Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: wuw_HUN_economic_intervention
Constructs: has_completed_focus, add_ideas, completion_reward, has_game_rule, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_economic_intervention
	icon = GFX_goal_generic_demand_territory
	mutually_exclusive = {
		focus = wuw_HUN_avoid_interventionalist_destablilization
	}
	x = 47
	y = 0
	relative_position_id = wuw_HUN_end_the_regency
	offset = {
		x = -25
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_end_the_regency
		}
	} {
		x = -10
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_reinstate_the_pragmatic_sanction
		}
	} {
		x = -3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_invite_otto_to_the_throne
		}
	} {
		x = -3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_the_old_habsburg_king
		}
	} {
		x = -8
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_abide_by_the_little_ententes_stipulations
		}
	} {
		x = -6
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_establishing_a_new_dynasty
		}
	} {
		x = -6
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_elect_a_democratic_king
		}
	} {
		x = -4
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_elect_a_fascist_king
		}
	} {
		x = -40
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_continue_the_regency
		}
	} {
		x = -6
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_strengthen_horthys_reign
		}
	} {
		x = -38
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_end_the_white_terror
		}
	} {
		x = -13
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_foc
# ... (truncated)
### Entity: Character
Component: constitutional_monarch_minor
Constructs: political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
constitutional_monarch_minor = {
	random = no
	stability_weekly = 0.005
	political_power_gain = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: ww_congo.3
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_variable
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.3
	title = ww_congo.3.t
	desc = ww_congo.3.desc
	picture = GFX_report_event_generic_construction_site
	hidden = yes
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ww_congo.3.a
		ai_chance = {
			base = 100
		}
		custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt
		add_to_variable = {
			BEL.COG_belgian_congo_colonial_dynamic_modifier_local_resources_factor = 0.1
			tooltip = local_resources_factor_tt
		} {
			BEL.COG_belgian_congo_colonial_dynamic_modifier_stability_factor = -0.05
			tooltip = stability_factor_tt
		}
	}
}
### Entity: Unit Template
Component: SAU_SS_HISTORICAL
Source: game
File: common/units/names_ships/SAU_ship_names.txt

Code:
SAU_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		SAU
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = HMS 
	fallback_name = Submarine %d
	unique = {
		Al Riyadh Makkah Al Damman Al Madinah Hofouf Abha Taif
	}
}
### Entity: Scripted Trigger
Component: SIA_should_add_national_savings_bond
Constructs: has_completed_focus, has_dlc
Source: game
File: common/scripted_triggers/SIA_scripted_triggers.txt

Code:
SIA_should_add_national_savings_bond = {
	has_dlc = Thunder at Our Gates
	original_tag = SIA
	has_completed_focus = SIA_national_savings_bond
}
### Entity: AI Strategy
Component: befriend_tibet_TIB
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/r56_CHI.txt

Code:
befriend_tibet_TIB = {
	allowed = {
		original_tag = TIB
	}
	enable = {
		CHI = {
			has_completed_focus = KMT_befriend_tibet
		}
		ROOT = {
			exists = yes
		}
	}
	abort = {
		NOT = {
			country_exists = CHI
		}
	}
	ai_strategy = {
		type = befriend
		id = CHI
		value = 50
	} {
		type = alliance
		id = CHI
		value = 200
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_more_trucks_1
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_more_trucks_1 = {
	enable = {
		check_variable = {
			num_equipment@motorized_equipment = < 500
		}
	}
	abort = {
		NOT = {
			check_variable = {
				num_equipment@motorized_equipment = < 1000
			}
		}
	}
	ai_strategy = {
		type = equipment_production_surplus_management
		id = motorized_equipment
		value = 1
	} {
		type = equipment_variant_production_factor
		id = motorized_equipment
		value = 10
	}
}
### Entity: Shared Focus
Component: MICRO_root_military_institute
Constructs: shared_focus, prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_microstate_shared.txt

Code:
shared_focus = {
	id = MICRO_root_military_institute
	text = MNC_monaco_military_institute
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = MICRO_develop_special_forces MICRO_the_root_industrial_fund
	}
	relative_position_id = MICRO_develop_special_forces
	cost = 10
	x = 1
	y = 1
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = MNC_monaco_military_institute
			uses = 1
			cost_reduction = 0.5
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Component: wuw_HUN_degauss_ship_hulls
Constructs: prerequisite, limit, add_ideas, completion_reward, set_technology, cancel_if_invalid, has_dlc, has_tech
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_degauss_ship_hulls
	icon = GFX_goal_generic_navy_anti_submarine
	prerequisite = {
		focus = wuw_HUN_a_new_pride_of_the_fleet wuw_HUN_cruiser_investments wuw_HUN_bringing_the_air_battle_to_the_seas
	}
	x = 2
	y = 1
	relative_position_id = wuw_HUN_a_new_pride_of_the_fleet
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			if = {
				limit = {
					has_tech = degaussing
				}
				add_tech_bonus = {
					name = CAN_degauss_ship_hulls
					bonus = 0.5
					uses = 1
					category = naval_mines
				}
				else = {
					set_technology = {
						degaussing = 1
					}
				}
			}
		} {
			limit = {
				NOT = {
					has_dlc = Man the Guns
				}
			}
			add_ideas = CAN_degauss_ship_hulls
		}
	}
}
### Entity: Event
Component: mexico.25
Constructs: is_triggered_only, ai_chance, has_war, has_war_with, add_political_power, has_dlc, add_to_faction, add_to_war
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.25
	title = mexico.25.title
	desc = mexico.25.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = mexico.25.a
		trigger = {
			NOT = {
				has_war_with = MEX
			}
			has_dlc = Man the Guns
		}
		add_to_faction = MEX
		MEX = {
			add_to_war = {
				targeted_alliance = ROOT
				enemy = GER
			}
		}
		hidden_effect = {
			news_event = {
				id = mexico.26
				days = 1
			}
		}
		ai_chance = {
			factor = 85
			modifier = {
				factor = 0.5
				MEX = {
					has_war = yes
				}
			}
		}
	} {
		name = mexico.25.b
		add_political_power = 25
		ai_chance = {
			factor = 15
			modifier = {
				factor = 0.5
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Idea
Component: for_the_emperor_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
for_the_emperor_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_morale_bonus
	modifier = {
		army_org = 5
		army_morale_factor = 0.1
	}
}
### Entity: Order of Battle
Component: Taiwan Kichi Shubitai
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = Taiwan Kichi Shubitai
	location = 7186
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: den_focus
Component: DEN_establish_danske_flotille
Constructs: prerequisite, limit, add_war_support, has_country_flag, completion_reward, is_subject, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_establish_danske_flotille
	icon = GFX_focus_generic_naval_discipline
	prerequisite = {
		focus = DEN_create_danforce
	}
	relative_position_id = DEN_create_danforce
	x = 1
	y = 1
	cost = 10
	bypass = {

	}
	available = {
		is_subject = yes
		has_country_flag = DEN_create_danish_brigades_flag
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_NAVY_XP FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_war_support = 0.05
		navy_experience = 25
		DEN_bop_occupation_very_low_increase_effect = yes
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = DEN_resistance_dynamic_modifier_improved
				}
			}
			custom_effect_tooltip = DEN_modify_danish_resistance_dynamic_modifier
		}
		else_if = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = DEN_resistance_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = DEN_resistance_dynamic_modifier
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_danish_resistance_dynamic_modifier
		}
		add_to_variable = {
			DEN_resistance_naval_damage = 0.1
			tooltip = naval_damage_factor_tt
		} {
			DEN_resistance_naval_defense = 0.1
			tooltip = naval_defense_factor_tt
		} {
			DEN_resistance_enemy_fleet_size_ratio_penalty = 0.1
			tooltip = naval_enemy_fleet_size_ratio_penalty_factor_tt
		}
	}
}
### Entity: Event
Component: news.161
Constructs: is_triggered_only, has_government
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.161
	title = news.161.t
	desc = news.161.d
	picture = GFX_news_event_worker_protests
	major = yes
	is_triggered_only = yes
	option = {
		trigger = {
			has_government = fascism
		}
		name = news.161.a
	} {
		trigger = {
			has_government = communism
		}
		name = news.161.b
	} {
		trigger = {
			NOT = {
				has_government = fascism
			} {
				has_government = communism
			} {
				tag = FRA
			}
		}
		name = news.161.c
	} {
		trigger = {
			tag = FRA
		}
		name = news.161.e
	}
}
### Entity: Idea
Component: EAI_DD_6/heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_aa_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Character
Component: JUNO_sovereign_of_patagonia_1
Constructs: stability_factor, war_support_factor, neutrality_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_sovereign_of_patagonia_1 = {
	random = no
	sprite = 13
	stability_factor = -0.1
	war_support_factor = -0.1
	neutrality_drift = 0.02
	army_core_defence_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Unit Template
Component: SOV_ARM_01
Source: game
File: common/units/names_divisions/SOV_names_divisions.txt

Code:
SOV_ARM_01 = {
	name = Tank Division
	for_countries = {
		SOV
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dya Tankovaya Diviziya
	ordered = {
		1 = {
			%dya Tankovaya Diviziya
		}
		2 = {
			%dya Tankovaya Diviziya
		}
		3 = {
			%dya Tankovaya Diviziya
		}
		4 = {
			%dya Tankovaya Diviziya
		}
		5 = {
			%dya Tankovaya Diviziya
		}
		6 = {
			%dya Tankovaya Diviziya
		}
		7 = {
			%dya Tankovaya Diviziya
		}
		8 = {
			%dya Tankovaya Diviziya
		}
		9 = {
			%dya Tankovaya Diviziya
		}
		10 = {
			%dya Tankovaya Diviziya
		}
		11 = {
			%dya Tankovaya Diviziya
		}
		12 = {
			%dya Tankovaya Diviziya
		}
		13 = {
			%dya Tankovaya Diviziya
		}
		14 = {
			%dya Tankovaya Diviziya
		}
		15 = {
			%dya Tankovaya Diviziya
		}
		16 = {
			%dya Tankovaya Diviziya
		}
		17 = {
			%dya Tankovaya Diviziya
		}
		18 = {
			%dya Tankovaya Diviziya
		}
		19 = {
			%dya Tankovaya Diviziya
		}
		20 = {
			%dya Tankovaya Diviziya
		}
		21 = {
			%dya Tankovaya Diviziya
		}
		22 = {
			%dya Tankovaya Diviziya
		}
		23 = {
			%dya Tankovaya Diviziya
		}
		24 = {
			%dya Tankovaya Diviziya
		}
		25 = {
			%dya Tankovaya Diviziya
		}
		26 = {
			%dya Tankovaya Diviziya
		}
		27 = {
			%dya Tankovaya Diviziya
		}
		28 = {
			%dya Tankovaya Diviziya
		}
		29 = {
			%dya Tankovaya Diviziya
		}
		30 = {
			%dya Tankovaya Diviziya
		}
		31 = {
			%dya Tankovaya Diviziya
		}
		32 = {
			%dya Tankovaya Diviziya
		}
		33 = {
			%dya Tankovaya Diviziya
		}
		34 = {
			%dya Tankovaya Diviziya
		}
		35 = {
			%dya Tankovaya Diviziya
		}
		36 = {
			%dya Tankovaya Diviziya
		}
		37 = {
			%dya Tankovaya Diviziya
		}
		38 = {
			%dya Tankovaya Diviziya
		}
		39 = {
			%dya Tankovaya Diviziya
		}
		40 = {
			%dya Tankovaya Diviziya
		}
		41 = {
			%dya Tankovaya Diviziya
		}
		42 = {
			%dya Tankovaya Diviziya
		}
		43 = {
			%dya Tankovaya Diviziya
		}
		44 = {
			%dya Tankovaya Diviziya
		}
		45 = {
			%dya Tankovaya Diviziya
		}
		46 = {
			%dya Tankovaya Diviziya
		}
		47 = {
			%dya Tankovaya Diviziya
		}
		48 = {
			%dya Tankovaya Diviziya
		}
		49 = {
			%dya Tankovaya Diviziya
		}
		50 = {
			%dya Tankovaya Diviziya
		}
		51 = {
			%dya Tankovaya Diviziya
		}
		52 = {
			%dya Tankovaya Diviziya
		}
		53 = {
			%dya Tankovaya Diviziya
		}
		54 = {
			%dya Tankovaya Diviziya
		}
		55 = {
			%dya Tankova
# ... (truncated)
### Entity: Character
Component: army_logistics_3
Source: game
File: common/country_leader/00_traits.txt

Code:
army_logistics_3 = {
	sprite = 6
	attrition = -0.12
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Character
Component: AST_norman_makin
Source: game
File: common/characters/AST.txt

Code:
AST_norman_makin = {
	name = AST_norman_makin
	portraits = {
		army = {
			small = GFX_idea_AST_norman_makin
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = AST_norman_makin
		ledger = navy
		allowed = {
			original_tag = AST
		}
		traits = {
			naval_theorist
		}
	}
}
### Entity: Event
Component: india.446
Constructs: is_triggered_only, add_equipment_to_stockpile, add_stability, add_political_power, set_country_flag, add_offsite_building
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.446
	title = india.446.t
	desc = india.446.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = india.446.a
		PRC = {
			set_country_flag = {
				flag = indian_support
				value = 1
			}
			country_event = {
				id = india.447
				hours = 20
			}
			effect_tooltip = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 3000
					producer = RAJ
				}
			}
		}
	} {
		name = india.446.b
		PRC = {
			set_country_flag = {
				flag = indian_support
				value = 2
			}
			country_event = {
				id = india.447
				hours = 20
			}
			effect_tooltip = {
				add_political_power = 50
				add_stability = 0.1
			}
		}
	} {
		name = india.446.c
		PRC = {
			set_country_flag = {
				flag = indian_support
				value = 3
			}
			country_event = {
				id = india.447
				hours = 20
			}
			effect_tooltip = {
				add_offsite_building = {
					type = industrial_complex
					level = 2
				}
			}
		}
	}
}
### Entity: Idea
Component: ITA_expanded_intelligence_service_anti_partisan
Constructs: removal_cost, has_country_leader
Source: game
File: common/ideas/italy.txt

Code:
ITA_expanded_intelligence_service_anti_partisan = {
	name = ITA_expanded_intelligence_service_basic
	removal_cost = -1
	picture = SOV_scientist_defect
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	modifier = {
		root_out_resistance_effectiveness_factor = 0.1
	}
}
### Entity: Military Industrial Organization
Component: MEX_astimar_gulf_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/MEX_organization.txt

Code:
MEX_astimar_gulf_organization = {
	include = generic_battle_line_ship_organization
	icon = GFX_idea_MEX_astimar_gulf
	allowed = {
		has_dlc = Man the Guns
		tag = MEX
	}
	available = {
		owner = {
			has_completed_focus = MEX_focus_gulf_coast_naval_yards
		}
	}
}
### Entity: AI Strategy
Component: EAI_GER_air_production
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_air_production = {
	allowed = {
		tag = GER
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = air_factory_balance
		value = 90
	}
}
### Entity: Wiki Documentation
Construct: UK_National_Focus
Source: wiki
File: wiki/British.html

Doc:
UK National Focus[edit]
The main areas of focus are: Limited Rearmament, Reinforce the Empire, and Home Defense.
There is a Cryptologic Bomb focus but it's on a limited line connected to Limited Rearmament.
All of these focusses take 70 days.

Limited Rearmament[edit]
UK Limited Rearmament Tree

Focus
Prerequisite(s)
Effect(s)

Limited Rearmament |
no prereqs |
(Aden): Add 2 Building Slots, Add 2 Civilian Factory,

(Greater London Area): Add 2 Building Slots, Add 2 Civilian Factory

|

A Motorized Army |
Limited Rearmament, More than 1% World Tension or at war |
We can now deploy Motorized Infantry Divisions
|

Royal Tank Regiment |
A Motorized Army |
1x50% Research Bonus for: Armor Technology
|

The Shadow Scheme |
Limited Rearmament, More than 1% World Tension or at war |
Gains 'Wartime Industry' which grants Civilian to Military Factory conversion speed + 20.0%
|

Industrial Effort |
The Shadow Scheme |
1x50% Research bonus for: industry
|

Extra Research Slot |
Industrial Effort |
Gain 1 Research Slot
|

Royal Ordinance Factories |
Industrial Effort, one of the following: Any country is at war with the UK that has More Factories than 30
or German Reich has completed focus Rhineland,
or More than 20% World Tension |
(Ceylon): Add 2 Building Slots, Add 2 Military Factory,

(British Guyana): Add 2 Building Slots, Add 2 Military Factory,

(West Midlands): Add 2 Building Slots, Add 2 Military Factory

|

Air Defense |
Limited Rearmament, More than 1% World Tension or at war |
Air Experience +5, Add maximum Anti-Air in East Anglia, Sussex and Cornwall
|

RADAR |
Air Defense |
Air Experience +5, Reduce ahead of time penalty by 50% or gives a 50% reduction research bonus if not ahead of time.
Valid for the next 3 researches of these technologies: RADAR technology

|

Cryptologic Bomb |
Must be at war with German Reich, and Poland is not in a Faction with German Reich |
3x50% Research Bonus for: Decryption methods and Computing technology
|

The Tizard Mission |
Cryptologic bomb and RADAR, also requires that current ruling party is Democracy,
a country must be at war with United Kingdom whose ruling party is not Democracy and has More Factories than 30,
the United States current ruling party is Democracy and does not have the ideas Undisturbed Isolation or the idea Isolation. |
Gets event 'The tizard mission'
|

The MAUD committee |
The Tizard Mission, must be in
# ... (truncated)
### Entity: Scripted Effect
Component: INS_cancel_hol_ally_strategy_entirely_effect
Constructs: limit, every_country, has_dlc, set_global_flag, is_in_array
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
INS_cancel_hol_ally_strategy_entirely_effect = {
	if = {
		limit = {
			has_dlc = Thunder at Our Gates
		}
		set_global_flag = INS_should_be_defended
		every_country = {
			limit = {
				is_in_array = {
					array = INS.INS_dutch_ally_tracker
					value = THIS
				}
			}
			INS_remove_hol_ally_strategy_effect = yes
		}
	}
}
### Entity: Idea
Component: FRI_fuelling_the_metropole
Constructs: removal_cost
Source: game
File: common/ideas/french_indochina.txt

Code:
FRI_fuelling_the_metropole = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = can_wartime_prices_and_trade_board
	modifier = {
		local_resources_factor = 0.2
	}
	targeted_modifier = {
		tag = FRA
		trade_cost_for_target_factor = -0.5
		extra_trade_to_target_factor = 0.3
	}
}
### Entity: Order of Battle
Component: air_wing_29
Source: game
File: history/units/FRA_1939_air_legacy.txt

Code:
air_wings = {
	29 = {
		fighter_equipment_2 = {
			owner = FRA
			amount = 87
		} {
			owner = FRA
			amount = 87
		} {
			owner = FRA
			amount = 87
		}
		heavy_fighter_equipment_1 = {
			owner = FRA
			amount = 36
		}
		tac_bomber_equipment_2 = {
			owner = FRA
			amount = 24
		}
		tac_bomber_equipment_1 = {
			owner = FRA
			amount = 24
		}
		CAS_equipment_1 = {
			owner = FRA
			amount = 24
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_continue_communist_rule
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction_with, is_in_faction, is_faction_leader, is_historical_focus_on
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_continue_communist_rule
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = UKR_reborn_through_war UKR_free_and_at_peace
	}
	mutually_exclusive = {
		focus = UKR_elect_the_verkhovna_rada UKR_empower_the_head_of_state
	}
	available = {
		has_government = communism
	}
	x = 46
	y = 1
	relative_position_id = UKR_free_and_at_peace
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 30
			OR = {
				AND = {
					is_subject = yes
					OVERLORD = {
						has_government = communism
					}
				} {
					is_in_faction_with = SOV
					SOV = {
						has_government = communism
					}
				}
				tag = DDR
			}
		} {
			factor = 0.2
			AND = {
				is_in_faction = yes
				faction_leader = {
					has_government = fascism
				}
			}
		} {
			factor = 0.2
			any_enemy_country = {
				is_faction_leader = yes
				has_government = communism
			}
		} {
			factor = 11
			is_historical_focus_on = yes
			OR = {
				original_tag = MON TAN
			}
		} {
			factor = 0
			is_historical_focus_on = yes
			NOT = {
				has_government = communism
			}
		} {
			factor = 2
			is_historical_focus_on = no
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = internationalism
			days = 1395
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = UKR_demyan_korotchenko
	}
}