Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Misc Config
Component: princely_subjugation
Constructs: limit, has_completed_focus, has_dlc, has_focus_tree, is_core_of, compliance_gain, check_variable, set_temp_variable
Source: game
File: common/occupation_laws/occupation_laws.txt

Code:
princely_subjugation = {
	icon = 14
	sound_effect = Martial_Law_Interface_Autonomous_Occupation_Unique_DEM
	fallback_law = military_governor_occupation
	visible = {
		original_tag = RAJ
		has_dlc = Graveyard of Empires
		OR = {
			AND = {
				has_focus_tree = indian_focus_goe
				has_completed_focus = RAJ_princely_states_policy
			} {
				NOT = {
					has_focus_tree = indian_focus_goe
				}
				any_controlled_state = {
					OR = {
						is_core_of = MYS HYD MYS RJP CIP WIS SIN KAS KOL KAS WIS NWF MPU KHL FSS SKK RAS KLT
					}
				}
			}
		}
		FROM = {
			OR = {
				original_tag = MYS HYD MYS RJP CIP WIS SIN KAS KOL KAS WIS NWF MPU KHL FSS SKK RAS KLT
			}
		}
	}
	state_modifier = {
		resistance_target = 0.6
		compliance_gain = -0.1
		required_garrison_factor = 0.15
		resistance_damage_to_garrison = -0.1
		local_factories = 0.6
		local_resources = 0.6
	}
	ai_will_do = {
		base = 250
		modifier = {
			check_variable = {
				resistance_target_without_law = > 0.3
			}
			add = 200
		} {
			check_variable = {
				resistance_target_without_law = > 0.44
			} {
				garrison_min_support_ratio = < requirement_limit
			}
			set_temp_variable = {
				requirement_limit = 0.35
			}
			if = {
				limit = {
					occupation_law = local_police_force_garrison
				}
				set_temp_variable = {
					requirement_limit = 0.55
				}
			}
			add = 350
		}
	}
}
### Entity: Unit Template
Component: SNG_MAR_01
Source: game
File: common/units/names_divisions/SNG_names_divisions.txt

Code:
SNG_MAR_01 = {
	name = Marines Division
	for_countries = {
		SNG
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dth Marines Division
	ordered = {
		1 = {
			%dst Marines Division
		}
		2 = {
			%dnd Marines Division
		}
		3 = {
			%drd Marines Division
		}
		4 = {
			%dth Marines Division
		}
		5 = {
			%dth Marines Division
		}
		6 = {
			%dth Marines Division
		}
		7 = {
			%dth Marines Division
		}
		8 = {
			%dth Marines Division
		}
		9 = {
			%dth Marines Division
		}
		10 = {
			%dth Marines Division
		}
		11 = {
			%dth Marines Division
		}
		12 = {
			%dth Marines Division
		}
		13 = {
			%dth Marines Division
		}
		14 = {
			%dth Marines Division
		}
		15 = {
			%dth Marines Division
		}
		16 = {
			%dth Marines Division
		}
		17 = {
			%dth Marines Division
		}
		18 = {
			%dth Marines Division
		}
		19 = {
			%dth Marines Division
		}
		20 = {
			%dth Marines Division
		}
		21 = {
			%dst Marines Division
		}
		22 = {
			%dnd Marines Division
		}
		23 = {
			%drd Marines Division
		}
		24 = {
			%dth Marines Division
		}
		25 = {
			%dth Marines Division
		}
		26 = {
			%dth Marines Division
		}
		27 = {
			%dth Marines Division
		}
		28 = {
			%dth Marines Division
		}
		29 = {
			%dth Marines Division
		}
		30 = {
			%dth Marines Division
		}
	}
}
### Entity: Idea
Component: CZE_divided_nation_2
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_divided_nation_2 = {
	name = CZE_divided_nation
	picture = CZE_divided_nation
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		conscription = -0.003
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_create_skopje_arsenals
Constructs: prerequisite, completion_reward, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_create_skopje_arsenals
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = SER_develop_macedonia
	} {
		focus = SER_industrial_planning
	}
	x = 0
	y = 1
	relative_position_id = SER_develop_macedonia
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		controls_state = 106
	}
	bypass = {

	}
	complete_tooltip = {

	}
	completion_reward = {
		106 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: NORDIC_navy_originator_to_member
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/NORDIC_scripted_effects.txt

Code:
NORDIC_navy_originator_to_member = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = NORDIC_navy_originator_dmod
			}
		}
		custom_effect_tooltip = NORDIC_becomes_navy_member_tooltip
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = NORDIC_navy_originator_dmod
			}
			add_dynamic_modifier = {
				modifier = NORDIC_navy_member_dmod
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_purify_the_diyanet
Constructs: every_owned_state, prerequisite, limit, completion_reward, has_dynamic_modifier, random_owned_state, has_state_flag, save_event_target_as
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_purify_the_diyanet
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = TUR_loosen_the_laws_on_secularism
	}
	x = 0
	y = 1
	relative_position_id = TUR_loosen_the_laws_on_secularism
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_TUR_TRADITIONALISM FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		effect_tooltip = {
			TUR_placate_fundamentalist_state_all_targets_effect = yes
		}
		custom_effect_tooltip = TUR_kemalist_officers_made_hostile_tt
		hidden_effect = {
			every_owned_state = {
				limit = {
					OR = {
						has_dynamic_modifier = {
							modifier = islamist_opposition
						} {
							modifier = islamist_sedition
						} {
							modifier = islamist_insurgency
						}
					}
				}
				TUR_placate_fundamentalist_state_all_targets_effect = yes
			}
			random_owned_state = {
				limit = {
					AND = {
						has_state_flag = TUR_ideological_battleground_state
						NOT = {
							OR = {
								has_dynamic_modifier = {
									modifier = kemalist_loyalties
								} {
									modifier = kemalist_schemers
								} {
									modifier = islamist_opposition
								} {
									modifier = islamist_sedition
								} {
									modifier = islamist_insurgency
								} {
									modifier = islamists_placated
								}
							}
						}
					}
				}
				save_event_target_as = TUR_kemalist_state_event_target
			}
			event_target:TUR_kemalist_state_event_target = {
				TUR_hostile_kemalists_influenced_state_effect = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: GER_add_hess_effects
Constructs: has_completed_focus, limit, add_ideas, has_dlc
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_add_hess_effects = {
	if = {
		limit = {
			has_completed_focus = GER_total_control_over_domestic_affairs
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_ideas = GER_hess_first_among_equals
		}
		else = {
			add_ideas = GER_hess_first_among_equals_no_aat
		}
	}
	else_if = {
		limit = {
			has_completed_focus = GER_rally_the_industrialists
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_ideas = GER_hess_party_chancellor_improved
		}
		else = {
			add_ideas = GER_hess_party_chancellor_improved_no_aat
		}
	} {
		limit = {
			has_completed_focus = GER_party_chancellor_hess
		}
		add_ideas = GER_hess_party_chancellor
	}
}
### Entity: Idea
Component: SPR_appropriate_church_riches
Constructs: has_government, production_speed_buildings_factor
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_appropriate_church_riches = {
	picture = SPR_appropriate_church_riches
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Character
Component: ISR_liberal_nationalist
Constructs: neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
ISR_liberal_nationalist = {
	random = no
	consumer_goods_factor = -0.08
	neutrality_drift = 0.02
}
### Entity: National Focus
Tree: ger_focus
Component: GER_total_control_over_domestic_affairs
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, add_political_power, set_temp_variable, check_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_total_control_over_domestic_affairs
	icon = GFX_focus_GER_total_control_over_domestic_affairs
	prerequisite = {
		focus = GER_glorify_party_rallies GER_rally_the_industrialists
	}
	text_icon = GER_inner_circle_focus_style
	x = 1
	y = 1
	relative_position_id = GER_rally_the_industrialists
	cost = @inner_circle_time_tier_3
	available = {
		if = {
			limit = {
				has_country_flag = GER_total_control_over_domestic_affairs_in_progress_flag
			}
			set_temp_variable = {
				temp_focus_days = @inner_circle_time_tier_3
			}
			multiply_temp_variable = {
				temp_focus_days = 7
			}
			if = {
				limit = {
					check_variable = {
						GER_total_control_over_domestic_affairs_focus_advisor = 6
					}
				}
				custom_override_tooltip = {
					tooltip = {
						localization_key = GER_inner_circle_focus_in_progress_tt
						CHARACTER = GER_rudolf_hess
						FLAG_DAYS = [?GER_total_control_over_domestic_affairs_in_progress_flag:days]
					}
					always = no
				}
			}
			else = {
				custom_override_tooltip = {
					tooltip = {
						localization_key = GER_inner_circle_focus_in_progress_tt
						CHARACTER = GER_martin_bormann
						FLAG_DAYS = [?GER_total_control_over_domestic_affairs_in_progress_flag:days]
					}
					always = no
				}
			}
		}
		else = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_focus_can_only_be_completed_by_advisor_multiple_tt
					CHARACTER = GER_rudolf_hess
					FOCUS = GER_party_chancellor_hess
					CHARACTER_2 = GER_martin_bormann
					FOCUS_2 = GER_party_chancellor_bormann
				}
				always = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					has_completed_focus = GER_party_chancellor_bormann
				} {
					has_completed_focus = GER_party_chancellor_hess
				}
			}
			custom_effect_tooltip = GER_total_control_over_domestic_affairs_chancellors_tt generic_skip_one_line_tt
		} {
			limit = {
				NOT = {
					has_completed_focus = GER_party_chancellor_bormann
				}
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				custom_effect_tooltip = {
					localization_key = GER_ascended_character_trait_swap_tt
					CHARACTER = GER_rudolf_hess
				}
				swap
# ... (truncated)
### Entity: Idea
Component: BAH_aco2
Source: game
File: common/ideas/bahamas.txt

Code:
BAH_aco2 = {
	picture = generic_army_african_4
	allowed = {
		original_tag = BAH
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: State History
Component: 402
Constructs: add_core_of
Source: game
File: history/states/402-Akhtubinsk.txt

Code:
state = {
	id = 402
	name = STATE_402
	resources = {
		chromium = 15.0
	}
	history = {
		owner = SOV
		victory_points = {
			7341 1
		}
		add_core_of = KAZ SOV
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		1220 1247 1314 1371 1429 4227 4254 4294 4300 4303 4374 4376 4394 4581 4638 7243 7313 7337 7341 7354 7370 7410 7486 10131 10164 10253 10264 12108 12179 12227 12235 12254 12294
	}
	manpower = 282245
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Operation
Component: fake_intel_release_pow
Source: game
File: common/operation_phases/lar_fake_intel.txt

Code:
fake_intel_release_pow = {
	name = fake_intel_release_pow
	desc = fake_intel_release_pow_desc
	outcome = fake_intel_release_pow_outcome
	picture = GFX_phase_fake_intel_release_pow
	icon = GFX_phase_fake_intel_release_pow_small
	equipment = {

	}
}
### Entity: Idea
Component: GYA_acgs
Source: game
File: common/ideas/guyana.txt

Code:
GYA_acgs = {
	picture = generic_air_african_3
	allowed = {
		original_tag = GYA
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_advanced_technology
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_advanced_technology
	icon = GFX_focus_research2
	prerequisite = {
		focus = ICE_hydroelectric_power
	}
	mutually_exclusive = {
		focus = ICE_develop_icelandic_shipping ICE_heavy_industry
	}
	x = 3
	y = 1
	relative_position_id = ICE_hydroelectric_power
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ICE_advanced_technology
			bonus = 0.5
			uses = 2
			category = electronics
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_procure_foriegn_equipment
Constructs: prerequisite, limit, add_ideas, completion_reward, has_global_flag, has_dlc, add_equipment_subsidy, has_idea
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_procure_foriegn_equipment
	icon = GFX_focus_generic_air_partners
	x = -1
	y = 1
	prerequisite = {
		focus = COG_force_arienne_congolaise
	}
	relative_position_id = COG_force_arienne_congolaise
	mutually_exclusive = {
		focus = COG_aeronautical_research_department
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	cost = 10
	bypass = {

	}
	available = {
		has_global_flag = COG_force_publique_reformed_flag
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = small_plane_airframe
				seller_tags = {
					USA JAP ENG FRA ITA GER BEL SOV
				}
			} {
				cic = 1000
				equipment_type = medium_plane_airframe
				seller_tags = {
					USA JAP ENG FRA ITA GER BEL SOV
				}
			}
		} {
			limit = {
				NOT = {
					has_idea = JUNO_license_air_idea
				}
			}
			add_ideas = JUNO_license_air_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: AI Strategy
Component: FRA_StrikeForce_1
Source: game
File: common/ai_navy/taskforce/FRA_taskforce_templates.txt

Code:
FRA_StrikeForce_1 = {
	allowed = {
		original_tag = FRA
	}
	ai_will_do = {
		factor = 1
	}
	keep_updated = yes
	mission = {
		naval_strike
	}
	min_composition = {
		battleship = {
			amount = 1
		}
		heavy_cruiser = {
			amount = 1
		}
	}
	optimal_composition = {
		carrier = {
			amount = 2
		}
		battleship = {
			amount = 4
		}
		heavy_cruiser = {
			amount = 4
		}
		light_cruiser = {
			amount = 4
		}
		destroyer = {
			amount = 28
		}
	}
}
### Entity: National Focus
Component: china_nationalist_warlord_focus
Constructs: shared_focus, prerequisite, has_war, limit, add_ideas, remove_ideas, has_government, every_country
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus_tree = {
	id = china_nationalist_warlord_focus
	country = {
		factor = 0
		modifier = {
			add = 15
			tag = RNG
			has_dlc = No Compromise, No Surrender
		}
	}
	default = no
	continuous_focus_position = {
		x = 20
		y = 1200
	}
	shared_focus = CHI_sea_invite_foreign_investors
	focus = {
		id = CHI_tsr_repoen_the_natioal_assembly
		icon = GFX_focus_CHI_lay_the_foundation_for_a_united_china
		x = 10
		y = 0
		mutually_exclusive = {
			focus = CHI_tsr_form_a_preparatory_committee
		}
		cost = 5
		ai_will_do = {
			factor = 4
		}
		available = {
			is_subject = no
		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		complete_tooltip = {

		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			add_political_power = 100
		}
	} {
		id = CHI_sea_three_principles_of_the_people
		icon = GFX_focus_CHI_unify_as_the_china_democratic_league
		prerequisite = {
			focus = CHI_tsr_repoen_the_natioal_assembly
		}
		x = 0
		y = 1
		relative_position_id = CHI_tsr_repoen_the_natioal_assembly
		cost = 5
		ai_will_do = {
			factor = 4
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		complete_tooltip = {

		}
		search_filters = {
			FOCUS_FILTER_STABILITY
		}
		completion_reward = {
			add_stability = 0.05
		}
	} {
		id = CHI_sea_welfare
		icon = GFX_focus_generic_welfare
		prerequisite = {
			focus = CHI_sea_three_principles_of_the_people
		}
		x = -4
		y = 1
		relative_position_id = CHI_sea_three_principles_of_the_people
		cost = 10
		ai_will_do = {
			factor = 4
		}
		available = {
			NOT = {
				has_idea = CHI_hyper_inflation_5
			}
		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		complete_tooltip = {

		}
		search_filters = {
			FOCUS_FILTER_WAR_SUPPORT
		}
		completion_reward = {
			add_war_support = 0.1
			custom_effect_tooltip = generic_skip_one_line_tt
			CHI_hyper_inflation_level_up = yes
		}
	} {
		id = CHI_sea_refugee_relief_agency
		icon = GFX_focus_generic_self_management
		prerequisite = {
			focus = CHI_sea_welfare
		}
		x = -1
		y = 1
		relative_position_id = CHI_sea_welfare
		cost = 10
		ai_will_do = {
			factor = 4
		}
		available = {
			NOT = {
				has_idea = CHI_hyper_inflation_5
			}
		}
		bypass = {

		}
		cancel_if_invalid = yes
		c
# ... (truncated)
### Entity: Idea
Component: idea_SIA_suspend_ordinary_legal_procedures
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_suspend_ordinary_legal_procedures = {
	allowed = {
		original_tag = SIA
	}
	picture = generic_oppression
	allowed_civil_war = {
		always = yes
	}
	on_remove = {
		if = {
			limit = {
				has_idea = idea_SIA_cemented_control
			}
			swap_ideas = {
				remove_idea = idea_SIA_cemented_control
				add_idea = idea_SIA_cemented_control_2
			}
		}
	}
	removal_cost = -1
	modifier = {
		stability_weekly = -0.003
		war_support_weekly = 0.003
		promote_cost_factor = -0.75
		production_speed_arms_factory_factor = 0.1
	}
}
### Entity: Event
Component: rt56.rom_comintern.1
Constructs: is_triggered_only, ai_chance, set_autonomy
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_comintern.1
	title = rt56.rom_comintern.1.t
	desc = rt56.rom_comintern.1.d
	is_triggered_only = yes
	option = {
		name = rt56.rom_comintern.1.a
		ai_chance = {
			base = 1
		}
		effect_tooltip = {
			set_autonomy = {
				target = FROM
				autonomous_state = autonomy_free
				end_wars = yes
				end_civil_wars = no
			}
		}
		FROM = {
			country_event = {
				id = rt56.rom_comintern.2
				days = 1
			}
		}
	} {
		name = rt56.rom_comintern.1.b
		ai_chance = {
			base = 1
		}
		effect_tooltip = {
			set_autonomy = {
				target = FROM
				autonomous_state = autonomy_free
				end_wars = yes
				end_civil_wars = no
			}
			FROM = {
				custom_effect_tooltip = SOV_bound_to_comintern_tt
			}
		}
		FROM = {
			country_event = {
				id = rt56.rom_comintern.3
				days = 1
			}
		}
	} {
		name = rt56.rom_comintern.1.c
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = rt56.rom_comintern.4
				days = 1
			}
		}
	}
}
### Entity: Character
Component: BOS_mehmed_alajbegovic
Source: game
File: common/characters/BOS.txt

Code:
BOS_mehmed_alajbegovic = {
	name = BOS_mehmed_alajbegovic
	portraits = {
		army = {
			small = GFX_idea_BOS_mehmed_alajbegovic
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BOS_mehmed_alajbegovic
		allowed = {
			original_tag = BOS
		}
		traits = {
			compassionate_gentleman
		}
	}
}
### Entity: Order of Battle
Component: 117th Division
Constructs: division_template
Source: game
File: history/units/XIC_1936_sea.txt

Code:
division = {
	name = 117th Division
	location = 517
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = XIC_wu_keren
	}
}
### Entity: Event
Component: poland.12
Constructs: has_completed_focus, has_government, has_war_with, fire_only_once, is_in_faction_with, set_country_flag
Source: game
File: events/Poland.txt

Code:
country_event = {
	id = poland.12
	title = poland.12.t
	desc = poland.12.d
	picture = GFX_report_event_polish_tanks_01
	trigger = {
		tag = POL
		has_completed_focus = POL_artillery_modernisation
		has_government = neutrality
		has_war_with = ITA
		NOT = {
			is_in_faction_with = SOV
		}
		417 = {
			controller = {
				OR = {
					tag = POL
					is_in_faction_with = POL
				}
				has_war_with = ITA
			}
		}
		OR = {
			divisions_in_state = {
				state = 162
				size = > 0
			} {
				state = 157
				size = > 0
			} {
				state = 2
				size = > 0
			}
		}
	}
	mean_time_to_happen = {
		days = 1
	}
	fire_only_once = yes
	option = {
		name = poland.12.a
		custom_effect_tooltip = WOJTEK_COMMANDER
		hidden_effect = {
			set_country_flag = POL_vojtek_commander
		}
	}
}
### Entity: Decision
Component: GER_military_buildup
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_military_buildup = {
	icon = generic_political_actions
	allowed = {
		original_tag = GER
	}
	visible = {

	}
}
### Entity: Achievement
Component: tojo_shot_first
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_special_project_completed
Source: game
File: common/achievements.txt

Code:
tojo_shot_first = {
	id = 60
	possible = {
		tag = JAP
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		USA = {
			NOT = {
				is_special_project_completed = sp:sp_nuclear_bomb
			}
		}
		has_country_flag = achievement_tojo_shot_first
	}
}
### Entity: Scripted Trigger
Component: frloc_parties_pl_masc_05a_demo
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_pl_masc_05a_demo = {
	OR = {
		tag = BUK KAR SER
		original_tag = BUK KAR SER
	}
}
### Entity: Scope Reference
Construct: invasion_unit_request
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `front_unit_request` and `invasion_unit_request`
Used for increasing/decreasing unit requests for invasions or fronts
```
ai_strategy = {
	# use one of them
	type = front_unit_request / invasion_unit_request

	# invasions will check invasion target, fronts will check provinces at front

	tag = GER							# Target a specific country. Can specify multiple.
	state = 42							# Target a state. Can specify multiple.
	strategic_region = 65				# Target a strategic region. Can specify multiple.
	area = europe						# Target a specific ai area. Can specify multiple.
	country_trigger = { always = no }	# Trigger to check against a specific country. Scope is enemy country, FROM scope is our country.
	state_trigger = { always = no }		# Trigger to check against a state. Scope is state. FROM scope is enemy country FROM.FROM scope is our country.

	value = 40							# Will be added as a factor over regular requests.
}
```
### Entity: AI Strategy
Component: EAI_GER_barbarossa_OFFENSIVE_sector_NORTH_DEBUG
Constructs: has_variable, check_variable
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_barbarossa_OFFENSIVE_sector_NORTH_DEBUG = {
	allowed = {
		tag = GER
	}
	enable = {
		has_variable = EAI_MILITARY_SECTOR_id
		check_variable = {
			EAI_MILITARY_SECTOR_id = 0
		}
	}
	abort_when_not_enabled = yes
}