Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: nsb_news.9
Constructs: is_triggered_only, has_government, has_country_leader_ideology
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.9
	title = nsb_news.9.t
	desc = {
		text = nsb_news.9.desc_left
		trigger = {
			SOV = {
				SOV_is_left_opposition = yes
			}
		}
	} {
		text = nsb_news.9.desc_right
		trigger = {
			SOV = {
				SOV_is_right_opposition = yes
			}
		}
	} {
		text = nsb_news.9.desc_exiles
		trigger = {
			SOV = {
				SOV_is_exiles = yes
			}
		}
	}
	picture = GFX_news_event_generic_riot
	major = yes
	is_triggered_only = yes
	option = {
		name = nsb_news.9.a
		trigger = {
			tag = FROM
		}
	} {
		name = nsb_news.9.b
		trigger = {
			NOT = {
				tag = FROM
			}
			has_government = democratic
			SOV = {
				has_government = communism
			}
		}
	} {
		name = nsb_news.9.c
		trigger = {
			NOT = {
				tag = FROM
			} {
				has_country_leader_ideology = anarchism
			}
			OR = {
				has_government = fascism neutrality
			}
			SOV = {
				has_government = communism
			}
		}
	} {
		name = nsb_news.9.d
		trigger = {
			NOT = {
				tag = FROM
			}
			has_country_leader_ideology = stalinism
			SOV = {
				has_government = communism
			}
		}
	} {
		name = nsb_news.9.e
		trigger = {
			NOT = {
				tag = FROM
			} {
				has_country_leader_ideology = stalinism
			}
			has_government = communism
			SOV = {
				has_government = communism
			}
		}
	} {
		name = nsb_news.9.f
		trigger = {
			NOT = {
				tag = FROM
			}
			has_country_leader_ideology = anarchism
		}
	} {
		name = nsb_news.9.g
		trigger = {
			NOT = {
				tag = FROM
			}
			has_government = democratic
			SOV = {
				NOT = {
					has_government = communism
				}
			}
		}
	} {
		name = nsb_news.9.h
		trigger = {
			NOT = {
				tag = FROM
			}
			has_government = communism
			SOV = {
				NOT = {
					has_government = communism
				}
			}
		}
	} {
		name = nsb_news.9.i
		trigger = {
			NOT = {
				tag = FROM
			} {
				has_government = communism
			} {
				has_government = democratic
			} {
				has_country_leader_ideology = anarchism
			}
			SOV = {
				NOT = {
					has_government = communism
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_peaceful_BEL
Source: game
File: common/ai_focuses/BEL.txt

Code:
ai_focus_peaceful_BEL = {
	research = {
		industry = 25.0
		construction_tech = 15.0
		electronics = 20.0
		computing_tech = 10.0
	}
}
### Entity: Event
Component: AAT_finland_continuation_war.04
Constructs: is_triggered_only, limit, fire_only_once, clr_country_flag, add_ai_strategy
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_continuation_war.04
	title = AAT_finland_continuation_war.04.t
	desc = AAT_finland_continuation_war.04.desc
	picture = GFX_report_event_soviet_german_soldier_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_continuation_war.04.a
		custom_effect_tooltip = FIN_pact_for_continuation_war_broken_tt
		hidden_effect = {
			clr_country_flag = FIN_pact_for_continuation_war_flag
			if = {
				limit = {
					original_tag = FIN
				}
				add_ai_strategy = {
					type = befriend
					id = GER
					value = -40
				} {
					type = antagonize
					id = GER
					value = 100
				} {
					type = conquer
					id = GER
					value = 100
				}
			}
			else_if = {
				limit = {
					original_tag = GER
				}
				add_ai_strategy = {
					type = befriend
					id = FIN
					value = -40
				} {
					type = antagonize
					id = FIN
					value = 100
				} {
					type = conquer
					id = FIN
					value = 100
				}
			}
		}
	}
}
### Entity: Character
Component: infantry_equipment_producer_assualt_0
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
infantry_equipment_producer_assualt_0 = {
	random = no
	equipment_bonus = {
		infantry_equipment = {
			soft_attack = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_form_organization_todt
Constructs: prerequisite, limit, has_country_flag, completion_reward, set_temp_variable, every_core_state, is_fully_controlled_by, random_select_amount
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_form_organization_todt
	icon = GFX_focus_GER_form_organization_todt
	prerequisite = {
		focus = GER_ascension_of_todt
	}
	text_icon = GER_inner_circle_focus_style
	x = 0
	y = 1
	relative_position_id = GER_ascension_of_todt
	cost = @inner_circle_time_tier_1
	available = {
		if = {
			limit = {
				has_country_flag = GER_form_organization_todt_in_progress_flag
			}
			set_temp_variable = {
				temp_focus_days = @inner_circle_time_tier_1
			}
			multiply_temp_variable = {
				temp_focus_days = 7
			}
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_inner_circle_focus_in_progress_tt
					CHARACTER = GER_fritz_todt
					FLAG_DAYS = [?GER_form_organization_todt_in_progress_flag:days]
				}
				always = no
			}
		}
		else = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_focus_can_only_be_completed_by_advisor_tt
					CHARACTER = GER_fritz_todt
					FOCUS = GER_ascension_of_todt
				}
				always = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 3
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_idea = GER_philipp_holzmann
			}
			swap_ideas = {
				remove_idea = GER_philipp_holzmann
				add_idea = GER_organization_todt
			}
		}
		else = {
			effect_tooltip = {
				custom_effect_tooltip = available_designer
				show_ideas_tooltip = GER_organization_todt
			}
		}
	}
}
### Entity: Faction
Component: faction_manifest_conquest_of_territory
Constructs: is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_conquest_of_territory = {
	name = conquest_of_territory_goal_name
	description = conquest_of_territory_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:faction_owned_core_states
		completed_amount_collection = collection:faction_controlled_non_core_states
		range = {
			max = 1
		}
		scale = {
			offensive_war_stability_factor = 0.15
			justify_war_goal_time = -0.25
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					non_core_manpower = 0.03
					generate_wargoal_tension = -0.25
				}
			}
		}
	}
}
### Entity: Special Project
Component: sp_rockets_medium_range_ballistic_missile
Constructs: limit, fire_only_once, resource_cost, has_dlc, enable_equipments, add_project_progress_ratio, add_scientist_xp, set_country_flag
Source: game
File: common/special_projects/projects/rocket_projects.txt

Code:
sp_rockets_medium_range_ballistic_missile = {
	specialization = specialization_air
	icon = GFX_sp_rockets_medium_range_ballistic_missiles
	project_tags = sp_tag_rocket
	complexity = sp_complexity.large
	resource_cost = {
		resources = {
			steel = 12
			aluminium = 9
			chromium = 9
		}
	}
	special_project_parent = {
		sp_rockets_ballistic_missile
	}
	available = {

	}
	ai_will_do = {
		base = 1
	}
	prototype_time = sp_time.prototype.medium
	project_output = {
		country_effects = {
			if = {
				limit = {
					has_dlc = Gotterdammerung
				}
				custom_effect_tooltip = {
					localization_key = SP_ROCKET_AND_SUBMARINE_SITE_REMINDER_PROJECT
					PROJECT = sp_rockets_medium_range_ballistic_missile
				}
			}
			else = {
				custom_effect_tooltip = {
					localization_key = SP_ROCKET_SITE_REMINDER_PROJECT
					PROJECT = sp_rockets_medium_range_ballistic_missile
				}
			}
		}
		enable_equipments = {
			limit = {
				has_dlc = Gotterdammerung
			}
			 = ballistic_missile_equipment_2
		} {
			limit = {
				NOT = {
					has_dlc = Gotterdammerung
				}
			}
			 = guided_missile_equipment_3
		}
	}
	generic_prototype_rewards = {
		sp_rockets_scientist_xp_generic_reward sp_rockets_political_interference_generic_reward sp_rockets_onsite_explosion_generic_reward sp_rockets_generic_major_breakthrough_reward sp_rockets_generic_avionics_advancements_reward sp_air_generic_reward_scientist_xp_1 sp_air_generic_reward_scientist_xp_2 sp_air_generic_reward_scientist_xp_3 sp_air_generic_reward_air_xp_1 sp_air_generic_reward_air_xp_2 sp_air_generic_reward_air_xp_3 sp_air_generic_reward_major_progress_1 sp_air_generic_reward_major_progress_2 sp_air_generic_reward_major_progress_3 sp_air_generic_reward_test_failure_1 sp_air_generic_reward_test_failure_2 sp_air_generic_reward_test_failure_3
	}
	unique_prototype_rewards = {
		sp_rocket_turbo_pump_froth_reward = {
			fire_only_once = yes
			threshold = {
				min = 40
				max = 70
			}
			weight = {
				base = 10
			}
			option = {
				token = sp_rocket_turbo_pump_froth_reward_accept
				iteration_output = {
					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.medium
						}
					}
					scientist_effects = {
						add_scientist_xp = {
							experience = constant:sp_scientist_xp_gain.low
							specialization = specialization_air
						}
					}
				}
			}
		}
		sp_rocket_relay_failure_rew
# ... (truncated)
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_heavy_artillery
Constructs: prerequisite, has_war, add_ideas, is_major, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_heavy_artillery
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = MEX_focus_army_expansion_programme
	}
	mutually_exclusive = {
		focus = MEX_focus_aerial_artillery
	}
	x = -1
	y = 1
	relative_position_id = MEX_focus_army_expansion_programme
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 10
			has_war = yes
		} {
			factor = 10
			any_enemy_country = {
				is_major = yes
			}
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = MEX_heavy_artillery
	}
}
### Entity: Country History
Country: CZE
Component: CZE_misc
Constructs: recruit_character, every_owned_state, add_equipment_to_stockpile, set_stability, limit, add_ideas, remove_ideas, add_opinion_modifier
Source: game
File: history/countries/CZE - Czechoslovakia.txt

Code:
# Misc for CZE
capital = 9
if = {
	limit = {
		has_dlc = Peace For Our Time
	}
	if = {
		limit = {
			NOT = {
				has_dlc = No Step Back
			}
		}
		set_oob = CZE_1936_mun
	} {
		limit = {
			has_dlc = No Step Back
		}
		set_oob = CZE_1936_nsb_mun
	}
}
{
	limit = {
		NOT = {
			has_dlc = Peace For Our Time
		}
	}
	if = {
		limit = {
			NOT = {
				has_dlc = No Step Back
			}
		}
		set_oob = CZE_1936
	} {
		limit = {
			has_dlc = No Step Back
		}
		set_oob = CZE_1936_nsb
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = CZE_1936_air_bba
	set_technology = {
		aa_lmg = 1
		engines_1 = 1
		engines_2 = 1
		iw_small_airframe = 1
		iw_medium_airframe = 1
		early_bombs = 1
		bba_early_transport_plane = 1
	}
	else = {
		set_air_oob = CZE_1936_air_legacy
		set_technology = {
			early_fighter = 1
			early_bomber = 1
			CAS1 = 1
			early_transport_plane = 1
		}
	}
}
{
	limit = {
		has_dlc = Peace For Our Time
	}
	set_stability = 0.56
	else = {
		set_stability = 0.8
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
	}
}
{
	limit = {
		has_dlc = La Resistance
	}
	set_technology = {
		armored_car1 = 1
	}
}
{
	limit = {
		has_dlc = Peace For Our Time
	}
	create_equipment_variant = {
		type = support_equipment_1
		design_team = mio:CZE_zbrojovka_vsetin_organization
		show_position = no
		mark_older_equipment_obsolete = yes
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	create_equipment_variant = {
		name = Avia B.534
		type = small_plane_airframe_0
		design_team = mio:CZE_avia_organization
		modules = {
			fixed_main_weapon_slot = light_mg_4x
			engine_type_slot = engine_2_1x
			special_type_slot_1 = empty
		}
	} {
		name = Avia B.34.1
		type = small_plane_airframe_0
		design_team = mio:CZE_avia_organization
		modules = {
			fixed_main_weapon_slot = light_mg_4x
			engine_type_slot = engine_1_1x
			special_type_slot_1 = empty
		}
		obsolete = yes
	} {
		name = Aero A.101
		type = small_plane_cas_airframe_0
		design_team = mio:CZE_aero_organization
		modules = {
			fixed_main_weapon_slot = bomb_locks
			fixed_auxiliary_weapon_slot_1 = light_mg_2x
			engine_type_slot = engine_2_1x
			special_type_slot_1 = lmg_defense_turret
# ... (truncated)
### Entity: National Focus
Tree: aus_focus
Component: AUS_go_it_alone
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, allow_branch, has_game_rule, has_country_leader
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_go_it_alone
	icon = GFX_goal_generic_attack_allies
	relative_position_id = AUS_austria_awaken
	x = -3
	y = 1
	prerequisite = {
		focus = AUS_austria_awaken
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = AUS_look_west
			} {
				has_completed_focus = AUS_accept_inevitable
			}
		}
	}
	cost = 1
	available = {
		has_country_flag = AUS_going_alone
		NOT = {
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
		}
	}
	mutually_exclusive = {
		focus = AUS_ally_italy AUS_look_west AUS_accept_inevitable
	}
	completion_reward = {
		custom_effect_tooltip = AUS_go_alone_tt
		mark_focus_tree_layout_dirty = yes
	}
}
### Entity: Event
Component: portugal.11
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.11
	title = portugal.11.t
	desc = portugal.11.d
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = portugal.11.o
	}
}
### Entity: Character
Component: SWE_admiral_of_industry
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_admiral_of_industry = {
	sprite = 10
	random = no
	production_speed_industrial_complex_factor = 0.17
	production_speed_infrastructure_factor = 0.17
	production_speed_rail_way_factor = 0.17
	production_speed_synthetic_refinery_factor = 0.17
}
### Entity: Achievement
Component: the_merry_band
Constructs: has_government, has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
the_merry_band = {
	id = 199
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = BRA
	}
	happened = {
		has_completed_focus = BRA_cangaco_coup
		controls_State = 129
		has_government = communism
	}
}
### Entity: Idea
Component: GER_bormann_secretary_to_the_fuhrer_improved
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_bormann_secretary_to_the_fuhrer_improved = {
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_gain = 0.2
		political_advisor_cost_factor = -0.5
		theorist_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		high_command_cost_factor = -0.25
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_35
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_35 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 35
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 35
	}
}
### Entity: Idea
Component: BUL_varna_naval_dockyard
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_varna_naval_dockyard = {
	picture = generic_naval_manufacturer_2
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	visible = {
		NOT = {
			has_completed_focus = BUL_an_aegean_sea_fleet
		}
	}
	available = {
		has_completed_focus = BUL_expand_varna_naval_base
	}
	research_bonus = {
		naval_equipment = 0.1
	}
	traits = {
		coastal_defence_naval_manufacturer
	}
	modifier = {
		custom_modifier_tooltip = BUL_national_naval_designer_upgrade_tt
		repair_speed_factor = 0.05
	}
}
### Entity: AI Strategy
Component: AFG_historical_plan_r56
Constructs: has_country_flag, has_global_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/AFG_r56_strategy_plan.txt

Code:
AFG_historical_plan_r56 = {
	name = AFG: Afghan Historical AI Plan
	desc = Historical behavior for Afghanistan.
	allowed = {
		original_tag = AFG
	}
	enable = {
		NOT = {
			has_global_flag = afg_dlc_focus_tree
		}
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = AFG_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = AFG_AI_RANDOM_HASHIM
			has_game_rule = {
				rule = AFG_ai_behavior
				option = HISTORICAL
			}
		}
	}
	ai_national_focuses = {
		AFG_first_loya_jirga AFG_begin_westernization AFG_rural_schools AFG_aquire_foreign_machinery AFG_power_to_the_king AFG_the_regency AFG_appoint_hashim AFG_visit_berlin AFG_afghan_royal_army AFG_army_modernization AFG_improve_national_infra AFG_bolster_the_textile_industry AFG_treaty_of_saadabad_hist AFG_build_up_roads AFG_enact_censorship AFG_institutionalize_pashto AFG_monopolize_the_karakul_trade AFG_start_the_second_seven_year_plan AFG_invite_wehrmacht_officers AFG_expand_university AFG_royal_air_force AFG_redesign_military_curriculum AFG_train_our_personnel_abroad AFG_develop_hydroelectric_power AFG_purge_the_nationalists AFG_stabilize_the_currency AFG_afghanistan_bank AFG_expand_the_directorate_of_mines AFG_german_investments_program AFG_intensify_copper_mining AFG_rejuvenate_the_gold_mines AFG_fund_the_army AFG_purhcase_czech_weaponry AFG_victory_through_firepower AFG_improve_our_logistics AFG_modernize_military_hospitals AFG_introduce_new_uniforms AFG_prussians_orient AFG_import_planes AFG_afghan_miracle AFG_import_italian_fighters AFG_import_british_fighters AFG_invite_foreign_instructors AFG_kabul_air_college AFG_expand_military_airports AFG_neutrality_reaffirmed AFG_acquire_german_radios AFG_deterrence_focus AFG_implement_autarky AFG_begin_rearmament AFG_kabul_arsenal AFG_establish_ammunition_factories AFG_combat_foreign_influence
	}
	focus_factors = {
		AFG_from_the_leopard_corps = 0
		AFG_press_for_pakistan = 0
		AFG_the_uneasey_border = 0
		AFG_fortify_the_durand_line = 0
	}
	ideas = {
		r56_AFG_mohammad_gul_khan_momand = 100
		AFG_haji_faiz_muhammed_zikeria = 100
		r56_AFG_abdul_majid_zabuli = 100
		AFG_hashim_khan = 0
		r56_AFG_mohammed_daoud_khan = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_form_a_preparatory_committee
Constructs: completion_reward, add_political_power, is_subject, cancel_if_invalid, complete_tooltip, add_popularity
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_form_a_preparatory_committee
	icon = GFX_focus_generic_self_management
	x = 11
	y = 0
	relative_position_id = CHI_tsr_repoen_the_natioal_assembly
	mutually_exclusive = {
		focus = CHI_tsr_repoen_the_natioal_assembly
	}
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject = no
	}
	bypass = {

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

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		} {
			ideology = fascism
			popularity = 0.05
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_absurdly_high_increase_king_umberto_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_absurdly_high_increase_king_umberto_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 1
		tooltip_side = ITA_king_umberto_side
	}
}
### Entity: Trigger Reference
Construct: is_mio_available
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_mio_available

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: none

```
Checks if the available AND visible triggers in the Military Industrial Organisation in scope return true.
ex:
mio:my_mio = {
	is_mio_available = yes
	is_mio_available = no
}
```
### Entity: National Focus
Tree: lux_focus
Component: LUX_future_of_europe
Constructs: prerequisite, has_war, limit, add_ideas, has_government, every_country, completion_reward, is_in_faction
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_future_of_europe
	icon = GFX_focus_usa_focus_on_europe
	cost = 10
	x = 0
	y = 1
	relative_position_id = LUX_peace_in_our_times
	prerequisite = {
		focus = LUX_peace_in_our_times
	}
	available = {
		has_war = no
		is_in_faction = no
		is_subject = no
		threat = < 0.5
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_european_unity
			name = BEL_european_union
			icon = GFX_faction_logo_eu
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		set_major = yes
		add_ideas = r56_LUX_capital_of_europe
		every_country = {
			limit = {
				OR = {
					original_tag = FRA HOL BEL GER SPR SPA POR SWI ITA AUS ENG IRE
				}
				has_government = ROOT
				has_war = no
			}
			country_event = generic.5
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: TMS_ncs
Source: game
File: common/ideas/turkmenistan.txt

Code:
TMS_ncs = {
	ledger = navy
	picture = generic_navy_asia_2
	allowed = {
		original_tag = TMS
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Trigger Reference
Construct: has_unit_leader
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_unit_leader

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check if country has unit leader with specified ID. Don't localize this. Tooltip only for debug.
```
### Entity: Idea
Component: EAI_DD_3/super_heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/super_heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_embrace_kokutai
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_embrace_kokutai
	icon = GFX_focus_JAP_embrace_kokutai
	x = 0
	y = 1
	relative_position_id = JAP_sea_the_showa_restoration
	prerequisite = {
		focus = JAP_sea_the_showa_restoration
	}
	cost = 10
	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_MANPOWER FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_ideas = JAP_kokutai_idea
		custom_effect_tooltip = peace_conference_spiritual_mob_modifier_japan generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = JAP_kiichiro_hiranuma
	}
}