity: Technology
Component: photo_reconnaisance
Constructs: enable_equipment_modules, research_cost, allow_branch, has_dlc, has_tech
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipment_modules = {
		recon_camera
	}
	research_cost = 1
	start_year = 1922
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 0
			y = 2
		}
	}
	allow_branch = {
		has_dlc = La Resistance
	}
	categories = {
		air_equipment plane_modules_tech mio_cat_all_medium_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				has_tech = basic_medium_airframe
			}
			factor = 3
		}
	}
}
### Entity: Character
Component: KIR_kaiea_ii
Source: game
File: common/characters/KIR.txt

Code:
KIR_kaiea_ii = {
	name = KIR_kaiea_ii
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_africa_generic_1.dds
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1956.1.1
		id = -1
	}
}
### Entity: Event
Component: news.16
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.16
	title = news.15.t
	desc = news.16.d
	picture = GFX_news_event_009
	major = yes
	is_triggered_only = yes
	option = {
		name = news.15.a
		trigger = {
			NOT = {
				TAG = GER ROM HUN
			}
		}
	} {
		name = news.15.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.15.c
		trigger = {
			TAG = ROM
		}
	} {
		name = news.15.e
		trigger = {
			TAG = HUN
		}
	}
}
### Entity: Idea
Component: IRQ_iraq_currency_board_idea
Constructs: removal_cost
Source: game
File: common/ideas/iraq.txt

Code:
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 = -0.1
	}
}
### Entity: Idea
Component: GER_prioritize_infrastructure_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_prioritize_infrastructure_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_production_bonus
	modifier = {
		production_speed_infrastructure_factor = 0.15
		production_speed_air_base_factor = 0.15
		production_speed_naval_base_factor = 0.15
	}
}
### Entity: AI Strategy
Component: middle_east
Constructs: has_war, is_on_continent
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
middle_east = {
	name = middle_east
	regions = {
		232 237 28 129 240 196 238 236 239 116 298
	}
	cancel = {
		has_war = no
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			capital_scope = {
				is_on_continent = middle_east
			}
		} {
			add = 1
			owns_any_state_of = {
				454 554 291 292 293 294
			}
		} {
			add = 1
			any_enemy_country = {
				capital_scope = {
					is_on_continent = middle_east
				}
			}
		} {
			factor = 0
			has_war = no
		}
	}
}
### Entity: Military Industrial Organization
Component: IRE_magazine_fort_workshop_organization
Constructs: production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/IRE_organization.txt

Code:
IRE_magazine_fort_workshop_organization = {
	name = IRE_magazine_fort_workshop
	include = generic_infantry_equipment_organization
	icon = GFX_idea_generic_infantry_equipment_manufacturer_3
	allowed = {
		tag = IRE
	}
	visible = {

	}
	available = {

	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
		}
		equipment_bonus = {
			soft_attack = 0.03
		}
	}
}
### Entity: Character
Component: JUNO_the_workers_president
Constructs: stability_factor, communism_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_the_workers_president = {
	random = no
	sprite = 13
	communism_drift = 0.05
	stability_factor = 0.1
	production_factory_max_efficiency_factor = 0.05
	compliance_growth = 0.02
	ai_will_do = {
		factor = 0
	}
}
### Entity: Decision
Component: HOL_prepare_the_inundation_lines
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/HOL_decision_categories.txt

Code:
HOL_prepare_the_inundation_lines = {
	icon = hol_prepare_the_inundation_lines
	allowed = {
		original_tag = HOL
		has_dlc = Man the Guns
	}
	visible = {
		has_completed_focus = HOL_prepare_the_inundation_lines
	}
}
### Entity: Idea
Component: r56_generic_jet_idea
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/r56_generic.txt

Code:
r56_generic_jet_idea = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_air_fighter
	modifier = {
		sp_tag_jet_speed_factor = 0.1
	}
	research_bonus = {
		jet_technology = 0.1
	}
}
### Entity: Idea
Component: EAI_DD_6/modern_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/modern_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_artillery_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Idea
Component: QAT_communist_guy
Constructs: has_government
Source: game
File: common/ideas/qatar.txt

Code:
QAT_communist_guy = {
	picture = generic_political_advisor_arab_3
	allowed = {
		original_tag = QAT
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Faction
Component: faction_goal_expand_cretan_bases
Constructs: limit, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, is_on_continent, has_navy_size
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_expand_cretan_bases = {
	name = expand_cretan_bases_goal_name
	description = expand_cretan_bases_goal_desc
	category = short_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		182 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available = {

	}
	completed = {
		182 = {
			air_base = > 3
			any_province_building_level = {
				province = {
					all_provinces = yes
				}
				building = naval_base
				level = > 4
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 182
			}
			add_faction_initiative = 1
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = europe
						}
					}
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = middle_east africa
							}
						}
					}
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_ESP_historical_operations_FRA
Constructs: limit, has_war_with, has_country_flag, has_focus_tree, is_running_operation, set_temp_variable, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_espionage_effects.txt

Code:
EAI_ESP_historical_operations_FRA = {
	if = {
		limit = {
			has_focus_tree = free_french_focus
		}
		if = {
			limit = {
				has_country_flag = FRA_coup_in_syria_flag
				var:677.CONTROLLER = {
					OR = {
						tag = VIC
						has_war_with = ROOT
					}
					controls_state = 677 680 554 553
					NOT = {
						has_country_flag = EAI_operation_timeout_@ROOT
					} {
						ROOT = {
							is_running_operation = {
								target = PREV
								operation = FRA_coup_in_syria
							}
						}
					}
					num_of_controlled_states = > 0
				}
			}
			set_temp_variable = {
				started_operation = 1
			}
			set_variable = {
				EAI_operation_type = token:FRA_coup_in_syria
			} {
				EAI_operation_target = 677
				 = .CONTROLLER
			}
		}
		else_if = {
			limit = {
				has_country_flag = FRA_coup_in_central_africa_flag
				var:772.CONTROLLER = {
					OR = {
						tag = VIC
						has_war_with = ROOT
					}
					controls_state = 772 539 773 660 774
					NOT = {
						has_country_flag = EAI_operation_timeout_@ROOT
					} {
						ROOT = {
							is_running_operation = {
								target = PREV
								operation = FRA_coup_in_central_africa
							}
						}
					}
					num_of_controlled_states = > 0
				}
			}
			set_temp_variable = {
				started_operation = 1
			}
			set_variable = {
				EAI_operation_type = token:FRA_coup_in_central_africa
			} {
				EAI_operation_target = 772
				 = .CONTROLLER
			}
		} {
			limit = {
				has_country_flag = FRA_coup_in_north_africa_flag
				var:557.CONTROLLER = {
					OR = {
						tag = VIC
						has_war_with = ROOT
					}
					controls_state = 557 272 556 898 899 780 779 778 781 776
					NOT = {
						has_country_flag = EAI_operation_timeout_@ROOT
					} {
						ROOT = {
							is_running_operation = {
								target = PREV
								operation = FRA_coup_in_west_africa
							}
						}
					}
					num_of_controlled_states = > 0
				}
			}
			set_temp_variable = {
				started_operation = 1
			}
			set_variable = {
				EAI_operation_type = token:FRA_coup_in_west_africa
			} {
				EAI_operation_target = 557
				 = .CONTROLLER
			}
		} {
			limit = {
				date = > 1942.1.1
				has_country_flag = FRA_coup_in_madagascar_flag
				var:543.CONTROLLER = {
					OR = {
						tag = VIC
						has_war_with = ROOT
					}
					NOT = {
						has_country_flag = EAI_operation_timeout_@ROOT
					} {
						ROOT = {
							is_running_operation = {
								target =
# ... (truncated)