Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Trigger Reference
Construct: has_autonomy_state
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_autonomy_state

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check if country currently has an autonomy state, example:
has_autonomy_state = puppet
```
### Entity: Order of Battle
Component: Tunisian Regiment
Constructs: division_template
Source: game
File: history/units/TUN_1936.txt

Code:
division = {
	name = Tunisian Regiment
	location = 9994
	division_template = Brigade Coloniale
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: AI Strategy
Component: r56_latin_america_fascist_boy_perfers_GER_over_JAP
Constructs: has_war, has_government, is_faction_leader
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_latin_america_fascist_boy_perfers_GER_over_JAP = {
	allowed = {
		OR = {
			original_tag = ARG VEN ECU PRU BOL CHL PAR URG BRA COS PAN NIC HON ELS GUA CUB HAI DOM JAM COL
		}
	}
	enable = {
		ROOT = {
			has_government = fascism
			exists = yes
			has_war = yes
		}
		country_exists = GER
		GER = {
			has_government = fascism
			is_faction_leader = yes
			surrender_progress = < 0.05
		}
		JAP = {
			has_government = fascism
			is_faction_leader = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = GER
		value = 25
	} {
		type = befriend
		id = JAP
		value = -50
	} {
		type = alliance
		id = JAP
		value = -25
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_greater_east_asian_co_properity_sphere
Constructs: prerequisite, limit, has_country_flag, completion_reward, add_political_power, is_subject, is_faction_leader, is_in_faction
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_greater_east_asian_co_properity_sphere
	icon = GFX_focus_JAP_greater_east_asian_co_properity_sphere
	x = 8
	y = 1
	relative_position_id = JAP_imperial_rule_assistance_association
	prerequisite = {
		focus = JAP_imperial_rule_assistance_association
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		OR = {
			is_faction_leader = yes
			is_in_faction = no
		}
		NOT = {
			has_country_flag = JAP_CHI_pact_is_active_flag
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		hidden_effect = {
			set_rule = {
				can_create_factions = yes
			}
		} {
			news_event = {
				id = SEA_japan_news_events.02
				days = 4
			}
		}
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt JAP_sea_greater_east_asian_co_properity_sphere_tt generic_skip_one_line_tt JAP_sea_greater_east_asian_co_properity_sphere_2_tt generic_skip_one_line_tt
		JAP_add_or_modify_east_asia_co_prosperity_sphere = yes
		add_to_variable = {
			JAP_east_asia_co_prosperity_sphere_autonomy_manpower_share_from_subjects = 0.05
			tooltip = autonomy_manpower_share_from_subjects_tt
		}
		IF = {
			limit = {
				is_in_faction = no
			}
			create_faction_from_template = faction_template_geacps_faction
		}
		ELSE_IF = {
			limit = {
				is_faction_leader = yes
			}
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				set_faction_manifest = faction_manifest_strategic_resource_control
				add_faction_goal_slot = {
					category = medium_term
					value = 1
				} {
					category = long_term
					value = 1
				}
				add_faction_goal = faction_goal_secure_the_oil_supply faction_goal_war_on_communism_in_asia
				set_faction_rule = joining_rule_asia_pacific_ocenania_only faction_peace_rule_puppeting_focus
			}
			set_faction_name = JAP_greater_east_asian_co_prosperity_sphere
		} {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			add_faction_initiative = 1
		}
		country_event = {
			id = SEA_japan_foreign_policy.40
		}
		unlock_decision_tooltip = {
			decision = JAP_empower_the_yi_dynasty_decision
			show_effect_tooltip = no
		}
	}
}
### Entity: Character
Component: royal_airforce_tfv
Constructs: autonomy_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
royal_airforce_tfv = {
	random = no
	sprite = 9
	enemy_army_bonus_air_superiority_factor = -0.1
	naval_strike_attack_factor = 0.1
	air_night_penalty = -0.05
	experience_gain_air = 0.09
	autonomy_gain = -0.1
	command_cap_increase = 20
}
### Entity: Scripted Trigger
Component: EAI_Submarine_Focus_1_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Submarine_Focus_1_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = USA ENG FRA GER ITA JAP SOV
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = USA ENG FRA GER ITA JAP
		}
	}
}
### Entity: Unit Template
Component: SOV_JAP_INF
Constructs: has_country_flag
Source: game
File: common/units/names_divisions/SOV_names_divisions.txt

Code:
SOV_JAP_INF = {
	name = Japanese Expeditionary Force
	for_countries = {
		SOV
	}
	can_use = {
		ROOT = {
			has_country_flag = SOV_CSW_transfer_vladivostok_flag
		}
	}
	division_types = {
		infantry
	}
	fallback_name = %d Japanese Expeditionary Division
	ordered = {

	}
}
### Entity: Joint Focus
Component: INSHOL_princely_authority
Constructs: prerequisite, limit, joint_focus
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_princely_authority
	icon = GFX_focus_generic_monarchy_1
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
	}
	prerequisite = {
		focus = INSHOL_establish_the_princely_council
	} {
		focus = INSHOL_democracy
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = INSHOL_democracy
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	ai_will_do = {
		base = 3
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INSHOL_princely_authority_tt
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INSHOL_princely_authority_tt
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_why_we_fight
Constructs: prerequisite, limit, add_ideas, completion_reward, has_defensive_war, has_idea, set_rule
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_why_we_fight
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = EFR_foreign_expeditions EFR_deterrence
	}
	relative_position_id = EFR_liberty_ethos
	available = {
		OR = {
			threat = > 0.75
			has_defensive_war = yes
		}
	}
	continue_if_invalid = yes
	x = 1
	y = 4
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = why_we_fight_focus
		custom_effect_tooltip = why_we_fight_effect
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_idea = neutrality_idea
					}
				}
				set_rule = {
					can_create_factions = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Reform_the_Army
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Reform_the_Army
	icon = GFX_focus_generic_combined_arms
	cost = 5
	prerequisite = {
		focus = PAK_Pakistan_Armed_Forces
	}
	x = 44
	y = 1
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		army_experience = 75
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/GXC_1936_sea.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 173
	}
	location = 10404
	division_template = Sanjiao Jun
	start_experience_factor = 0.3
	start_equipment_factor = 0.2
}
### Entity: National Focus
Tree: man_focus
Component: MAN_research_and_education_department
Constructs: prerequisite, completion_reward, is_core_of, is_controlled_by, is_in_faction_with, is_subject_of, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_research_and_education_department
	icon = GFX_focus_research
	prerequisite = {
		focus = MAN_law_university
	}
	x = 0
	y = 1
	relative_position_id = MAN_law_university
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			num_of_factories = > 50
			all_state = {
				OR = {
					NOT = {
						is_core_of = CHI
					} {
						is_core_of = PRC
					}
					OR = {
						is_controlled_by = ROOT
						CONTROLLER = {
							is_in_faction_with = ROOT
						} {
							is_subject_of = ROOT
						}
					}
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Character
Component: GRE_dimitris_glinos
Constructs: has_government, has_dlc
Source: game
File: common/characters/GRE.txt

Code:
GRE_dimitris_glinos = {
	name = GRE_dimitris_glinos
	portraits = {
		army = {
			small = GFX_idea_gre_dimitris_glinos
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GRE_dimitris_glinos
		allowed = {
			OR = {
				original_tag = GRE SWE
			}
			has_dlc = Battle for the Bosporus
		}
		available = {
			OR = {
				has_government = communism
				SWE_refuge_for_revolutionaries_trigger = yes
			}
		}
		traits = {
			marxist_academic
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_fatherland_first
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, completion_reward, has_country_leader, retire_country_leader
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_fatherland_first
	icon = GFX_goal_tfv_saf_anti_colonialist_crusade
	available = {
		fascism = > 0.3
	}
	prerequisite = {
		focus = TUR_integrate_the_fascist_council TUR_restack_the_officer_corps
	}
	x = 0
	y = 2
	relative_position_id = TUR_integrate_the_fascist_council
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_TUR_TRADITIONALISM FOCUS_FILTER_TUR_KEMALISM
	}
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					has_country_leader = {
						character = TUR_mustafa_kemal_ataturk
						ruling_only = yes
					}
				}
				retire_country_leader = yes
				add_ideas = TUR_mustafa_kemal_ataturk_figurehead
				add_country_leader_role = {
					character = TUR_ismet_inonu
					country_leader = {
						expire = 1965.1.1
						ideology = centrism
						traits = {
							milli_sef
						}
					}
					promote_leader = yes
				}
			}
		} {
			country_event = {
				id = bftb_turkey.29
				days = 14
			}
			TUR_pacify_random_kurdish_state_effect = yes yes
			TUR_placate_fundamentalist_state_random_target_effect = yes yes yes yes yes
		}
		if = {
			limit = {
				has_completed_focus = TUR_kemalism_and_the_modern_movement
				NOT = {
					AND = {
						has_country_leader = {
							character = TUR_mehmet_recep_peker
							ruling_only = yes
						}
						has_government = fascism
					}
				}
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = yes
				election_frequency = 96
			}
		} {
			limit = {
				has_completed_focus = TUR_reinvigorate_turkish_nationalism
				NOT = {
					has_country_leader = {
						character = TUR_fevzi_cakmak
						ruling_only = yes
					}
				}
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
			add_country_leader_role = {
				character = TUR_fevzi_cakmak
				country_leader = {
					expire = 1965.1.1
					ideology = rexism
					traits = {
						maresal
					}
				}
				promote_leader = yes
			}
		}
		custom_effect_tooltip = TUR_fatherland_first_tt
	}
}
### Entity: Modifier Reference
Construct: static_anti_air_hit_chance_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## static_anti_air_hit_chance_factor

* Number with 2 decimal places
* **Categories**: defensive
### Entity: Modding Documentation
Construct: num_ships_with_type
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_ships_with_type
* description: number of ships controlled by leader, ship type is defined in target. example num_ships_with_type@carrier
### Entity: Idea
Component: ETH_ethiopian_officers_idea
Constructs: removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_ethiopian_officers_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_air_bonus
	modifier = {
		air_ace_generation_chance_factor = 0.1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_reclaim_the_mandate_of_heaven
Constructs: prerequisite, completion_reward, is_subject, is_controlled_by, cancel_if_invalid, complete_tooltip, set_rule, swap_ideas
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_reclaim_the_mandate_of_heaven
	icon = GFX_focus_man_claim_the_mandate_of_heaven
	x = -2
	y = 2
	relative_position_id = CHI_tsr_reestablish_xinhua_palace
	prerequisite = {
		focus = CHI_tsr_reestablish_xinhua_palace
	} {
		focus = CHI_tsr_reinstate_the_new_imperial_code
	} {
		focus = CHI_tsr_adopt_the_twelve_symbols
	}
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject = no
		608 = {
			is_controlled_by = ROOT
		}
	}
	bypass = {

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

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = CHI_tsr_low_legitimacy_2
			add_idea = CHI_tsr_low_legitimacy_3
		}
	}
}
### Entity: Event
Component: AUS_political_events.125
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.125
	title = AUS_political_events.125.t
	desc = AUS_political_events.125.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AUS_political_events.125.a
		add_opinion_modifier = {
			target = FROM
			modifier = medium_decrease
		}
	}
}
### Entity: Order of Battle
Component: Gebirgsbrigade 12
Constructs: division_template
Source: game
File: history/units/SWI_1936_BBA.txt

Code:
division = {
	name = Gebirgsbrigade 12
	location = 658
	division_template = Gebirgsinfanterie
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_combined_land_and_air_warfare
Constructs: prerequisite, completion_reward, add_country_leader_trait, add_to_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_combined_land_and_air_warfare
	icon = GFX_focus_generic_tank_air_support
	prerequisite = {
		focus = ITA_compagnie_auto_avio_sahariane
	}
	relative_position_id = ITA_reorganize_regio_esercito
	x = 1
	y = 2
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_country_leader_trait = military_modernizer
		add_to_variable = {
			ITA_ra_air_mission_efficiency = 0.05
		} {
			ITA_ra_air_cas_present_factor = 0.05
		} {
			ITA_re_army_army_org_factor = 0.05
		} {
			ITA_re_armor_attack = 0.05
		}
		custom_effect_tooltip = ITA_combined_land_and_air_warfare_ra_tt ITA_combined_land_and_air_warfare_re_tt
	}
}
### Entity: Idea
Component: JAP_kantaro_suzuki
Constructs: has_completed_focus, research_bonus, has_doctrine
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_kantaro_suzuki = {
	picture = generic_navy_asia_2
	ledger = navy
	allowed = {
		original_tag = JAP
	}
	available = {
		OR = {
			has_completed_focus = JAP_sea_purge_the_kodoha_faction JAP_strengthen_civilian_government
		}
	}
	cost = 250
	research_bonus = {
		cat_fleet_in_being = 0.15
	}
	traits = {
		grand_fleet_proponent
	}
	ai_will_do = {
		factor = 0
		modifier = {
			has_doctrine = new_fleet_in_being
			add = 1
		}
	}
}
### Entity: Character
Component: NIC_vice_president
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
NIC_vice_president = {
	sprite = 10
	random = no
	consumer_goods_factor = -0.05
	production_speed_buildings_factor = 0.02
	industrial_concern_cost_factor = -0.05
}
### Entity: National Focus
Tree: ast_focus
Component: AST_repeal_immigration_restrictions
Constructs: prerequisite, has_government, completion_reward, is_hired_as_advisor, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_repeal_immigration_restrictions
	icon = GFX_focus_AST_repeal_immigration_restrictions
	prerequisite = {
		focus = AST_populate_or_perish
	}
	relative_position_id = AST_populate_or_perish
	x = 0
	y = 1
	cost = 5
	available = {
		OR = {
			has_government = communism
			AST_richard_dixon = {
				is_hired_as_advisor = yes
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_or_modify_AST_strength_in_numbers_spirit = yes
		add_to_variable = {
			AST_strength_in_numbers_monthly_population = 0.05
			tooltip = monthly_population_tt
		} {
			AST_strength_in_numbers_weekly_manpower = 150
			tooltip = weekly_manpower_tt
		} {
			AST_strength_in_numbers_stability_factor = -0.05
			tooltip = stability_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Country History
Country: ARG
Component: ARG_misc
Constructs: recruit_character, limit, add_ideas, set_technology, add_political_power, has_dlc, set_naval_oob, set_air_oob
Source: game
File: history/countries/ARG - Argentina.txt

Code:
# Misc for ARG
capital = 278
IF = {
	limit = {
		has_dlc = Man the Guns
	}
	set_naval_oob = ARG_1936_naval_mtg
	ELSE = {
		set_naval_oob = ARG_1936_naval_legacy
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = ARG_1936_air_bba
	set_technology = {
		iw_small_airframe = 1
		aa_lmg = 1
		engines_1 = 1
		early_bombs = 1
	}
	ELSE = {
		set_air_oob = ARG_1936_air_legacy
		set_technology = {
			early_fighter = 1
			CAS1 = 1
		}
	}
}
{
	limit = {
		has_dlc = Trial of Allegiance
	}
	JUNO_set_shared_military_branch_defaults = yes
	add_ideas = {
		SMB_MTG_naval_arms_race_legacy ARG_infamous_decade_idea ARG_roca_runciman_treaty_idea
	}
	add_dynamic_modifier = {
		modifier = ARG_political_corruption_modifier
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		basic_battery = 1
		basic_cruiser_armor_scheme = 1
		basic_torpedo = 1
		basic_depth_charges = 1
		coastal_defense_ships = 1
		mtg_transport = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = Trial of Allegiance
		}
	}
	recruit_character = ARG_agustin_pedro_justo ARG_roberto_maria_ortiz ARG_ramon_castillo ARG_nimio_de_anquin ARG_marcelo_t_de_alvear ARG_fanny_edelman ARG_arturo_rawson ARG_juan_pistarini ARG_uribaldi_diaz_brittenberg ARG_edelmiro_julian_farrell ARG_francisco_m_velez ARG_jose_tamborni ARG_hortensio_quijano ARG_antonio_parodi ARG_heriberto_la_galine ARG_thomas_martinez ARG_luis_podesta_costa ARG_senor_hitler ARG_manuel_a_rodriguez
	ELSE_IF = {
		limit = {
			has_dlc = Trial of Allegiance
		}
		recruit_character = ARG_agustin_pedro_justo ARG_roberto_maria_ortiz ARG_ramon_castillo ARG_nimio_de_anquin ARG_enrique_mosca ARG_marcelo_t_de_alvear ARG_victorio_codovilla ARG_fanny_edelman ARG_rodolfo_ghioldi ARG_antonio_soto ARG_arturo_rawson ARG_juan_pistarini ARG_alberto_teisaire ARG_juan_peron ARG_edelmiro_julian_farrell ARG_manuel_a_rodriguez ARG_pedro_s_casal ARG_antonio_parodi ARG_pedro_pablo_ramirez ARG_eleazar_videla ARG_manuel_maria_de_iriondo ARG_senor_hitler ARG_carlo
# ... (truncated)
### Entity: AI Strategy
Component: ENG_ALLIES_careful_with_early_invasions
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_ALLIES_careful_with_early_invasions = {
	enable = {
		date = < 1942.8.1
		NOT = {
			original_tag = USA
		} {
			SOV = {
				has_war_with = GER
				surrender_progress = > 0.15
			}
		}
		OR = {
			original_tag = ENG
			is_in_faction_with = ENG
		}
	}
	abort = {
		OR = {
			SOV = {
				has_war_with = GER
				surrender_progress = > 0.23
			}
			date = > 1942.8.1
		}
	}
	ai_strategy = {
		type = invade
		id = ITA
		value = -500
	} {
		type = invade
		id = GER
		value = -500
	} {
		type = invade
		id = VIC
		value = -500
	} {
		type = invade
		id = JAP
		value = -500
	} {
		type = area_priority
		id = scandinavia
		value = -300
	}
}
### Entity: Character
Component: SOV_grigory_semyonov
Constructs: has_completed_focus, limit, has_idea, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_grigory_semyonov = {
	name = SOV_grigory_semyonov
	portraits = {
		army = {
			small = GFX_idea_SOV_grigory_semyonov
			large = GFX_portrait_SOV_grigory_semyonov
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer cavalry_leader
		}
		skill = 3
		attack_skill = 4
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 3
		legacy_id = 0
		visible = {
			OR = {
				has_idea = SOV_grigory_semyonov
				has_completed_focus = SOV_approach_semyonov
			}
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_grigory_semyonov
		allowed = {
			OR = {
				original_tag = SOV MAN
			}
		}
		available = {
			if = {
				limit = {
					original_tag = MAN
				}
				custom_trigger_tooltip = {
					tooltip = SOV_grigory_semyonov_man_tt
					IF = {
						limit = {
							SOV = {
								has_completed_focus = SOV_approach_semyonov
							}
						}
						SOV_soviet_civil_war_not_started = yes
					}
				}
			} {
				limit = {
					original_tag = SOV
				}
				has_completed_focus = SOV_approach_semyonov
			} {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		traits = {
			ataman_transbaikal_host
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_volunteer_pilots
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_volunteer_pilots
	icon = GFX_goal_italy_further_pilots_training
	prerequisite = {
		focus = ISR_plane_imports
	}
	relative_position_id = ISR_plane_imports
	x = -2
	y = 1
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_AIR_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = ITA_further_pilots_training
		air_experience = 50
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_not_standing_idly_by
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_not_standing_idly_by
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = ICE_joint_military_training ICE_patrolling_the_atlantic
	}
	x = 0
	y = 1
	relative_position_id = ICE_joint_military_training
	cost = 10
	available = {
		threat = > 0.15
		OR = {
			has_government = democratic neutrality
		}
	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = disarmed_nation
			}
			swap_ideas = {
				remove_idea = disarmed_nation
				add_idea = limited_conscription
			}
		}
		ELSE_IF = {
			limit = {
				has_idea = disarmed_nation
			}
			swap_ideas = {
				remove_idea = volunteer_only
				add_idea = limited_conscription
			}
		}
		add_ideas = ICE_home_defence_corps
	}
}