Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fin_focus
Component: FIN_industrialize_the_region
Constructs: prerequisite, limit, every_country, completion_reward, is_in_faction_with, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_industrialize_the_region
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = FIN_northern_defense_front
	}
	x = 0
	y = 1
	relative_position_id = FIN_northern_defense_front
	cost = 10
	available = {
		any_allied_country = {
			NORDIC_is_nordic = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = FIN_industrialize_the_region_building_tt
		if = {
			limit = {
				any_allied_country = {
					NORDIC_is_nordic = yes
				}
			}
			every_country = {
				limit = {
					NORDIC_is_nordic = yes
					OR = {
						tag = ROOT
						is_in_faction_with = ROOT
					}
				}
				random_core_state = {
					limit = {
						is_fully_controlled_by = PREV
						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
					}
				}
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_fully_controlled_by = PREV
					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
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: SWE_r56_the_stockholm_paris_vs_berlin_plan
Constructs: has_completed_focus, has_government, has_global_flag, is_subject, build_army
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_the_stockholm_paris_vs_berlin_plan = {
	name = Oui Francais!
	desc = Come on, little Napoleon!
	allowed = {
		original_tag = SWE
	}
	enable = {
		NOT = {
			has_global_flag = SWE_use_DLC_tree
		}
		has_completed_focus = SWE_swedish_french_ties
		has_government = neutrality
	}
	abort = {
		OR = {
			has_government = communism fascism
			is_subject = yes
		}
	}
	ai_national_focuses = {
		SWE_stockholm_paris_agreement SWE_modern_caroleans SWE_prepare_for_the_march_east SWE_retake_pomerania
	}
	ai_strategy = {
		type = build_army
		id = infantry
		value = 100
	} {
		type = antagonize
		id = GER
		value = 100
	} {
		type = contain
		id = GER
		value = 100
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: MUN_czech.1026
Constructs: is_triggered_only, check_variable, white_peace
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1026
	title = MUN_czech.1026.t
	desc = {
		text = MUN_czech.1026.france_refuses_to_lead
		trigger = {
			check_variable = {
				global.CZE_origin_event = 1010
			}
		}
	} {
		text = MUN_czech.1026.guarantee
		trigger = {
			OR = {
				check_variable = {
					global.CZE_origin_event = 1011
				} {
					global.CZE_origin_event = 1014
				}
			}
		}
	} {
		text = MUN_czech.1026.faction_merge
		trigger = {
			check_variable = {
				global.CZE_origin_event = 1015
			}
		}
	} {
		text = MUN_czech.1026.non_aggression
		trigger = {
			check_variable = {
				global.CZE_origin_event = 1016
			}
		}
	} {
		text = MUN_czech.1026.trade_deal
		trigger = {
			OR = {
				check_variable = {
					global.CZE_origin_event = 1027
				} {
					global.CZE_origin_event = 1020
				} {
					global.CZE_origin_event = 1035
				}
			}
		}
	} {
		text = MUN_czech.1026.faction_invite
		trigger = {
			OR = {
				check_variable = {
					global.CZE_origin_event = 1006
				} {
					global.CZE_origin_event = 1009
				}
			}
		}
	} {
		text = MUN_czech.1026.unification
		trigger = {
			check_variable = {
				global.CZE_origin_event = 1031
			}
		}
	} {
		text = MUN_czech.1026.weapons_sale
		trigger = {
			check_variable = {
				global.CZE_origin_event = 1038
			}
		}
	} {
		text = MUN_czech.1026.sphere_of_influence
		trigger = {
			check_variable = {
				global.CZE_origin_event = 1051
			}
		}
	} {
		text = MUN_czech.1026.white_peace
		trigger = {
			check_variable = {
				global.CZE_origin_event = 1024
			}
		}
	}
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		trigger = {
			NOT = {
				check_variable = {
					global.CZE_origin_event = 1011
				} {
					global.CZE_origin_event = 1014
				} {
					global.CZE_origin_event = 1016
				} {
					global.CZE_origin_event = 1051
				} {
					global.CZE_origin_event = 1038
				} {
					global.CZE_origin_event = 1010
				} {
					global.CZE_origin_event = 1024
				}
			}
		}
		name = MUN_czech.1026.a
	} {
		trigger = {
			OR = {
				check_variable = {
					global.CZE_origin_event = 1011
				} {
					global.CZE_origin_event = 1014
				} {
					global.CZE_origin_event = 1016
				} {
					global.CZE_origin_event = 1010
				} {
					global.CZE_origin_event = 1024
				}
			}
		}
		name = MUN_czech.1026.b
	} {
		trigger = {
			OR = {
				check_variable = {
					global.CZE_origin_event =
# ... (truncated)
### Entity: Idea
Component: MAN_beiyang_army_2
Constructs: removal_cost, conscription_factor, mobilization_speed
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_beiyang_army_2 = {
	name = MAN_beiyang_army
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = MEX_politicised_army_2
	modifier = {
		experience_gain_army = 0.1
		conscription = 0.02
		conscription_factor = 0.05
		mobilization_speed = 0.1
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}
}
### Entity: Idea
Component: EAI_DD_11/medium_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/medium_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: Character
Component: INS_national_committee
Source: game
File: common/characters/INS.txt

Code:
INS_national_committee = {
	name = INS_national_committee
	portraits = {
		civilian = {
			large = GFX_Portrait_PLACEHOLDER_large
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_joint_oil_exploitation_company
Constructs: prerequisite, has_government, completion_reward, is_in_faction_with, is_faction_leader, cancel_if_invalid, add_to_tech_sharing_group
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_joint_oil_exploitation_company
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = HUN_join_allies
	}
	x = -1
	y = 4
	relative_position_id = HUN_elect_a_democratic_king
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		is_in_faction_with = ENG
		ENG = {
			is_faction_leader = yes
			has_government = democratic
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_tech_sharing_group = HUN_joint_oil_exploitation_company_tech_group
		ENG = {
			add_to_tech_sharing_group = HUN_joint_oil_exploitation_company_tech_group
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_continue_popular_reform
Constructs: prerequisite, completion_reward, add_political_power, add_popularity, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_continue_popular_reform
	prerequisite = {
		focus = POR_hold_fair_elections
	}
	icon = GFX_goal_cuba_support_the_confederation_of_cuban_workers
	cost = 8
	x = 2
	y = 1
	relative_position_id = POR_hold_fair_elections
	completion_reward = {
		add_political_power = 90
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		show_ideas_tooltip = POR_henrique_caetano_de_sous
		unlock_decision_tooltip = POR_maternalistic_welfare POR_subsidize_rural_farming
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Modding Documentation
Construct: power_balance_weekly
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### power_balance_weekly
* description: current total power balance weekly change
### Entity: Character
Component: prime_minister_inonu
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
prime_minister_inonu = {
	random = no
	sprite = 13
	stability_factor = 0.05
	production_speed_industrial_complex_factor = 0.05
	industrial_capacity_factory = 0.05
	drift_defence_factor = 0.25
}
### Entity: Character
Component: DEN_the_king
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
DEN_the_king = {
	random = no
	sprite = 13
	party_popularity_stability_factor = 0.05
	war_support_factor = 0.05
	mobilization_laws_cost_factor = -0.1
	economy_cost_factor = -0.1
	trade_laws_cost_factor = 0.15
	conscription = 0.025
	custom_modifier_tooltip = DEN_military_advisors_cost_big_tt
	hidden_modifier = {
		air_advisor_cost_factor = -0.15
		army_advisor_cost_factor = -0.15
		navy_advisor_cost_factor = -0.15
	}
}
### Entity: Character
Component: MLD_stc
Source: game
File: common/characters/MLD.txt

Code:
MLD_stc = {
	advisor = {
		slot = political_advisor
		idea_token = MLD_stc
		allowed = {
			original_tag = MLD
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: Idea
Component: EAI_DD_9/super_heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/super_heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: Idea
Component: PRC_western_expedition_idea
Constructs: has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_western_expedition_idea = {
	picture = MEX_revolutionary_army
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	targeted_modifier = {
		tag = NXM
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: Character
Component: SIK_zhang_fengyi
Constructs: has_idea
Source: game
File: common/characters/SIK.txt

Code:
SIK_zhang_fengyi = {
	name =  Zhang Fengyi
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_11
			large = GFX_portrait_asia_generic_land_11
		}
	}
	advisor = {
		slot = army_chief
		idea_token = SIK_zhang_fengyi
		allowed = {
			original_tag = SIK
		}
		traits = {
			army_chief_drill_2
		}
		available = {
			NOT = {
				has_idea = SIK_zhang_fengyi_2
			}
		}
		cost = 100
		ai_will_do = {
			factor = 0.5
		}
	} {
		slot = high_command
		idea_token = SIK_zhang_fengyi_2
		allowed = {
			original_tag = SIK
		}
		traits = {
			army_cavalry_2
		}
		available = {
			NOT = {
				has_idea = SIK_zhang_fengyi
			}
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer
		}
		skill = 2
		attack_skill = 3
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: State History
Component: 941
Constructs: add_core_of
Source: game
File: history/states/941-Hadhramaut.txt

Code:
state = {
	id = 941
	name = STATE_941
	manpower = 237502
	resources = {
		oil = 1
	}
	history = {
		owner = YEM
		victory_points = {
			2029 2
		} {
			13079 1
		}
		buildings = {
			infrastructure = 1
			industrial_complex = 1
			air_base = 1
			2029 = {
				naval_base = 2
			}
			13079 = {
				naval_base = 1
			}
		}
		add_core_of = YEM FSA
	}
	provinces = {
		2029 4976 12821 12894 13079
	}
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Idea
Component: EAI_DD_5/motorized_rocket_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/motorized_rocket_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: FRA_mine_laying
Source: game
File: common/ai_navy/goals/goals_FRA.txt

Code:
FRA_mine_laying = {
	objective_type = mines_planting
	available_for = {
		FRA
	}
	min_priority = 2
	max_priority = 8
}
### Entity: Effect Reference
Construct: set_country_flag
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_country_flag

* Supported Scopes: COUNTRY
* Supported Targets: none

```
set country flag
```
### Entity: AI Strategy
Component: AFG_dont_declare_while_at_war_PER
Constructs: has_war, has_wargoal_against, declare_war
Source: game
File: common/ai_strategy/r56_AFG.txt

Code:
AFG_dont_declare_while_at_war_PER = {
	allowed = {
		original_tag = AFG
	}
	enable = {
		has_war = yes
		has_wargoal_against = PER
	}
	abort = {
		has_war = no
	}
	ai_strategy = {
		type = antagonize
		id = PER
		value = -300
	} {
		type = declare_war
		id = PER
		value = -300
	}
}
### Entity: Idea
Component: NORDIC_joint_army_member_ns_1
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_joint_army_member_ns_1 = {
	name = NORDIC_joint_army_member_ns
	picture = generic_manpower_bonus
	cancel = {
		NORDIC_basic_joint_trigger = no
	}
	modifier = {
		command_power_gain = 0.05
		max_command_power = 20
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_bastion_of_democracy
Constructs: prerequisite, add_war_support, completion_reward, add_political_power, is_subject, is_in_faction, create_faction_from_template, set_rule
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_bastion_of_democracy
	icon = GFX_focus_ARG_bastion_of_peace
	prerequisite = {
		focus = ARG_joint_military_exercises ARG_reinforced_alliance ARG_alvears_democracy
	}
	x = 1
	y = 3
	relative_position_id = ARG_joint_military_exercises
	mutually_exclusive = {
		focus = ARG_join_the_allies
	}
	cost = 10
	available = {
		is_subject = no
		is_in_faction = no
	}
	bypass = {
		is_in_faction = yes
	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_political_power = 50
		add_war_support = 0.05
		create_faction_from_template = {
			template = faction_template_pan_american
			name = ARG_democratic_faction
		}
		hidden_effect = {
			set_rule = {
				can_send_volunteers = yes
			} {
				can_create_factions = yes
			} {
				can_join_factions = no
			}
		}
	}
}
### Entity: Character
Component: CZE_minister_of_railways
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_minister_of_railways = {
	sprite = 14
	industry_free_repair_factor = 0.25
	production_speed_rail_way_factor = 0.25
	production_speed_supply_node_factor = 0.25
}
### Entity: AI Strategy
Component: SOV_dont_naval_invade_axis
Constructs: has_war_with
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
SOV_dont_naval_invade_axis = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		OR = {
			has_war_with = GER ITA ROM
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invasion_unit_request
		strategic_region = 29
		value = -999
	} {
		type = invasion_unit_request
		strategic_region = 30
		value = -999
	} {
		type = invasion_unit_request
		strategic_region = 9
		value = -999
	} {
		type = invasion_unit_request
		strategic_region = 69
		value = -999
	} {
		type = invasion_unit_request
		strategic_region = 206
		value = -999
	} {
		type = invasion_unit_request
		strategic_region = 9
		value = -999
	} {
		type = invasion_unit_request
		strategic_region = 174
		value = -999
	} {
		type = invasion_unit_request
		strategic_region = 202
		value = -999
	} {
		type = invasion_unit_request
		strategic_region = 168
		value = -999
	} {
		type = invasion_unit_request
		strategic_region = 169
		value = -999
	}
}
### Entity: Character
Component: COS_jorge_volio_jimenez
Source: game
File: common/characters/COS.txt

Code:
COS_jorge_volio_jimenez = {
	advisor = {
		slot = army_chief
		idea_token = COS_jorge_volio_jimenez
		allowed = {
			original_tag = COS
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Jorge Volio Jimenéz
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_2
		}
	}
}
### Entity: Idea
Component: SPR_the_inevitable_counterblow
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_the_inevitable_counterblow = {
	picture = generic_wall_line
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_bunker_factor = 0.1
		production_speed_coastal_bunker_factor = 0.1
	}
}
### Entity: Character
Component: BOS_uros_krulj
Source: game
File: common/characters/BOS.txt

Code:
BOS_uros_krulj = {
	name = BOS_uros_krulj
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_europe_augustyn_czartoryski.dds
		}
	}
	country_leader = {
		ideology = liberalism
		traits = {
			ICE_progressive_doctor
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_continute_nadir_shahs_reforms
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_continute_nadir_shahs_reforms
	icon = GFX_goal_AFG_continue_nadris_reforms
	x = 2
	y = 1
	cost = 5
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_abolish_the_regency
	}
	relative_position_id = AFG_abolish_the_regency
	mutually_exclusive = {
		focus = AFG_backtrack_on_reforms
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_ideas = AFG_spirit_of_nadir_shah
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_merge_aircraft_plants
Constructs: prerequisite, limit, has_country_flag, completion_reward, has_dlc, every_military_industrial_organization, has_mio_trait, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_merge_aircraft_plants
	icon = GFX_focus_SOV_merge_plants
	prerequisite = {
		focus = SOV_modernize_aircraft_facilities
	}
	x = -1
	y = 2
	relative_position_id = SOV_modernize_aircraft_facilities
	cost = 5
	available = {
		NOT = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			every_military_industrial_organization = {
				limit = {
					has_mio_trait = SOV_mio_trait_merge_plant_no_28
				}
				unlock_mio_trait_tooltip = SOV_mio_trait_merge_plant_no_28 SOV_mio_trait_merge_plant_no_150 SOV_mio_trait_merge_vef_plant
			}
		}
		else = {
			custom_effect_tooltip = SOV_merge_aircraft_plants_tt
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_take_costa_rica
Constructs: prerequisite, has_war, remove_ideas, completion_reward, is_subject, clr_country_flag
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_take_costa_rica
	icon = GFX_goal_generic_attack_costa_rica
	prerequisite = {
		focus = HON_take_guatemala
	}
	relative_position_id = HON_take_guatemala
	x = 0
	y = 1
	will_lead_to_war_with = COS
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 2
			strength_ratio = {
				tag = COS
				ratio = > 1.5
			}
		} {
			factor = .1
			has_war = yes
		}
	}
	available = {
		r56_script_i_am_sane = yes
		COS = {
			r56_script_target_is_sane = yes
		}
		is_subject = no
	}
	bypass = {
		COS = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		COS = {
			clr_country_flag = monroe_doctrine
			remove_ideas = USA_monroe_doctrine_idea
		} {
			country_event = {
				id = hon.10
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_barbarossa_SECTOR_get_sector_data
Constructs: limit, has_country_flag, set_temp_variable, clear_temp_array, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_SECTOR_barbarossa.txt

Code:
EAI_MILITARY_barbarossa_SECTOR_get_sector_data = {
	if = {
		limit = {
			has_country_flag = EAI_sector_operations_logging
		}
		log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_barbarossa_SECTOR_get_sector_data
	}
	set_temp_variable = {
		_num_sectors = @EAI_MILITARY_barbarossa_SECTOR_num_sectors
	}
	clear_temp_array = _data_start _data_ST_end _data_OB_end _data_AR_end _data_end _sector_data
	resize_temp_array = {
		sectors = _num_sectors
	}
	for_each_loop = {
		array = sectors
		add_to_temp_array = {
			_data_start = global.EAI_MAP_barbarossa_sector_data_start^i
		} {
			_data_ST_end = global.EAI_MAP_barbarossa_sector_data_ST_end^i
		} {
			_data_OB_end = global.EAI_MAP_barbarossa_sector_data_OB_end^i
		} {
			_data_AR_end = global.EAI_MAP_barbarossa_sector_data_AR_end^i
		} {
			_data_end = global.EAI_MAP_barbarossa_sector_data_end^i
		}
	} {
		array = global.EAI_MAP_barbarossa_sectors
		add_to_temp_array = {
			_sector_data = v
		}
	}
}
### Entity: Idea
Component: SNCASO
Constructs: has_completed_focus, has_country_flag, research_bonus
Source: game
File: common/ideas/france.txt

Code:
SNCASO = {
	picture = FRA_sncaso
	allowed = {
		original_tag = FRA
	}
	visible = {
		has_completed_focus = FRA_reorganize_the_aviation_industry
	}
	available = {
		has_country_flag = FRA_SNCASO_formed
	}
	research_bonus = {
		air_equipment = 0.2
	}
	traits = {
		naval_aircraft_manufacturer
	}
}
### Entity: Modifier Reference
Construct: training_time_army_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## training_time_army_factor

* Number with 1 decimal places
* **Categories**: army, war_production