Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Faction
Component: faction_goal_control_mexican_oil
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, every_state
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_mexican_oil = {
	name = control_mexican_oil_goal_name
	description = control_mexican_oil_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = MEX
				is_in_faction_with = MEX
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 479
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		480 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		479 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		477 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		476 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 480 479 477 476
				}
			}
			add_faction_initiative = 1
		}
		every_state = {
			limit = {
				OR = {
					state = 480 479 477 476
				}
			}
			if = {
				limit = {
					infrastructure = < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			479 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = -1
			fuel_ratio = > 0.9
			all_allied_country = {
				fuel_ratio = > 0.9
			}
		} {
			add = 1
			has_resources_in_collection = {
				collection = {
					input = game:scope
					operators = {
						faction_members
					}
					name = FACTION
				}
				resource = oil
				amount = < 10
				extracted = yes
			}
		} {
			add = 1
			fuel_ratio = < 0.4
		} {
			add = 1
			fuel_ratio = < 0.1
		} {
			add = 5
			fuel_ratio = < 0.1
			479 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
	}
}
### Entity: Character
Component: licensed_fighter_aircraft_manufacturer
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
licensed_fighter_aircraft_manufacturer = {
	random = no
	equipment_bonus = {
		small_plane_airframe = {
			air_attack = 0.05
			maximum_speed = 0.05
		}
		cv_small_plane_airframe = {
			air_attack = 0.05
			maximum_speed = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_compensation
Constructs: prerequisite, limit, every_country, has_war_with, add_stability, completion_reward, cancel_if_invalid, is_subject_of
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_compensation
	icon = GFX_focus_generic_concessions
	prerequisite = {
		focus = MEX_focus_nationalize_the_oil_fields
	}
	mutually_exclusive = {
		focus = MEX_focus_german_resource_exchange
	} {
		focus = MEX_focus_oppose_yanqui_imperialism
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_nationalize_the_oil_fields
	cost = 5
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			NOT = {
				country_exists = USA
			}
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		every_country = {
			limit = {
				OR = {
					tag = ENG USA
				}
				NOT = {
					has_war_with = ROOT
				} {
					is_subject_of = ROOT
				}
			}
			country_event = {
				days = 1
				id = mexico.4
			}
		}
	}
}
### Entity: Idea
Component: EAI_HARD/super_heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/super_heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_17/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.17
			instant = yes
		}
	}
}
### Entity: Event
Component: himalaya_tibet.33
Constructs: is_triggered_only, add_stability, fire_only_once, add_political_power, retire_character, set_country_flag
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.33
	title = himalaya_tibet.33.t
	desc = himalaya_tibet.33.desc
	picture = GFX_report_event_potala
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = himalaya_tibet.33.a
		add_political_power = -25
		add_stability = -0.1
		promote_character = TIB_fallen_tsongdu
		hidden_effect = {
			retire_character = TIB_jamphel_yeshe_gyaltsen
			set_country_flag = TIB_regent_has_resigned
		}
	}
}
### Entity: Idea
Component: r56_LUX_socialist_science
Constructs: research_speed_factor, has_government, communism_drift, research_bonus
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_socialist_science = {
	picture = socialist_science_focus
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		research_speed_factor = 0.08
		communism_drift = 0.03
		special_project_speed_factor = 0.05
	}
	research_bonus = {
		industry = 0.1
	}
}
### Entity: Shared Focus
Component: AH_coordinate_the_land_equipment_manufacturers
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_austria_hungary_shared.txt

Code:
shared_focus = {
	id = AH_coordinate_the_land_equipment_manufacturers
	icon = GFX_goal_proving_grounds
	cost = 10
	prerequisite = {
		focus = AH_austro_hungarian_unification
	}
	relative_position_id = AH_austro_hungarian_unification
	x = 3
	y = 1
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_idea = AUS_imperial_naval_academy generic_recent_army_unification generic_recent_economic_unification
		}
	}
	bypass = {

	}
	completion_reward = {
		add_ideas = r56_land_equipment_manufacturers_coordination
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_abandon_neutrality
Constructs: prerequisite, completion_reward, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_abandon_neutrality
	icon = GFX_focus_BEL_broken_neutrality
	prerequisite = {
		focus = BEL_support_the_rexists BEL_support_the_vnv
	}
	relative_position_id = BEL_support_the_rexists
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = 3
	y = 1
	cost = 10
	available = {
		has_dynamic_modifier = {
			modifier = BEL_neutrality_dynamic_modifier
		}
		fascism = > 0.4
	}
	completion_reward = {
		remove_dynamic_modifier = {
			modifier = BEL_neutrality_dynamic_modifier
		}
	}
}
### Entity: Game Data
Component: napoleon_reborn
Constructs: has_completed_focus, limit, has_country_flag, has_any_custom_difficulty_setting, has_country_leader, is_core_of, is_on_continent, is_controlled_by
Source: game
File: common/achievements/rt56-achievements.txt

Code:
napoleon_reborn = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = GUA
	}
	happened = {
		if = {
			limit = {
				NOT = {
					has_country_flag = GUA_ubico_gone_mad
				}
			}
			custom_trigger_tooltip = {
				tooltip = napoleon_reborn_hidden_achievement
				has_completed_focus = GUA_the_emperors_coronation
				has_country_leader = {
					character = GUA_jorge_ubico_castaneda
					ruling_only = yes
				}
				any_state = {
					is_core_of = FRA
					is_on_continent = europe
					is_controlled_by = GUA
				}
				has_capitulated = no
			}
		}
		else = {
			has_completed_focus = GUA_the_emperors_coronation
			has_country_leader = {
				character = GUA_jorge_ubico_castaneda
				ruling_only = yes
			}
			any_state = {
				is_core_of = FRA
				is_on_continent = europe
				is_controlled_by = GUA
			}
			has_capitulated = no
		}
	}
}
### Entity: Modifier Reference
Component: CHL_airforce_modifier
Constructs: industrial_capacity_factory, conscription_factor
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
CHL_airforce_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_CHL_fuerza_aerea_de_chile
	air_doctrine_cost_factor = JUNO_airforce_modifier_air_doctrine_cost_factor
	air_ace_generation_chance_factor = JUNO_airforce_modifier_air_ace_generation_chance_factor
	air_range_factor = JUNO_airforce_modifier_air_range_factor
	air_superiority_efficiency = JUNO_airforce_modifier_air_superiority_efficiency
	air_intercept_efficiency = JUNO_airforce_modifier_air_intercept_efficiency
	air_mission_xp_gain_factor = JUNO_airforce_modifier_air_mission_xp_gain_factor
	air_agility_factor = JUNO_airforce_modifier_air_agility_factor
	ground_attack_factor = JUNO_airforce_modifier_ground_attack_factor
	experience_gain_air = JUNO_airforce_modifier_experience_gain_air
	industrial_capacity_factory = JUNO_army_modifier_industrial_capacity_factory_airfoce
	conscription_factor = JUNO_airforce_modifier_conscription_factor
	air_strategic_bomber_bombing_factor = JUNO_airforce_modifier_air_strategic_bomber_bombing_factor
	air_cas_present_factor = JUNO_airforce_modifier_air_cas_present_factor
	air_defence_factor = JUNO_airforce_modifier_air_defence_factor
}
### Entity: Shared Focus
Component: BALTIC_renew_allied_trade
Constructs: shared_focus, prerequisite, limit, add_ideas, has_government, has_war_with, is_major, add_opinion_modifier
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_renew_allied_trade
	icon = GFX_focus_chi_british_cooperation
	dynamic = yes
	prerequisite = {
		focus = BALTIC_rejoin_the_railways
	}
	mutually_exclusive = {
		focus = BALTIC_axis_investments
	}
	x = -3
	y = 1
	relative_position_id = BALTIC_rejoin_the_railways
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_other_country = {
			exists = yes
			has_capitulated = no
			has_government = democratic
			is_major = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = BALTIC_allied_investments_idea
		if = {
			limit = {
				ENG = {
					exists = yes
					has_capitulated = no
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				add_opinion_modifier = {
					target = PREV
					modifier = BALTIC_investments
				}
				reverse_add_opinion_modifier = {
					target = PREV
					modifier = BALTIC_investments
				}
			}
		} {
			limit = {
				has_idea = export_focus
			}
			swap_ideas = {
				remove_idea = export_focus
				add_idea = free_trade
			}
		} {
			limit = {
				has_idea = limited_exports
			}
			swap_ideas = {
				remove_idea = limited_exports
				add_idea = free_trade
			}
		} {
			limit = {
				has_idea = closed_economy
			}
			swap_ideas = {
				remove_idea = closed_economy
				add_idea = free_trade
			}
		}
		else_if = {
			limit = {
				FRA = {
					exists = yes
					has_capitulated = no
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			FRA = {
				add_opinion_modifier = {
					target = PREV
					modifier = BALTIC_investments
				}
				reverse_add_opinion_modifier = {
					target = PREV
					modifier = BALTIC_investments
				}
			}
		} {
			limit = {
				USA = {
					exists = yes
					has_capitulated = no
					has_government = democratic
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			USA = {
				add_opinion_modifier = {
					target = PREV
					modifier = BALTIC_investments
				}
				reverse_add_opinion_modifier = {
					target = PREV
					modifier = BALTIC_investments
				}
			}
		} {
			limit = {
				suitable_democratic_major_in_europe = yes
			}
			ra
# ... (truncated)
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_hindustan_aircraft_limited_r56
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, has_tech, add_mio_size, random_owned_controlled_state
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_hindustan_aircraft_limited_r56
	icon = GFX_focus_PRC_establish_domestic_aircraft_production
	cost = 5
	ai_will_do = {
		base = 3
	}
	x = -1
	y = 1
	prerequisite = {
		focus = RAJ_begin_procuring_the_hurricane_r56
	}
	relative_position_id = RAJ_begin_procuring_the_hurricane_r56
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			OR = {
				has_tech = aa_hmg aa_cannon_1
			}
		}
		else = {
			OR = {
				has_tech = fighter1 heavy_fighter1
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:RAJ_hindustan_aircraft_organization = {
				add_mio_size = 2
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					425
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					425
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Country History
Country: LEB
Component: LEB_misc
Constructs: limit, set_technology, add_political_power, has_dlc, set_convoys, set_cosmetic_tag, add_command_power, complete_national_focus
Source: game
File: history/countries/LEB - Lebanon.txt

Code:
# Misc for LEB
capital = 553
IF = {
	limit = {
		has_dlc = Battle for the Bosporus
	}
	set_technology = {
		camelry = 1
	}
}
if = {
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
set_convoys = 5
set_cosmetic_tag = LEB_mandate
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Scripted Effect
Component: AFG_tudeh_attitude_anger_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_AFG_scripted_effects.txt

Code:
AFG_tudeh_attitude_anger_effect = {
	add_to_variable = {
		AFG.AFG_tudeh_attitude = 1
	}
	clamp_variable = {
		var = AFG.AFG_tudeh_attitude
		min = 0
		max = 3
	}
}
### Entity: Character
Component: ISR_kibbutznik
Constructs: production_speed_buildings_factor, communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
ISR_kibbutznik = {
	random = no
	min_export = -0.05
	production_speed_buildings_factor = 0.05
	communism_drift = 0.02
}
### Entity: Idea
Component: SLV_aa2
Source: game
File: common/ideas/slovenia.txt

Code:
SLV_aa2 = {
	ledger = army
	picture = generic_army_europe_2
	allowed = {
		original_tag = SLV
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_demand_scottish_lands
Constructs: prerequisite, has_government, has_war_with, is_major, completion_reward, add_state_claim
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_demand_scottish_lands
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = NOR_demand_the_northern_isles
	}
	mutually_exclusive = {
		focus = NOR_demand_overseas_colonies
	} {
		focus = NOR_demand_russian_territories
	}
	x = -2
	y = 6
	relative_position_id = NOR_support_radical_nationalism
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		OR = {
			has_government = fascism
			has_war_with = ENG
		}
		any_allied_country = {
			has_war_with = ENG
			is_major = yes
		}
	}
	completion_reward = {
		add_state_claim = 120 136 133 121
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: indonesia.53
Constructs: is_triggered_only, has_completed_focus, limit, fire_only_once, has_start_date, set_country_flag, has_idea, retire_character
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.53
	title = indonesia.53.t
	desc = indonesia.53.d
	picture = GFX_report_event_ins_frederik_hoog
	is_triggered_only = no
	fire_only_once = yes
	trigger = {
		original_tag = INS
		date = > 1939.01.03
		has_start_date = < 1936.01.02
		OR = {
			has_completed_focus = INS_jewel_of_the_pacific INS_empower_the_volksraad
		}
	}
	option = {
		name = indonesia.53.a
		set_country_flag = INS_hoog_death_flag
		if = {
			limit = {
				has_idea = INS_dick_de_hoog
			}
			deactivate_advisor = INS_dick_de_hoog
			activate_advisor = INS_paul_alex_blaauw
		}
		retire_character = INS_dick_de_hoog
	}
}
### Entity: Idea
Component: EAI_DD_18/medium_plane_scout_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/medium_plane_scout_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.18
			instant = yes
		}
	}
}
### Entity: Name List
Component: LIE
Source: game
File: common/names/tymodern_names.txt

Code:
LIE = {
	male = {
		names = {
			Ezekiel Maximilian Felix Erich Gerhard Gunther Otto Walter Wilhelm Heinz Hermann Heinrich Theodor Hans Anton Joachim Max Emil Peter Fritz Otto Adolf Tobias Staffan Marco Karl
		}
	}
	female = {
		names = {
			Sandra Maria Anna Anne Hannah Hildegard Sarah
		}
	}
	surnames = {
		Lugmair Neudinger Muller Schmidt Schneider Fischer Meyer Weber Schulz Wagner Hartmann Rall Barkhorn Becker Hoffmann Graf Erhler Hafner Lipfert Brendel Stotz Kirschner Lang Sturm Beisswenger Duttmann Wilbs Berglen Behrmann
	}
	callsigns = {

	}
}
### Entity: Character
Component: MON_buyannmeh
Source: game
File: common/characters/MON.txt

Code:
MON_buyannmeh = {
	advisor = {
		slot = high_command
		idea_token = MON_buyannmeh
		ledger = air
		allowed = {
			original_tag = MON
		}
		traits = {
			air_strategic_bombing_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MON_buyannmeh
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: Idea
Component: mitsubishi_heavy_industries
Constructs: has_completed_focus, limit, research_bonus
Source: game
File: common/ideas/japan.txt

Code:
mitsubishi_heavy_industries = {
	picture = JAP_mitsubishi_tanks
	allowed = {
		OR = {
			original_tag = JAP
			PHI_SEA = yes
		}
	}
	available = {
		if = {
			limit = {
				original_tag = PHI
			}
			has_completed_focus = PHI_align_with_japan
			if = {
				limit = {
					has_completed_focus = PHI_declare_military_emergency
				}
				NOT = {
					has_completed_focus = PHI_declare_military_emergency
				}
			}
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		infantry_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_axis_leanings_focus_3
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_in_faction, is_subject
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_axis_leanings_focus_3
	prerequisite = {
		focus = COL_axis_leanings_focus
	}
	relative_position_id = COL_axis_leanings_focus
	available = {
		is_in_faction = no
		is_subject = no
		any_other_country = {
			is_major = yes
			has_government = fascism
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	x = -1
	y = 1
	cost = 5
	icon = GFX_goal_generic_the_axis
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
					exists = yes
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = GER
						has_war_with = ROOT
					}
				}
			}
			GER = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Scripted Trigger
Component: frloc_tags_pl_masc_les_des_aux_05b
Constructs: has_government
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_tags_pl_masc_les_des_aux_05b = {
	AND = {
		has_government = democratic
		OR = {
			tag = HOL MEX USA
			original_tag = HOL MEX USA
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_amphibious_light_armor_4
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_amphibious_light_armor_4 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 250
		EAI_DESIGN_MARINE_amphibious_light_armor_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 240
				EAI_DESIGN_MARINE_amphibious_light_armor_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = light_tank_amphibious_chassis
		value = 10
	}
}
### Entity: Trigger Reference
Construct: amount_research_slots
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## amount_research_slots

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check number of research current research slots 
 amount_research_slots > 2
```
### Entity: Decision
Component: AFG_inflitrate_pakistan_category
Constructs: owns_state, has_country_flag, is_subject, is_in_faction_with, is_subject_of, has_global_flag
Source: game
File: common/decisions/categories/r56_AFG_decision_categories.txt

Code:
AFG_inflitrate_pakistan_category = {
	icon = border_war
	allowed = {
		original_tag = AFG
	}
	picture = GFX_decision_cat_AFG_pakistan_rebellion
	priority = 10
	on_map_area = {
		target_array = PAK.core_states
		target_trigger = {
			FROM = {
				OR = {
					state = 442 444 445
				}
			}
		}
		name = AFG_pakistani_infiltration_map_area
		zoom = 600
	}
	visible = {
		has_country_flag = AFG_india_war_flag
		is_subject = no
		any_country = {
			NOT = {
				is_in_faction_with = AFG
				is_subject_of = AFG
			}
			AND = {
				owns_state = 442 444 445
			}
		}
		NOT = {
			has_global_flag = afg_dlc_focus_tree
		}
	}
}
### Entity: Idea
Component: SPR_national_strikes_8
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor, has_global_flag
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_national_strikes_8 = {
	name = SPR_national_strikes
	picture = FRA_factory_strikes
	allowed = {
		original_tag = SPR
		NOT = {
			has_global_flag = spanish_civil_war
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = 0.2
		stability_factor = -0.05
		industrial_capacity_factory = -0.15
		industrial_capacity_dockyard = -0.15
		production_speed_buildings_factor = -0.15
	}
}