Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: ITA_hesitate_to_join_wars_becuase_we_need_more_time_or_we_will_get_crushed
Constructs: limit, has_government, has_war_with, is_historical_focus_on, is_in_faction_with, has_global_flag, declare_war
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
ITA_hesitate_to_join_wars_becuase_we_need_more_time_or_we_will_get_crushed = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		if = {
			limit = {
				is_historical_focus_on = yes
			}
			OR = {
				date = < 1940.6.1
				if = {
					limit = {
						GER = {
							AND = {
								OR = {
									has_war_with = POL FRA
								}
								is_in_faction_with = ITA
							}
						}
					}
					FRA = {
						surrender_progress = < 0.4
					}
				}
				NOT = {
					has_global_flag = FRA_already_surrendered
				}
			}
		}
		else = {
			OR = {
				date = < 1940.1.1
				if = {
					limit = {
						GER = {
							AND = {
								OR = {
									has_war_with = POL FRA
								}
								is_in_faction_with = ITA
							}
						}
					}
					FRA = {
						surrender_progress = < 0.3
					}
				}
				NOT = {
					has_global_flag = FRA_already_surrendered
				}
			}
		}
		ROOT = {
			has_government = fascism
			OR = {
				is_in_faction_with = GER SLO
			} {
				NOT = {
					has_war_with = POL
				} {
					has_war_with = FRA
				} {
					has_war_with = ENG
				} {
					has_war_with = SOV
				} {
					has_war_with = USA
				}
			}
		}
		GER = {
			has_government = fascism
			OR = {
				has_war_with = POL SOV FRA ENG USA
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_join_wars_with
		id = GER
		value = 850
		target_country = FRA
	} {
		type = dont_join_wars_with
		id = GER
		value = 750
		target_country = ENG
	} {
		type = dont_join_wars_with
		id = GER
		value = 750
		target_country = POL
	} {
		type = dont_join_wars_with
		id = GER
		value = 750
		target_country = BEL
	} {
		type = dont_join_wars_with
		id = GER
		value = 750
		target_country = HON
	} {
		type = dont_join_wars_with
		id = SLO
		value = 750
		target_country = FRA
	} {
		type = dont_join_wars_with
		id = SLO
		value = 750
		target_country = ENG
	} {
		type = dont_join_wars_with
		id = SLO
		value = 750
		target_country = POL
	} {
		type = dont_join_wars_with
		id = D09
		value = 999
		target_country = FRA
	} {
		type = dont_join_wars_with
		id = D10
		value = 999
		target_country = FRA
	} {
		type = dont_join_wars_with
		id = DEN
		value = 999
		target_country = FRA
	} {
		type = dont_join_wars_with
		id = NOR
		value = 999
		target_country = FRA
	} {
		type = dont_join_wars_with
		id = GER
		value = 999
		target_country = ENG
	} {
		type = dont_join_wars_with
		id = SLO
		value = 999
# ... (truncated)
### Entity: National Focus
Tree: pru_focus
Component: PRU_Return_to_Negotiate_with_Caproni
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_Return_to_Negotiate_with_Caproni
	prerequisite = {
		focus = PRU_give_power_to_general_ureta PRU_peruvian_blackshirts
	}
	mutually_exclusive = {
		focus = PRU_Acquire_Japanese_weapons
	}
	icon = GFX_goal_italy_breda_ba_65
	x = 2
	y = 1
	relative_position_id = PRU_give_power_to_general_ureta
	available = {
		num_divisions = > 0
		ITA = {
			OR = {
				exists = yes
				NOT = {
					has_war_with = PRU
				}
			}
		}
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	bypass = {
		OR = {
			is_subject = yes
			NOT = {
				controls_state = 491 494
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				494
			}
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		every_controlled_state = {
			limit = {
				OR = {
					state = 491 494
				}
			}
			if = {
				limit = {
					air_base = < 8
				}
				add_building_construction = {
					type = air_base
					level = 1
					instant_build = yes
				}
			}
		}
		add_timed_idea = {
			idea = PRU_external_debt
			days = 121
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_5
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_5 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 5
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 5
	}
}
### Entity: Idea
Component: ISR_histadrut_start
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_histadrut_start = {
	picture = ISR_histadrut
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.05
		consumer_goods_factor = 0.04
		industrial_capacity_factory = 0.1
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_home_defense
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_mastery_bonus
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_home_defense
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = HUN_army_maneuvers
	}
	mutually_exclusive = {
		focus = HUN_mobile_focus
	}
	x = 2
	y = 1
	relative_position_id = HUN_army_maneuvers
	cost = 10
	ai_will_do = {
		factor = 80
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_mastery_bonus = {
			name = HUN_home_defense
			bonus = 0.2
			days = 180
			grand_doctrine = grand_battleplan
		}
	}
}
### Entity: Shared Focus
Component: CONGO_establish_university_of_louvain
Constructs: shared_focus, prerequisite, limit, completion_reward, cancel_if_invalid, add_research_slot, is_subject_of, unlock_national_focus
Source: game
File: common/national_focus/congo_shared.txt

Code:
shared_focus = {
	id = CONGO_establish_university_of_louvain
	dynamic = yes
	icon = GFX_focus_research
	prerequisite = {
		focus = CONGO_belgian_congo
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = CONGO_belgian_congo
	x = 2
	y = 2
	cost = 10
	cancel_if_invalid = no
	continue_if_invalid = yes
	text_icon = CONGO_COG_focus_style
	available = {
		original_tag = COG
		num_of_factories = > 15
	}
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_research_slot = 1
		}
		ELSE_IF = {
			limit = {
				original_tag = BEL
				COG = {
					is_subject_of = BEL
				}
			}
			effect_tooltip = {
				COG = {
					add_research_slot = 1
				}
			}
		}
		hidden_effect = {
			BEL = {
				unlock_national_focus = CONGO_establish_university_of_louvain
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_kurdish_outreach
Constructs: prerequisite, limit, completion_reward, has_stability, cancel_if_invalid, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_kurdish_outreach
	icon = GFX_focus_generic_befriend_kurdistan
	prerequisite = {
		focus = IRQ_increase_anglo_iraqi_economic_ties
	}
	x = -2
	y = 1
	relative_position_id = IRQ_increase_anglo_iraqi_economic_ties
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {
		has_stability = > 0.5
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				676 = {
					has_dynamic_modifier = {
						modifier = KUR_resistance_modifier
					}
				}
			}
			676 = {
				remove_dynamic_modifier = {
					modifier = KUR_resistance_modifier
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = IRQ_muhammad_amin_zaki
	}
}
### Entity: Character
Component: KYR_ai2
Source: game
File: common/characters/KYR.txt

Code:
KYR_ai2 = {
	advisor = {
		slot = high_command
		idea_token = KYR_ai2
		ledger = army
		allowed = {
			original_tag = KYR
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
}
### Entity: Achievement
Component: the_winner_takes_it_all
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_owned_and_controlled_by
Source: game
File: common/achievements.txt

Code:
the_winner_takes_it_all = {
	id = 252
	possible = {
		tag = PRC
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = the_winner_takes_it_all_tt
			all_of_scopes = {
				array = global.PRC_starting_PRC_core_states
				is_owned_and_controlled_by = PRC
			}
		}
	}
}
### Entity: Faction
Component: faction_goal_secure_european_continent
Constructs: limit, is_in_faction_with, has_capitulated, is_subject_of, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_secure_european_continent = {
	name = secure_european_continent_goal_name
	description = secure_european_continent_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	visible = {
		FROM = {
			original_tag = GER
		}
	}
	completed = {
		collection_size = {
			input = {
				input = constant:country_groups.continental_europe_1936
				operators = {
					limit = {
						OR = {
							is_in_faction_with = ROOT
							has_capitulated = yes
							exists = no
							is_subject_of = ROOT
						}
					}
				}
				name = COLLECTION_CONTINENTAL_EUROPE_DEFEATED_OR_FACTION_MEMBERS
			}
			value = > 8
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		every_faction_member = {
			tooltip = INFLUENCE_ABOVE_30_PERCENT
			visible_when_empty = yes
			limit = {
				faction_influence_ratio = > 0.3
			}
			add_faction_initiative = 1
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 9
			is_historical_focus_on = yes
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_the_brazilian_action
Constructs: prerequisite, completion_reward, is_historical_focus_on, has_country_leader
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_the_brazilian_action
	icon = GFX_focus_bra_the_integralist_levant
	prerequisite = {
		focus = BRA_R56_strengthen_local_governments
	}
	mutually_exclusive = {
		focus = BRA_R56_a_collection_of_states
	}
	x = 1
	y = 1
	relative_position_id = BRA_R56_strengthen_local_governments
	ai_will_do = {
		factor = 25
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	cost = 5
	available = {
		has_country_leader = {
			character = BRA_getulio_vargas
			ruling_only = yes
		}
	}
	bypass = {
		NOT = {
			has_country_leader = {
				character = BRA_getulio_vargas
				ruling_only = yes
			}
		}
	}
	completion_reward = {
		country_event = {
			days = 1
			id = bra.14
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_reclaim_uryankhay_krai
Constructs: prerequisite, completion_reward, is_subject, is_in_faction_with, is_subject_of, create_wargoal, annex_everything
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_reclaim_uryankhay_krai
	icon = GFX_focus_generic_attack_tannu_tuva
	dynamic = yes
	prerequisite = {
		focus = SOV_romanov_reconstruction SOV_dismantle_the_zemsky_sobor
	}
	x = -7
	y = 1
	relative_position_id = SOV_dismantle_the_zemsky_sobor
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	will_lead_to_war_with = TAN
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	available = {
		is_subject = no
		TAN = {
			exists = yes
			NOT = {
				OR = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = TAN
		}
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.252
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.252
	title = NSB_soviet_foreign_politics_events.252.t
	desc = NSB_soviet_foreign_politics_events.252.desc
	picture = GFX_report_event_soviet_soldiers_tank
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.252.a
		add_timed_idea = {
			idea = SOV_soviet_japanese_reckoning_china
			days = 180
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_form_the_turkestan_legion
Constructs: division_template, prerequisite, add_ideas, completion_reward, has_tech, is_locked, random_owned_controlled_state
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_form_the_turkestan_legion
	icon = GFX_focus_ETH_peacekeeping_forces
	prerequisite = {
		focus = AFG_appraoch_anti_communist_theologians
	}
	x = -2
	y = 1
	relative_position_id = AFG_appraoch_anti_communist_theologians
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_tech = tech_support
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = AFG_form_the_turkestan_legion_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = AFG_turkestan_legion_idea
		division_template = {
			name = Turkestan Legion
			is_locked = yes
			template_counter = 102
			support = {
				engineer = {
					x = 0
					y = 0
				}
				artillery = {
					x = 0
					y = 1
				}
				mot_recon = {
					x = 0
					y = 2
				}
			}
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				}
			}
		}
		random_owned_controlled_state = {
			AFG_create_turkestan_free_legion_div = yes
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/MOL_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 6600
	division_template = Brigada de Cavalerie
	start_experience_factor = 0.2
	start_equipment_factor = 0.4
}
### Entity: Country History
Country: RGR
Component: RGR_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/RGR - Reformed Government of ROC(jap puppet).txt

Code:
# Politics & Parties for RGR
set_war_support = 0.1
set_stability = 0.4
set_politics = {
	ruling_party = fascism
	last_election = 1937.12.14
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	fascism = 100
}
### Entity: Event
Component: austria.22
Constructs: is_triggered_only, fire_only_once, set_cosmetic_tag, add_country_leader_role, set_politics
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.22
	title = austria.22.t
	desc = austria.22.d
	is_triggered_only = yes
	fire_only_once = yes
	picture = GFX_report_event_AUS_sdapo_rally
	option = {
		name = austria.22.a
		hidden_effect = {
			set_cosmetic_tag = AUS_EMPIRE
		}
		AUS_otto_von_habsburg = {
			add_country_leader_role = {
				character = AUS_otto_von_habsburg
				promote_leader = yes
				country_leader = {
					ideology = socialism
					traits = {
						AUS_fallen_from_grace
					}
				}
			}
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
	}
}
### Entity: Character
Component: OCC_awt
Source: game
File: common/characters/OCC.txt

Code:
OCC_awt = {
	advisor = {
		slot = theorist
		idea_token = OCC_awt
		ledger = air
		allowed = {
			original_tag = OCC
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: Military Industrial Organization
Component: ENG_yarrow_shipbuilders_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, has_invited_yarrow_mio_flag, is_subject
Source: game
File: common/military_industrial_organization/organizations/ENG_organization.txt

Code:
ENG_yarrow_shipbuilders_organization = {
	include = generic_escort_ship_organization
	icon = GFX_idea_yarrow_shipbuilders
	allowed = {
		OR = {
			tag = ENG
			AND = {
				tag = BUL
				has_dlc = Battle for the Bosporus
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = ENG
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = ENG
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = BUL
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_country_flag = has_invited_yarrow_mio_flag
				}
			}
			FROM = {
				OR = {
					is_subject = no
					is_subject_of = ENG
				}
				NOT = {
					has_completed_focus = BUL_nationalization
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: GRE_befriend_major_investors
Constructs: has_completed_focus, has_war_with, has_dlc, has_opinion, has_capitulated, is_subject
Source: game
File: common/ai_strategy/GRE.txt

Code:
GRE_befriend_major_investors = {
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	enable = {
		focus_progress = {
			focus = GRE_open_foreign_subsidized_factories
			progress = > 0.01
		}
		ENG = {
			has_opinion = {
				target = ROOT
				value = < 50
			}
			has_capitulated = no
			is_subject = no
		}
		GER = {
			has_opinion = {
				target = ROOT
				value = < 50
			}
			has_capitulated = no
			is_subject = no
		}
		SOV = {
			has_opinion = {
				target = ROOT
				value = < 50
			}
			has_capitulated = no
			is_subject = no
		}
	}
	abort = {
		OR = {
			NOT = {
				country_exists = ENG
			} {
				country_exists = GER
			} {
				country_exists = SOV
			}
			has_war_with = ENG GER SOV
			ENG = {
				OR = {
					has_opinion = {
						target = ROOT
						value = > 80
					}
					has_capitulated = yes
					is_subject = yes
				}
			}
			GER = {
				OR = {
					has_opinion = {
						target = ROOT
						value = > 80
					}
					has_capitulated = yes
					is_subject = yes
				}
			}
			SOV = {
				OR = {
					has_opinion = {
						target = ROOT
						value = > 80
					}
					has_capitulated = yes
					is_subject = yes
				}
			}
			has_completed_focus = GRE_open_foreign_subsidized_factories
		}
	}
	ai_strategy = {
		type = diplo_action_desire
		id = ENG
		target = improve_relation
		value = 200
	} {
		type = diplo_action_desire
		id = GER
		target = improve_relation
		value = 200
	} {
		type = diplo_action_desire
		id = SOV
		target = improve_relation
		value = 200
	}
}
### Entity: Idea
Component: CHL_crusade_against_imperialism_idea
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_crusade_against_imperialism_idea = {
	removal_cost = -1
	picture = vittoria_mutilata
	allowed = {
		always = no
	}
	available = {
		always = yes
	}
	modifier = {
		war_support_factor = 0.1
		justify_war_goal_time = -0.8
		generate_wargoal_tension = -0.6
	}
}
### Entity: Decision
Component: CHI_warlord_core_territories_cat
Constructs: has_completed_focus, fire_only_once, has_state_flag, is_core_of, is_fully_controlled_by, complete_effect, set_state_flag, remove_effect
Source: game
File: common/decisions/CHI_decisions.txt

Code:
CHI_warlord_core_territories_cat = {
	CHI_warlord_core_territories = {
		icon = GFX_decision_generic_form_nation
		ai_will_do = {
			base = 50
		}
		priority = 25
		allowed = {

		}
		visible = {
			has_completed_focus = CHI_sea_one_china_policy
		}
		available = {
			FROM = {
				NOT = {
					has_state_flag = CHI_coring_state_in_progress_flag
				}
			} {
				compliance = > 40
			}
		}
		state_target = any_controlled_state
		target_trigger = {
			FROM = {
				NOT = {
					is_core_of = ROOT
				}
				is_fully_controlled_by = ROOT
				OR = {
					state = 330 817 818 819 820 329 322 757 758 434
				}
			}
		}
		on_map_mode = map_only
		cost = 50
		fire_only_once = yes
		days_remove = 35
		complete_effect = {
			hidden_effect = {
				FROM = {
					set_state_flag = {
						flag = CHI_coring_state_in_progress_flag
						value = 1
						days = 31
					}
				}
			}
		}
		remove_effect = {
			hidden_effect = {
				FROM = {
					clr_state_flag = CHI_coring_state_in_progress_flag
				}
			}
			FROM = {
				add_core_of = ROOT
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_fully_controlled_by = ROOT
				}
			}
		}
		cancel_effect = {
			hidden_effect = {
				FROM = {
					clr_state_flag = CHI_coring_state_in_progress_flag
				}
			}
		}
	}
	CHI_warlord_core_manchuria = {
		icon = GFX_decision_generic_form_nation
		ai_will_do = {
			base = 50
		}
		priority = 25
		allowed = {

		}
		visible = {
			has_completed_focus = CHI_sea_push_into_manchuria
		}
		available = {
			FROM = {
				NOT = {
					has_state_flag = CHI_coring_state_in_progress_flag
				}
			} {
				compliance = > 45
			}
		}
		state_target = any_controlled_state
		target_trigger = {
			FROM = {
				NOT = {
					is_core_of = ROOT
				}
				is_fully_controlled_by = ROOT
				OR = {
					state = 408 409 657 560 561
				}
			}
		}
		on_map_mode = map_only
		cost = 50
		fire_only_once = yes
		days_remove = 35
		complete_effect = {
			hidden_effect = {
				FROM = {
					set_state_flag = {
						flag = CHI_coring_state_in_progress_flag
						value = 1
						days = 31
					}
				}
			}
		}
		remove_effect = {
			hidden_effect = {
				FROM = {
					clr_state_flag = CHI_coring_state_in_progress_flag
				}
			}
			FROM = {
				add_core_of = ROOT
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_fully_controlled_by = ROOT
				}
			}
		}
		cancel_effect = {
			hidden_effect = {
				FROM = {
				
# ... (truncated)
### Entity: Order of Battle
Component: air_wing_592
Source: game
File: history/units/GDC_1936_air_bba.txt

Code:
air_wings = {
	592 = {
		small_plane_airframe_0 = {
			owner = GDC
			amount = 100
			creator = USA
			version_name = P-26A
		}
		medium_plane_airframe_1 = {
			owner = GDC
			amount = 6
			creator = GER
			version_name = He 111
		}
	}
}