Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: sik.6
Constructs: is_triggered_only, ai_chance, has_government, has_war_with, add_offsite_building, add_popularity
Source: game
File: events/r56_sinkiang.txt

Code:
country_event = {
	id = sik.6
	title = sik.6.t
	desc = sik.6.desc
	picture = GFX_report_generic_stepp_meeting
	is_triggered_only = yes
	option = {
		name = sik.6.a
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		diplomatic_relation = {
			country = SIK
			relation = guarantee
			active = no
		}
		FROM = {
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = sik.7
					hours = 12
				}
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 1.5
				SOV = {
					OR = {
						has_war_with = GER ITA JAP
					}
				}
			} {
				factor = 1.5
				communism = > 0.35
			} {
				factor = 2
				has_government = communism
			}
		}
	} {
		name = sik.6.b
		hidden_effect = {
			FROM = {
				country_event = {
					id = sik.8
					hours = 12
				}
			}
		}
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_the_road_to_turkestan
Constructs: shared_focus, prerequisite, limit, completion_reward, is_subject, set_rule, every_state, is_in_faction_with
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_the_road_to_turkestan
	icon = GFX_goal_TUR_pan_turan
	prerequisite = {
		focus = TRK_border_contest TRK_invade_borderlands
	}
	x = 1
	y = 1
	relative_position_id = TRK_border_contest
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt TRK_wargoals_formable generic_skip_one_line_tt
		every_state = {
			limit = {
				OR = {
					state = 402 404 406 407 583 586 587 588 589 590 405 585 830 823 831 732 742 584 832 881 882 985
				}
				OWNER = {
					NOT = {
						tag = ROOT
						is_in_faction_with = ROOT
						is_subject_of = ROOT
					}
				}
			}
			add_claim_by = ROOT
			OWNER = {
				ROOT = {
					create_wargoal = {
						type = puppet_wargoal_focus
						target = PREV
					}
				}
			}
		}
	}
}
### Entity: Character
Component: law_enforcement_militarizer_3
Constructs: conscription_factor, mobilization_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
law_enforcement_militarizer_3 = {
	sprite = 13
	random = no
	conscription_factor = 0.05
	mobilization_speed = 0.05
	resistance_damage_to_garrison = -0.05
	army_core_defence_factor = 0.05
	army_core_attack_factor = 0.05
}
### Entity: Event
Component: kmt.28
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, remove_from_faction, set_country_flag, declare_war_on, annex_everything
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.28
	title = kmt.28.t
	desc = kmt.28.d
	picture = GFX_report_event_soviet_finnish_pact
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 15
		}
		name = kmt.28.a
	} {
		ai_chance = {
			base = 85
		}
		name = kmt.28.b
		remove_from_faction = SIK
		SIK = {
			add_opinion_modifier = {
				target = ROOT
				modifier = false_document_trusted
			}
			country_event = {
				id = kmt.29
			}
		}
		ROOT = {
			add_opinion_modifier = {
				target = SIK
				modifier = never_like_them_anyway
			}
		}
	} {
		ai_chance = {
			base = 0
		}
		name = kmt.28.c
		remove_from_faction = SIK
		SIK = {
			add_opinion_modifier = {
				target = ROOT
				modifier = false_document_trusted
			}
			country_event = {
				id = kmt.26
			}
		}
		ROOT = {
			set_country_flag = die_sinkiang_scum
			add_opinion_modifier = {
				target = SIK
				modifier = never_like_them_anyway
			}
			declare_war_on = {
				target = SIK
				type = annex_everything
			}
		}
	}
}
### Entity: Event
Component: CHI_warlords.10
Constructs: is_triggered_only, limit, has_government, has_country_flag, add_opinion_modifier, set_variable, set_country_flag, has_wargoal_against
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.10
	title = CHI_warlords.10.t
	desc = CHI_warlords.10.desc
	picture = GFX_report_event_generic_china
	is_triggered_only = yes
	option = {
		name = Through such events, we now have a good ally against communism and the Japanese
		FROM = {
			set_variable = {
				FROM_democratic_popularity = FROM.party_popularity_100@democratic
			} {
				FROM_communism_popularity = FROM.party_popularity_100@communism
			} {
				FROM_neutrality_popularity = FROM.party_popularity_100@neutrality
			} {
				FROM_fascism_popularity = FROM.party_popularity_100@fascism
			}
			clamp_variable = {
				var = FROM_democratic_popularity
				min = 0
				max = 100
			} {
				var = FROM_communism_popularity
				min = 0
				max = 100
			} {
				var = FROM_neutrality_popularity
				min = 0
				max = 100
			} {
				var = FROM_fascism_popularity
				min = 0
				max = 100
			}
			if = {
				limit = {
					has_government = democratic
				}
				set_country_flag = FROM_is_democratic_flag
			} {
				limit = {
					has_government = neutrality
				}
				set_country_flag = FROM_is_neutral_flag
			} {
				limit = {
					has_government = communism
				}
				set_country_flag = FROM_is_communistic_flag
			} {
				limit = {
					has_government = fascism
				}
				set_country_flag = FROM_is_fascist_flag
			} {
				limit = {
					has_wargoal_against = ROOT
				}
				remove_wargoal = {
					type = all
					target = ROOT
				}
			}
		} {
			hidden_effect = {
				set_popularities = {
					democratic = FROM_democratic_popularity
					fascism = FROM_fascism_popularity
					communism = FROM_communism_popularity
					neutrality = FROM_neutrality_popularity
				}
				if = {
					limit = {
						has_country_flag = FROM_is_democratic_flag
					}
					set_politics = {
						ruling_party = democratic
					}
					clr_country_flag = FROM_is_democratic_flag
				} {
					limit = {
						has_country_flag = FROM_is_neutral_flag
					}
					set_politics = {
						ruling_party = neutrality
					}
					clr_country_flag = FROM_is_neutral_flag
				} {
					limit = {
						has_country_flag = FROM_is_communistic_flag
					}
					set_politics = {
						ruling_party = communism
					}
					clr_country_flag = FROM_is_communistic_flag
				} {
					limit = {
						has_country_flag = FROM_is_fascist_flag
					}
					set_politics = {
						ruling_party = fascism
					}
					clr_country_flag = FROM_is_fas
# ... (truncated)
### Entity: Idea
Component: LIE_liechtenstein_financial_haven_idea
Constructs: has_idea
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_liechtenstein_financial_haven_idea = {
	picture = generic_economic_increase
	name = LIE_liechtenstein_financial_haven
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_idea = LIE_neutrality_idea
		}
	}
	modifier = {
		trade_opinion_factor = 0.2
		consumer_goods_factor = -0.25
	}
}
### Entity: State History
Component: 28
Constructs: add_dynamic_modifier, add_core_of
Source: game
File: history/states/28-Alcase.txt

Code:
state = {
	id = 28
	name = STATE_28
	manpower = 1915600
	state_category = city
	resources = {
		steel = 42
		coal = 5
	}
	history = {
		owner = FRA
		add_dynamic_modifier = {
			modifier = FRA_maginot_line_dynamic_modifier
		}
		victory_points = {
			678 5
		} {
			9503 5
		} {
			9559 10
		}
		buildings = {
			infrastructure = 4
			industrial_complex = 3
			549 = {
				bunker = 10
			}
			678 = {
				bunker = 10
			}
			3629 = {
				bunker = 10
			}
			6529 = {
				bunker = 10
			}
			9503 = {
				bunker = 10
			}
			9559 = {
				bunker = 10
			}
			11502 = {
				bunker = 10
			}
			anti_air_building = 5
			air_base = 5
		}
		add_core_of = FRA
		1939.1.1 = {
			buildings = {
				industrial_complex = 4
			}
		}
	}
	provinces = {
		549 678 1346 3629 6529 9503 9559 11502
	}
	local_supplies = 14.0
}
### Entity: Scripted Effect
Component: AST_uap_5_time_discount_effect
Constructs: has_completed_focus, limit
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
AST_uap_5_time_discount_effect = {
	reduce_focus_completion_cost = {
		focus = AST_solidarity_by_the_empire
		cost = 5
	} {
		focus = AST_wool_agreement
		cost = 5
	} {
		focus = AST_australian_war_cabinet
		cost = 5
	} {
		focus = AST_singapore_strategy
		cost = 5
	} {
		focus = AST_british_war_cabinet
		cost = 5
	} {
		focus = AST_british_pacific_fleet
		cost = 5
	} {
		focus = AST_all_dressed_up
		cost = 5
	} {
		focus = AST_overseas_loyalties
		cost = 5
	} {
		focus = AST_the_ultimate_overseas_duty
		cost = 5
	} {
		focus = AST_eastern_focus
		cost = 5
	} {
		focus = AST_australian_command
		cost = 5
	} {
		focus = AST_holding_the_battlefield
		cost = 5
	} {
		focus = AST_inevitably_independent
		cost = 5
	}
	IF = {
		limit = {
			NOT = {
				has_completed_focus = AST_pleading_britain
			}
		}
		reduce_focus_completion_cost = {
			focus = AST_under_the_rule_of_canberra
			cost = 5
		} {
			focus = AST_taking_the_helm
			cost = 5
		} {
			focus = AST_a_change_of_authority
			cost = 5
		}
	} {
		limit = {
			NOT = {
				has_completed_focus = AST_bring_on_the_giant
			}
		}
		reduce_focus_completion_cost = {
			focus = AST_allied_after_all
			cost = 5
		} {
			focus = AST_the_pacific_resistance
			cost = 5
		} {
			focus = AST_equal_training
			cost = 5
		} {
			focus = AST_a_northern_barrier
			cost = 5
		} {
			focus = AST_demand_resources
			cost = 5
		} {
			focus = AST_reclaim_the_lost_territory
			cost = 5
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_15
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_15 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 15
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 15
	}
}
### Entity: Scripted Trigger
Component: frloc_state_sg_masc_vow_noart_x_d_x_05
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_state_sg_masc_vow_noart_x_d_x_05 = {
	OR = {
		state = 145 318 526 536 650
	}
}
### Entity: Idea
Component: EAI_DD_16/amphibious_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/amphibious_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		amphibious_tank_chassis = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_industrial_modernization
Constructs: has_completed_focus, prerequisite, completion_reward, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_industrial_modernization
	icon = GFX_SOV_industrial_modernization_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_reorganize_the_pc_of_heavy_industry
	}
	x = 0
	y = 3
	relative_position_id = SOV_reorganize_the_pc_of_heavy_industry
	cost = 10
	available = {
		SOV_third_five_year_plan_available = yes
		custom_trigger_tooltip = {
			tooltip = SOV_fyp_controlled_factories_tier_4_tt
			NOT = {
				num_of_controlled_factories = < SOV_fyp_factory_requirement_tier_4
			}
		}
		NOT = {
			has_completed_focus = SOV_curtailment_of_the_collective_farms
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_variable = {
			SOV_fyp_production_factory_max_efficiency_factor = 0.05
		} {
			SOV_fyp_line_change_production_efficiency_factor = 0.1
		}
		custom_effect_tooltip = SOV_industrial_modernization_ns_tt
		add_tech_bonus = {
			name = SOV_industrial_modernization
			ahead_reduction = 2
			bonus = 1.0
			uses = 1
			category = industry
		}
	}
}
### Entity: Idea
Component: CZE_stndsd_eqpmnt_3
Constructs: has_government, is_in_faction_with, removal_cost, mobilization_speed, conscription_factor, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_stndsd_eqpmnt_3 = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	picture = SWE_varnplikt
	cancel = {
		NOT = {
			OR = {
				is_in_faction_with = ROM YUG AUS HUN CZE
			}
		}
	}
	removal_cost = -1
	modifier = {
		materiel_manufacturer_cost_factor = -0.2
		unit_infantry_design_cost_factor = -0.1
		mobilization_speed = 0.15
		mobilization_laws_cost_factor = -0.25
		conscription_factor = 0.05
		training_time_factor = -0.05
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: SIA_resistance_fighter
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_resistance_fighter = {
	sprite = 13
	random = no
	army_core_attack_factor = 0.1
	army_core_defence_factor = 0.15
	resistance_target_on_our_occupied_states = 0.15
	resistance_growth_on_our_occupied_states = 0.35
}
### Entity: Event
Component: mexico.23
Constructs: ai_chance, has_war_with, add_war_support, fire_only_once, has_navy_size, has_dlc, has_doctrine, add_timed_idea
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.23
	title = mexico.23.title
	desc = mexico.23.desc
	picture = GFX_report_event_merchant_ship_01
	fire_only_once = yes
	trigger = {
		tag = GER
		has_war_with = USA
		NOT = {
			has_war_with = MEX
		}
		has_navy_size = {
			unit = submarine
			size = > 9
		}
		OR = {
			ships_in_area = {
				type = submarine
				area = 52
				size = > 0
			} {
				type = submarine
				area = 53
				size = > 0
			} {
				type = submarine
				area = 170
				size = > 0
			} {
				type = submarine
				area = 54
				size = > 0
			} {
				type = submarine
				area = 57
				size = > 0
			} {
				type = submarine
				area = 59
				size = > 0
			}
		}
		has_dlc = Man the Guns
	}
	mean_time_to_happen = {
		months = 24
		modifier = {
			factor = 0.5
			has_doctrine = new_convoy_raiding
		}
	}
	option = {
		name = mexico.23.a
		add_war_support = 0.01
		add_timed_idea = {
			idea = mexico_german_submarine_happy_time
			days = 90
		}
		MEX = {
			country_event = {
				id = mexico.24
				days = 1
			}
		}
		ai_chance = {
			factor = 100
		}
	} {
		name = mexico.23.b
		ai_chance = {
			factor = 0
		}
	}
}
### Entity: Technology
Component: antitank3
Constructs: has_war_with, enable_equipment_modules, research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	enable_equipment_modules = {
		tank_medium_cannon_2
	}
	category_anti_tank = {
		hard_attack = 0.1
		ap_attack = 0.1
	}
	category_tank_destroyers = {
		hard_attack = 0.1
		ap_attack = 0.05
	}
	path = {
		leads_to_tech = antitank4
		research_cost_coeff = 1
	} {
		leads_to_tech = sp_advance_sabot_shells
		research_cost_coeff = 1
	}
	research_cost = 1
	start_year = 1941
	folder = {
		name = artillery_folder
		position = {
			x = @anti_tank
			y = 8
		}
	}
	categories = {
		artillery cat_anti_tank mio_cat_all_artillery_equipment
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			date = > 1941.1.1
		} {
			factor = 10
			original_tag = GER
			has_war_with = SOV
		} {
			tag = JAP
			not = {
				OR = {
					has_War_with = SOV
					has_war_with = USA
				}
			}
			factor = 0.5
		} {
			factor = 2
			date = > 1942.1.1
		} {
			factor = 5
			date = > 1943.1.1
		} {
			factor = 10
			any_enemy_country = {
				ROOT = {
					estimated_intel_max_armor = {
						tag = PREV
						value = > 32
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_USA
Source: game
File: common/ai_focuses/USA.txt

Code:
ai_focus_naval_USA = {
	research = {
		naval_equipment = 10.0
		naval_doctrine = 100.0
		marine_tech = 20.0
		dd_tech = 10.0
		ca_tech = 8.0
		bc_tech = 3.0
		bb_tech = 8.0
		shbb_tech = 5.0
		tp_tech = 8.0
		cv_tech = 10.0
		ss_tech = 8.0
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_joint_development_programs
Constructs: prerequisite, limit, has_government, every_country, completion_reward, is_in_faction, is_in_faction_with, random_state
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_joint_development_programs
	icon = GFX_goal_generic_soviet_construction
	relative_position_id = CHL_align_with_the_russian_soviet
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_align_with_the_russian_soviet CHL_support_for_the_international_revolution
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {
		has_government = communism
		is_in_faction = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_country = {
			limit = {
				NOT = {
					original_tag = CHL
				}
				is_in_faction_with = CHL
			}
			random_state = {
				limit = {
					is_owned_and_controlled_by = PREV
					is_core_of = PREV
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
		random_state = {
			limit = {
				is_capital = yes
				is_owned_and_controlled_by = ROOT
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_uk_industrial_coop
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_uk_industrial_coop
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = ARG_eden_malbran_treaty
	}
	relative_position_id = ARG_eden_malbran_treaty
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		add_ideas = industrial_coop
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: MON
Component: MON_technology
Constructs: set_technology
Source: game
File: history/countries/MON - Mongolia.txt

Code:
# Starting Technologies for MON
set_technology = {
	infantry_weapons = 1
}
### Entity: Character
Component: AST_james_cannan
Source: game
File: common/characters/AST.txt

Code:
AST_james_cannan = {
	name = AST_james_cannan
	portraits = {
		army = {
			small = GFX_portrait_AST_james_cannan_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = AST_james_cannan
		ledger = army
		allowed = {
			original_tag = AST
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_empower_the_unions
Constructs: prerequisite, limit, completion_reward, add_to_variable, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_empower_the_unions
	icon = GFX_focus_ITA_workers_unions
	prerequisite = {
		focus = ITA_italian_socialism
	}
	x = -1
	y = 1
	relative_position_id = ITA_italian_socialism
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_to_variable = {
			ITA_military_industry_dm_production_factory_efficiency_gain_factor = 0.05
		} {
			ITA_military_industry_dm_industrial_capacity_factory = 0.05
		} {
			ITA_military_industry_dm_industrial_capacity_dockyard = 0.05
		}
		custom_effect_tooltip = ITA_empower_the_unions_military_industry_dm_tt
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		ITA_bop_low_increase_democratic_side_effect = yes
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_maritime_phoenix
Constructs: prerequisite, completion_reward, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_maritime_phoenix
	icon = GFX_focus_BEL_maritime_phoenix
	prerequisite = {
		focus = BEL_boelwerf
	} {
		focus = BEL_cockerill_shipyards
	}
	relative_position_id = BEL_boelwerf
	x = 1
	y = 1
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		swap_ideas = {
			add_idea = BEL_maritime_phoenix_ns
			remove_idea = BEL_maritime_support_ns
		}
	}
}
### Entity: Special Project
Component: sp_air_radar
Constructs: limit, is_major, set_technology, breakthrough_cost, has_tech, resource_cost, set_building_level, enable_equipment_modules
Source: game
File: common/special_projects/projects/radar_projects.txt

Code:
sp_air_radar = {
	specialization = specialization_air
	icon = GFX_sp_nuclear_radar
	project_tags = sp_tag_radar sp_tag_radar
	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.medium
	breakthrough_cost = {
		specialization_air = 1
	}
	available = {
		FROM = {
			has_tech = electronic_mechanical_engineering
		}
	}
	resource_cost = {
		resources = {
			steel = 6
			aluminium = 6
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 3
			ROOT = {
				is_major = yes
			}
		} {
			factor = 2
			date = > 1940.1.1
		}
	}
	project_output = {
		country_effects = {
			custom_override_tooltip = {
				tooltip = tech_effect|radio_detection
				set_technology = {
					radio_detection = 1
					popup = no
				}
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = cavity_magnatron
			}
		}
		facility_state_effects = {
			set_building_level = {
				type = radar_station
				level = 1
			}
		}
		enable_equipment_modules = {
			limit = {
				has_dlc = Gotterdammerung No Step Back
			}
			 = lc_radar
		} {
			limit = {
				has_dlc = Man the Guns
			}
			 = ship_radar_1
		}
	}
	generic_prototype_rewards = {
		sp_air_scientist_xp_generic_reward sp_nuclear_generic_electronics_tech_reward sp_nuclear_generic_industry_tech_reward sp_air_political_interference_generic_reward sp_air_generic_major_breakthrough_reward
	}
}
### Entity: Character
Component: USA_alexander_vandegrift
Constructs: has_completed_focus
Source: game
File: common/characters/USA.txt

Code:
USA_alexander_vandegrift = {
	name = USA_alexander_vandegrift
	portraits = {
		army = {
			large = GFX_portrait_USA_alexander_vandegrift
			small = GFX_portrait_USA_alexander_vandegrift_small
		}
	}
	corps_commander = {
		traits = {
			naval_invader
		}
		skill = 3
		attack_skill = 3
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 3
		visible = {
			has_completed_focus = USA_intervention_in_asia
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_target_capital_is_on_unlocked_continent_fifth_columnists
Constructs: has_completed_focus, is_on_continent
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_target_capital_is_on_unlocked_continent_fifth_columnists = {
	OR = {
		AND = {
			has_completed_focus = SOV_the_permanent_revolution
			FROM = {
				capital_scope = {
					is_on_continent = europe
				}
			}
		} {
			has_completed_focus = SOV_the_onslaught_on_colonialism
			FROM = {
				capital_scope = {
					is_on_continent = africa
				}
			}
		} {
			has_completed_focus = SOV_carry_revolution_east
			FROM = {
				capital_scope = {
					OR = {
						is_on_continent = asia middle_east
					}
				}
			}
		} {
			has_completed_focus = SOV_the_end_of_the_imperialist_era
			FROM = {
				capital_scope = {
					OR = {
						is_on_continent = north_america south_america australia
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_99
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_99 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 99
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 99
	}
}