Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: austria.134
Constructs: is_triggered_only, has_country_flag
Source: game
File: events/Austria.txt

Code:
news_event = {
	id = austria.134
	title = {
		trigger = {
			NOT = {
				GER = {
					has_country_flag = GER_backed_down_anschluss
				}
			}
		}
		text = austria.134.t.a
	} {
		trigger = {
			GER = {
				has_country_flag = GER_backed_down_anschluss
			}
		}
		text = austria.134.t.b
	}
	desc = {
		trigger = {
			NOT = {
				GER = {
					has_country_flag = GER_backed_down_anschluss
				}
			}
		}
		text = austria.134.d.a
	} {
		trigger = {
			GER = {
				has_country_flag = GER_backed_down_anschluss
			}
		}
		text = austria.134.d.b
	}
	picture = GFX_news_event_hitler_speech
	is_triggered_only = yes
	major = yes
	option = {
		name = austria.134.a
		trigger = {
			original_tag = AUS
		}
	} {
		name = austria.134.b
		trigger = {
			original_tag = GER
		}
	} {
		name = austria.134.c
		trigger = {
			OR = {
				has_country_flag = ITA_accepted_aus AUS_west_accepted_austria
			}
		}
	} {
		name = austria.134.d
		trigger = {
			NOT = {
				has_country_flag = ITA_accepted_aus AUS_west_accepted_austria
				original_tag = GER AUS
			}
		}
	}
}
### Entity: Character
Component: den_father_of_the_republic
Source: game
File: common/country_leader/r56_traits.txt

Code:
den_father_of_the_republic = {
	random = no
	sprite = 13
	drift_defence_factor = 0.1
	surrender_limit = 0.15
	democratic_acceptance = 50
}
### Entity: Scripted Effect
Component: SOV_decrease_all_opposition_army
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_decrease_all_opposition_army = {
	custom_effect_tooltip = SOV_decrease_all_opposition_army_tt
	subtract_from_variable = {
		SOV.SOV_left_opposition_army_support = 0.02
	} {
		SOV.SOV_right_opposition_army_support = 0.02
	} {
		SOV.SOV_exiles_army_support = 0.02
	}
	clamp_variable = {
		var = SOV.SOV_left_opposition_army_support
		max = 0.9
		min = 0.1
	} {
		var = SOV.SOV_right_opposition_army_support
		max = 0.9
		min = 0.1
	} {
		var = SOV.SOV_exiles_army_support
		max = 0.9
		min = 0.1
	}
	SOV_get_centre_military_support = yes
}
### Entity: AI Strategy
Component: NOR_r56_historical_plan
Constructs: has_country_flag, has_global_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/NOR_r56_historical_strategy_plan.txt

Code:
NOR_r56_historical_plan = {
	name = NOR: Norway Historical AI Plan
	desc = Historical democratic and Armed Neutrality leaning behavior for Norway.
	allowed = {
		original_tag = NOR
	}
	enable = {
		NOT = {
			has_global_flag = NOR_use_DLC_tree
		}
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = NOR_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = NOR_AI_RANDOM_DEMOCRATIC_HISTORICAL
			has_game_rule = {
				rule = NOR_ai_behavior
				option = DEMOCRATIC_HISTORICAL
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		NOR_encourage_fishing NOR_lumber_industries NOR_navy NOR_til_dovre_faller NOR_establish_nortraship NOR_de_norske_statsbaner NOR_norsk_hydro_focus NOR_hydroelectric_power_generation NOR_affirm_constitutional_monarchy NOR_norsk_jernverk NOR_expand_domestic_steel_production NOR_access_the_small_deposits NOR_expanded_aluminium_production NOR_statmin NOR_invest_in_district_industries NOR_nth NOR_army NOR_fund_the_rearmament NOR_equipment_effort NOR_armament_investments NOR_a_serious_defense_budget NOR_armament_investments_2 NOR_merge_jegerbataljonene NOR_continuous_politics NOR_armed_neutrality_once_more NOR_air_bases NOR_merge_the_air_wings NOR_fortify_military_bases
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_soviet_aid
Constructs: add_equipment_to_stockpile, prerequisite, add_ideas, has_government, completion_reward, has_opinion, cancel_if_invalid, add_offsite_building
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_soviet_aid
	icon = GFX_focus_PRC_join_comintern
	prerequisite = {
		focus = MAN_tsr_ally_the_soviet_republic
	}
	x = 2
	y = 1
	relative_position_id = MAN_tsr_ally_the_soviet_republic
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		SOV = {
			has_government = communism
			has_opinion = {
				target = ROOT
				value = > 24
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 5000
			producer = SOV
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		} {
			type = arms_factory
			level = 2
		}
		custom_effect_tooltip = MAN_soviet_volunteers_tt
		add_ideas = MAN_soviet_military_cooperation
	}
}
### Entity: Idea
Component: MNT_ncs
Source: game
File: common/ideas/montenegro.txt

Code:
MNT_ncs = {
	ledger = navy
	picture = generic_navy_europe_2
	allowed = {
		original_tag = MNT
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_reinvite_the_chinese_military
Constructs: division_template, prerequisite, limit, has_war_with, completion_reward, is_ally_with, add_popularity, add_doctrine_cost_reduction
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_reinvite_the_chinese_military
	icon = GFX_goal_CHI_coa_army
	available = {
		NOT = {
			has_war_with = CHI
		}
		country_exists = CHI
		any_neighbor_country = {
			OR = {
				tag = CHI
				is_ally_with = CHI
			}
		}
	}
	bypass_if_unavailable = yes
	prerequisite = {
		focus = MEN_reform_rather_then_change
	}
	x = 0
	y = 2
	relative_position_id = MEN_reform_rather_then_change
	cost = 8
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		army_experience = 15
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_doctrine_cost_reduction = {
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
			name = MEN_reinvite_the_chinese_military
		}
		division_template = {
			name = Bùbīng Shī
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				} {
					x = 2
					y = 2
				}
				cavalry = {
					x = 3
					y = 0
				} {
					x = 3
					y = 1
				} {
					x = 3
					y = 2
				}
			}
			support = {
				artillery = {
					x = 0
					y = 1
				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				611
			}
			limit = {
				is_core_of = ROOT
			}
			custom_effect_tooltip = MEN_reinvite_chinese_army_tt
			hidden_effect = {
				create_unit = {
					division = name = "Dì 35 Jūn" division_template = "Bùbīng Shī" start_experience_factor = 0.15 start_equipment_factor = 0.95 start_manpower_factor = 0.90
					owner = ROOT
					count = 1
					prioritize_location = 10397
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_INTERNAL_AFFAIRS
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_bundu_dia_kongo
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_bundu_dia_kongo
	icon = GFX_focus_mex_triumph_over_the_cristeros
	prerequisite = {
		focus = COG_the_kingdom_of_kongo_focus
	}
	mutually_exclusive = {
		focus = COG_devout_catholic_kingdom
	}
	x = -1
	y = 2
	relative_position_id = COG_the_kingdom_of_kongo_focus
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = COG_bundu_dia_kongo_idea
	}
}
### Entity: Scripted Trigger
Component: SOV_soviet_civil_war_not_started
Constructs: has_country_flag, has_global_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_soviet_civil_war_not_started = {
	custom_trigger_tooltip = {
		tooltip = SOV_soviet_civil_war_not_started_tt
		NOT = {
			has_global_flag = SOV_soviet_civil_war
		} {
			has_global_flag = SOV_soviet_civil_war_over
		} {
			has_country_flag = SOV_civil_war_triggered_flag
		}
	}
}
### Entity: Idea
Component: USA_lend_lease_act_na
Constructs: has_government, removal_cost, send_volunteers_tension
Source: game
File: common/ideas/usa.txt

Code:
USA_lend_lease_act_na = {
	picture = generic_production_bonus
	name = USA_lend_lease_act
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		lend_lease_tension = -1
		join_faction_tension = 0.25
		send_volunteers_tension = 0.5
		guarantee_tension = 0.5
		embargo_threshold_factor = 1.5
	}
}
### Entity: Event
Component: AUS_news_events.11
Constructs: is_triggered_only, has_government
Source: game
File: events/WUW_Austria.txt

Code:
news_event = {
	id = AUS_news_events.11
	title = AUS_news_events.11.t
	desc = AUS_news_events.11.desc
	picture = GFX_news_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AUS_news_events.11.a
		trigger = {
			NOT = {
				original_tag = AUS
				has_government = communism
			}
		}
	} {
		name = AUS_news_events.11.b
		trigger = {
			NOT = {
				original_tag = AUS
			}
			has_government = communism
		}
	} {
		name = AUS_news_events.11.c
		trigger = {
			original_tag = AUS
		}
	}
}
### Entity: Country History
Country: NCY
Component: NCY_technology
Constructs: set_technology
Source: game
File: history/countries/NCY - Northern Cyprus.txt

Code:
# Starting Technologies for NCY
set_technology = {
	infantry_weapons = 1
	tech_mountaineers = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	gw_artillery = 1
	tech_trucks = 1
	fuel_silos = 1
	synth_oil_experiments = 1
}
### Entity: Modifier Reference
Component: PER_special_units_division_idea
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
PER_special_units_division_idea = {
	enable = {
		always = yes
	}
	icon = GFX_idea_PER_special_units_division_idea
	special_forces_cap = PER_special_units_special_forces
	special_forces_training_time_factor = PER_spec_force_training
}
### Entity: Country Definition
Component: URG_is_unaligned_URG_but_has_normal_URG_flag
Source: game
File: common/countries/cosmetic.txt

Code:
URG_is_unaligned_URG_but_has_normal_URG_flag = {
	color = {
		rgb = {
			171 190 153
		}
	}
	color_ui = {
		rgb = {
			171 190 153
		}
	}
}
### Entity: Character
Component: HOL_henri_winkelman
Constructs: has_completed_focus, limit, has_dlc, has_cosmetic_tag
Source: game
File: common/characters/HOL.txt

Code:
HOL_henri_winkelman = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		advisor = {
			slot = army_chief
			idea_token = HOL_henri_winkelman
			allowed = {
				OR = {
					original_tag = HOL INS
				}
			}
			visible = {
				OR = {
					original_tag = HOL
					AND = {
						original_tag = INS
						has_cosmetic_tag = INS_UNION
					}
				}
			}
			available = {
				if = {
					limit = {
						has_dlc = Man the Guns
						original_tag = HOL
					}
					has_completed_focus = HOL_appoint_new_supreme_commander
				}
			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = HOL_henri_winkelman
		portraits = {
			army = {
				small = GFX_idea_HOL_henri_winkelman
				large = GFX_portrait_hol_henri_winkelman
			}
		}
	} {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		advisor = {
			slot = army_chief
			idea_token = HOL_henri_winkelman
			allowed = {
				OR = {
					original_tag = HOL INS
				}
			}
			visible = {
				OR = {
					original_tag = HOL
					AND = {
						original_tag = INS
						has_cosmetic_tag = INS_UNION
					}
				}
			}
			available = {
				if = {
					limit = {
						has_dlc = Man the Guns
						original_tag = HOL
					}
					has_completed_focus = HOL_appoint_new_supreme_commander
				}
			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = HOL_henri_winkelman
		portraits = {
			army = {
				small = GFX_portrait_INS_henri_winkelman_small
				large = GFX_portrait_INS_henri_winkelman
			}
		}
	}
}
### Entity: Event
Component: lar_spain.52
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.52
	title = lar_spain.52.t
	desc = lar_spain.52.desc
	picture = GFX_report_event_destroyers
	is_triggered_only = yes
	option = {
		name = lar_spain.52.a
		set_country_flag = {
			flag = SPR_relocate_the_gold_reserves_timer_flag
			value = 1
			days = 60
		}
	}
}
### Entity: Idea
Component: QUE_liberal_legacy_3
Constructs: stability_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_liberal_legacy_3 = {
	allowed_civil_war = {
		always = no
	}
	picture = bad_investment
	modifier = {
		political_power_cost = 0.1
		stability_factor = -0.025
		surrender_limit = -0.05
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/FRA_TUN.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 11969
	division_template = Division d'Infanterie
	start_experience_factor = 0.2
	start_equipment_factor = 0.6
}
### Entity: Joint Focus
Component: INSHOL_mountaineers
Constructs: has_completed_focus, prerequisite, limit, joint_focus, set_technology, has_tech, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_mountaineers
	icon = GFX_focus_generic_hill_training
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
	}
	prerequisite = {
		focus = INSHOL_modernize_knil
	}
	mutually_exclusive = {

	}
	x = 2
	y = 1
	relative_position_id = INSHOL_modernize_knil
	cost = 10
	ai_will_do = {
		base = 1
		modifier = {
			add = 3
			NOT = {
				has_completed_focus = INSHOL_rangers
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			if = {
				limit = {
					NOT = {
						has_tech = tech_mountaineers
					}
				}
				set_technology = {
					tech_mountaineers = 1
					popup = yes
				}
				if = {
					limit = {
						has_dlc = Arms Against Tyranny
					}
					add_tech_bonus = {
						bonus = 0.5
						uses = 1
						category = mountaineers_tech
						name = INSHOL_mountaineers
					}
					add_doctrine_cost_reduction = {
						cost_reduction = 0.5
						uses = 1
						category = special_forces_doctrine
						name = INSHOL_mountaineers
					}
					custom_effect_tooltip = mountaineer_subdoctrines_default_add_mastery_bonus_effect_tooltip
					hidden_effect = {
						add_mastery_bonus = {
							name = INSHOL_mountaineers
							bonus = 0.1
							days = 240
							sub_doctrine = mountaineers_1
						} {
							name = INSHOL_mountaineers
							bonus = 0.1
							days = 240
							sub_doctrine = mountaineers_2
						}
					}
				}
				else = {
					add_tech_bonus = {
						bonus = 0.75
						uses = 1
						category = mountaineers_tech
						name = INSHOL_mountaineers
					}
				}
			}
			else = {
				if = {
					limit = {
						has_dlc = Arms Against Tyranny
					}
					add_tech_bonus = {
						bonus = 0.65
						uses = 2
						category = mountaineers_tech
						name = INSHOL_mountaineers
					}
					add_doctrine_cost_reduction = {
						cost_reduction = 0.5
						uses = 1
						category = special_forces_doctrine
						name = INSHOL_mountaineers
					}
					custom_effect_tooltip = mountaineer_subdoctrines_default_add_mastery_bonus_effect_tooltip
					hidden_effect = {
						add_mastery_bonus = {
							name = INSHOL_mountaineers
							bonus = 0.1
							days = 240
							sub_doctrine = mountaineers_1
						} {
							name = INSHOL_mountaineers
							bonus = 0.1
							days = 240
							sub_doctrine = mountaineers_2
						}
					}
				}
# ... (truncated)
### Entity: Order of Battle
Component: North and South Americas Command
Source: game
File: history/units/ENG_1936_Naval_Legacy.txt

Code:
fleet = {
	name = North and South Americas Command
	naval_base = 2038
	task_force = {
		name = America and West Indies Fleet
		location = 13010
		ship = {
			name = HMS Berwick
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS York
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Orion
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Emerald Class
				}
			}
		}
	} {
		name = South Atlantic Fleet
		location = 2038
		ship = {
			name = HMS Neptune
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Emerald Class
				}
			}
		} {
			name = HMS Dauntless
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Vansittart
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Venomous
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Wivern
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		}
	} {
		name = South America Squadron
		location = 12960
		ship = {
			name = HMS Exeter
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Cumberland
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Ajax
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Emerald Class
				}
			}
		}
	} {
		name = 3rd Submarine Flotilla
		location = 2038
		ship = {
			name = HMS Severn
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ENG
					version_name = O/P/R Class
				}
			}
		} {
			name = HMS Clyde
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					ow
# ... (truncated)
### Entity: Idea
Component: EAI_DD_6/cv_small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/cv_small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_suicide_airframe = {
			build_cost_ic = -0.06
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_parmis_devils
Constructs: division_template, prerequisite, limit, completion_reward, is_locked, force_allow_recruiting, create_unit, has_dlc
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_parmis_devils
	icon = GFX_focus_FIN_parmis_devils
	prerequisite = {
		focus = FIN_union_of_finnish_brothers_in_arms
	}
	x = 1
	y = 1
	relative_position_id = FIN_union_of_finnish_brothers_in_arms
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = FIN_parmis_devils_spawn_tt
		hidden_effect = {
			division_template = {
				name = Rangaistusdivisioona
				division_names_group = FIN_PEN_01
				is_locked = yes
				force_allow_recruiting = yes
				override_model = FIN_infantry_alt_1_entity
				division_cap = 6
				regiments = {
					penal_battalion = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 2
						y = 0
					} {
						x = 2
						y = 1
					} {
						x = 2
						y = 2
					}
				}
				support = {
					artillery = {
						x = 0
						y = 0
					}
				}
			}
			capital_scope = {
				create_unit = {
					division = division_template = "Rangaistusdivisioona" start_experience_factor = 1 start_equipment_factor = 1.0
					officer = {
						name = FIN_nikke_parmi
						portraits = {
							army = {
								large = GFX_portrait_FIN_nikke_parmi
								small = GFX_portrait_FIN_nikke_parmi_small
							}
						}
					}
					owner = ROOT
				}
			}
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				random_country_division = {
					limit = {
						division_has_battalion_in_template = penal_battalion
					}
					add_divisional_commander_xp = 2300
					add_history_entry = {
						key = FIN_parmis_devils
						subject = Pärmi's Devils
						allow = no
					}
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_clear_modified_focuses
Constructs: limit, has_variable, clear_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_effects.txt

Code:
EAI_clear_modified_focuses = {
	if = {
		limit = {
			has_variable = EAI_FOCUS/LAND/land_doctrine_OVERRIDE
		}
		clear_variable = EAI_FOCUS/LAND/land_doctrine EAI_FOCUS/LAND/land_doctrine_path
	} {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/land_doctrine_OVERRIDE = global.EAI_MA_DOCTRINE
			}
		}
		clear_variable = EAI_FOCUS/LAND/infantry_width
	} {
		limit = {
			has_variable = EAI_FOCUS/LAND/land_doctrine_path_OVERRIDE
		}
		clear_variable = EAI_FOCUS/LAND/land_doctrine_path
	} {
		limit = {
			has_variable = EAI_FOCUS/AIR/air_doctrine_OVERRIDE
		}
		clear_variable = EAI_FOCUS/AIR/air_doctrine
	} {
		limit = {
			has_variable = EAI_FOCUS/NAVY/naval_doctrine_OVERRIDE
		}
		clear_variable = EAI_FOCUS/NAVY/naval_doctrine
	} {
		limit = {
			has_variable = EAI_FOCUS/LAND/infantry_design_OVERRIDE
		}
		clear_variable = EAI_FOCUS/LAND/infantry_design
	} {
		limit = {
			has_variable = EAI_FOCUS/LAND/infantry_width_OVERRIDE
		}
		clear_variable = EAI_FOCUS/LAND/infantry_width
	} {
		limit = {
			has_variable = EAI_FOCUS/LAND/armor_focus_OVERRIDE
		}
		clear_variable = EAI_FOCUS/LAND/armor_focus EAI_FOCUS/LAND/antitank_design EAI_FOCUS/LAND/motorized_design
	} {
		limit = {
			has_variable = EAI_FOCUS/LAND/armor_design_OVERRIDE
		}
		clear_variable = EAI_FOCUS/LAND/armor_design EAI_FOCUS/LAND/medium_armor_design EAI_FOCUS/LAND/heavy_armor_design
	} {
		limit = {
			has_variable = EAI_FOCUS/LAND/armor_width_OVERRIDE
		}
		clear_variable = EAI_FOCUS/LAND/armor_width
	} {
		limit = {
			has_variable = EAI_FOCUS/LAND/attachment_OVERRIDE
		}
		clear_variable = EAI_FOCUS/LAND/attachment EAI_FOCUS/LAND/antitank_design EAI_FOCUS/LAND/motorized_design
	} {
		limit = {
			has_variable = EAI_FOCUS/LAND/spec_ops_OVERRIDE
		}
		clear_variable = EAI_FOCUS/LAND/spec_ops
	} {
		limit = {
			has_variable = EAI_FOCUS/AIR/fighter_OVERRIDE
		}
		clear_variable = EAI_FOCUS/AIR/fighter
	} {
		limit = {
			has_variable = EAI_FOCUS/AIR/heavy_fighter_OVERRIDE
		}
		clear_variable = EAI_FOCUS/AIR/heavy_fighter
	} {
		limit = {
			has_variable = EAI_FOCUS/AIR/ground_bomber_OVERRIDE
		}
		clear_variable = EAI_FOCUS/AIR/ground_bomber
	} {
		limit = {
			has_variable = EAI_FOCUS/AIR/naval_bomber_OVERRIDE
		}
		clear_variable = EAI_FOCUS/AIR/naval_bomber
	} {
		limit = {
			has_variable = EAI_FOCUS/AIR/maritime_patrol_OVERRIDE
		}
		clear_variable = EAI_FOCUS/AIR/maritime_patrol
	} {

# ... (truncated)
### Entity: Event
Component: war_justification.211
Constructs: is_triggered_only
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.211
	title = war_justification.211.t
	desc = war_justification.211.d
	picture = GFX_report_event_crowd_in_prague
	is_triggered_only = yes
	option = {
		name = war_justification.211.a
	}
}