Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: JAP_investing_in_foreign_industries_cat
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, is_major, fire_only_once, cancel_trigger, has_full_control_of_state
Source: game
File: common/decisions/JAP.txt

Code:
JAP_investing_in_foreign_industries_cat = {
	JAP_industrial_investment_for_oil_decision = {
		icon = GFX_decision_oil
		priority = 8
		allowed = {
			original_tag = JAP
		}
		visible = {
			has_completed_focus = JAP_invest_in_foreign_industries
		}
		available = {
			NOT = {
				has_country_flag = JAP_currently_investing_in_foreign_industry_flag
			}
		}
		cost = 50
		fire_only_once = yes
		days_remove = 30
		state_target = yes
		target_trigger = {
			FROM = {
				OWNER = {
					OR = {
						controls_state = PREV
						ROOT = {
							has_country_flag = JAP_currently_investing_in_foreign_industry_flag
						}
					}
				}
				OR = {
					state = 1023 288
				}
			}
		}
		cancel_trigger = {
			FROM = {
				OWNER = {
					NOT = {
						has_full_control_of_state = PREV
					}
				}
			}
		}
		cancel_effect = {
			clr_country_flag = JAP_currently_investing_in_foreign_industry_flag
		}
		complete_effect = {
			set_country_flag = JAP_currently_investing_in_foreign_industry_flag
		}
		remove_effect = {
			clr_country_flag = JAP_currently_investing_in_foreign_industry_flag
			set_country_flag = JAP_requests_oil_flag
			FROM.OWNER = {
				country_event = {
					id = SEA_japan_foreign_policy.89
					hours = 6
				}
			}
			custom_effect_tooltip = if_they_accept_tt JAP_industrial_investment_descision_tt
		}
	}
	JAP_industrial_investment_for_tungsten_decision = {
		icon = GFX_decision_tungsten
		priority = 8
		allowed = {
			original_tag = JAP
		}
		visible = {
			has_completed_focus = JAP_invest_in_foreign_industries
		}
		available = {
			NOT = {
				has_country_flag = JAP_currently_investing_in_foreign_industry_flag
			}
		}
		cost = 50
		fire_only_once = yes
		days_remove = 30
		state_target = yes
		target_trigger = {
			FROM = {
				OWNER = {
					OR = {
						controls_state = PREV
						ROOT = {
							has_country_flag = JAP_currently_investing_in_foreign_industry_flag
						}
					}
				}
				OR = {
					state = 640 671 429
				}
			}
		}
		cancel_trigger = {
			FROM = {
				OWNER = {
					NOT = {
						has_full_control_of_state = PREV
					}
				}
			}
		}
		cancel_effect = {
			clr_country_flag = JAP_currently_investing_in_foreign_industry_flag
		}
		complete_effect = {
			set_country_flag = JAP_currently_investing_in_foreign_industry_flag
		}
		remove_effect = {
			clr_country_flag = JAP_currently_investing_in_foreign_industry_flag
			set_country_flag = JAP_re
# ... (truncated)
### Entity: National Focus
Tree: men_focus
Component: MEN_join_the_comintern
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_in_faction_with, has_capitulated
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_join_the_comintern
	icon = GFX_focus_SOV_father_of_nations
	prerequisite = {
		focus = MEN_stamp_out_fascist_sympathies
	}
	mutually_exclusive = {
		focus = MEN_loyalty_to_the_maoists
	}
	x = 1
	y = 1
	bypass = {
		OR = {
			is_in_faction_with = SOV
			NOT = {
				any_other_country = {
					is_major = yes
					has_capitulated = no
					has_government = communism
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			PRC = {
				has_war_with = ROOT
			}
		}
	}
	available = {
		is_subject = no
		is_in_faction = no
		has_government = communism
		OR = {
			any_other_country = {
				is_major = yes
				has_capitulated = no
				has_government = communism
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	relative_position_id = MEN_stamp_out_fascist_sympathies
	cost = 5
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		if = {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = SOV
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_communism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_hitler_3
Constructs: prerequisite, limit, completion_reward, set_technology, has_tech, add_breakthrough_points, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_hitler_3
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = ARG_hitler_1
	}
	x = 0
	y = 1
	relative_position_id = ARG_hitler_1
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_tech = atomic_research experimental_rockets
			}
			add_breakthrough_points = {
				specialization = specialization_nuclear
				value = 1
			} {
				specialization = specialization_air
				value = 1
			}
		}
		else_if = {
			limit = {
				has_tech = atomic_research
				NOT = {
					has_tech = experimental_rockets
				}
			}
			add_tech_bonus = {
				name = ARG_arma_maravillosa_bonus
				bonus = 0.5
				uses = 1
				category = rocketry
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		} {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
				has_tech = experimental_rockets
			}
			add_tech_bonus = {
				name = ARG_arma_maravillosa_bonus
				bonus = 0.5
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_air
				value = 0.5
			}
		}
		ELSE = {
			set_technology = {
				atomic_research = 1
			} {
				experimental_rockets = 1
			}
		}
	}
}
### Entity: Modding Documentation
Construct: CancelPurchase
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## InternationalMarket.CancelPurchase
* Arguments: <SellerTag>, <BuyerTag>, <ContractIndex>

Cancel the purchase contract between the seller and the buyer
### Entity: Resistance
Component: sabotage_rocket_site
Source: game
File: common/resistance_activity/resistance_activity.txt

Code:
sabotage_rocket_site = {
	available = {
		non_damaged_building_level = {
			building = rocket_site
			level = > 0
		}
	}
	weight = {
		base = 1
	}
	effect = {
		damage_building = {
			type = rocket_site
			damage = 0.25
		}
	}
	alert_text = building_is_sabotaged
}
### Entity: Event
Component: CHL_political_events.16
Constructs: ai_chance, has_completed_focus, limit, add_ideas, remove_ideas, has_government, add_war_support, fire_only_once
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.16
	title = CHL_political_events.16.t
	desc = CHL_political_events.16.d
	picture = GFX_report_event_election_vote
	trigger = {
		original_tag = CHL
		date = > 1942.1.30
		has_government = democratic
		NOT = {
			OR = {
				has_completed_focus = CHL_denounce_the_anarchy CHL_look_to_tradition CHL_increase_presidential_powers
			}
		}
		has_dlc = Trial of Allegiance
	}
	mean_time_to_happen = {
		days = 1
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = CHL_political_events.16.a
		ai_chance = {
			base = 100
		}
		custom_effect_tooltip = left_wing_tt
		IF = {
			limit = {
				has_idea = CHL_popular_front_in_power
			}
			remove_ideas = CHL_popular_front_in_power
			add_ideas = CHL_democratic_alliance_in_power
		}
		ELSE_IF = {
			limit = {
				has_idea = CHL_liberal_party_in_power
			}
			remove_ideas = CHL_liberal_party_in_power
			add_ideas = CHL_democratic_alliance_in_power
		} {
			limit = {
				has_idea = CHL_communist_party_in_power
			}
			remove_ideas = CHL_communist_party_in_power
			add_ideas = CHL_democratic_alliance_in_power
		} {
			limit = {
				has_idea = CHL_popular_freedom_alliance_in_power
			}
			remove_ideas = CHL_popular_freedom_alliance_in_power
			add_ideas = CHL_democratic_alliance_in_power
		}
		retire_country_leader = yes
		retire_character = CHL_pedro_aguirre_cerda
		add_country_leader_role = {
			character = CHL_juan_antonio_rios
			promote_leader = yes
			country_leader = {
				ideology = socialism
				expire = 1965.1.1.1
				traits = {
					JUNO_spearhead_of_the_alianza_democratica
				}
			}
		}
		hidden_effect = {
			set_party_name = {
				ideology = democratic
				long_name = CHL_democratic_alliance_party_long
				name = CHL_democratic_alliance_party
			}
		}
	} {
		name = CHL_political_events.16.b
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				is_historical_focus_on = no
			}
		}
		custom_effect_tooltip = right_wing_tt
		IF = {
			limit = {
				has_idea = CHL_popular_front_in_power
			}
			remove_ideas = CHL_popular_front_in_power
			add_ideas = CHL_conservative_party_in_power
		}
		ELSE_IF = {
			limit = {
				has_idea = CHL_liberal_party_in_power
			}
			remove_ideas = CHL_liberal_party_in_power
			add_ideas = CHL_conservative_party_in_power
		} {
			limit = {
				has_idea = CHL_communist_party_in_power
			}
			remove_ideas = CHL_communist_party_in_power
			
# ... (truncated)
### Entity: Scripted Effect
Component: SWI_on_remove_councilor
Constructs: clr_character_flag
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_on_remove_councilor = {
	clr_character_flag = SWI_councilor
	hidden_effect = {
		ROOT = {
			country_event = {
				id = BBA_switzerland.99
				hours = 1
			}
		}
	}
}
### Entity: Effect Reference
Construct: randomize_weather
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## randomize_weather

* Supported Scopes: any
* Supported Targets: any

```
Randomize weather effect
```
### Entity: Event
Component: india.291
Constructs: ai_chance, limit, every_country, has_war_with, fire_only_once, add_political_power, is_fully_controlled_by, has_global_flag
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.291
	title = india.291.t
	desc = india.291.d
	fire_only_once = yes
	picture = GFX_report_event_picture_RAJ_Indian_Brigade_Women
	trigger = {
		422 = {
			is_fully_controlled_by = SRL
		}
		has_global_flag = {
			flag = sri_lankan_rebellion
			days = > 120
			value = > 0
		}
		tag = ENG
		has_war_with = SRL
	}
	option = {
		name = india.291.a
		every_country = {
			limit = {
				is_in_faction_with = ENG
			}
			white_peace = SRL
		}
		white_peace = SRL
		ai_chance = {
			base = 30
		}
		SRL = {
			if = {
				limit = {
					is_in_faction = yes
				}
				leave_faction = yes
			}
		}
	} {
		name = india.291.b
		add_political_power = -25
	}
}
### Entity: National Focus
Component: wuw_HUN_reinstate_the_pragmatic_sanction
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, every_country, completion_reward, allow_branch
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_reinstate_the_pragmatic_sanction
	icon = GFX_focus_POL_habsburg
	prerequisite = {
		focus = wuw_HUN_reach_out_to_candidates
	}
	mutually_exclusive = {
		focus = wuw_HUN_abide_by_the_little_ententes_stipulations
	}
	x = -6
	y = 1
	relative_position_id = wuw_HUN_reach_out_to_candidates
	cost = 10
	ai_will_do = {
		factor = 15
	}
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = wuw_HUN_abide_by_the_little_ententes_stipulations
			} {
				has_completed_focus = wuw_HUN_continue_the_regency
			} {
				has_completed_focus = wuw_HUN_end_the_white_terror
			}
		}
	}
	offset = {
		x = 6
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_reinstate_the_pragmatic_sanction
		}
	}
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = HUN_hungarian_monarchy_2
			add_idea = HUN_hungarian_monarchy_resored_habsburgs
		}
		every_country = {
			limit = {
				exists = yes
				has_war = no
				is_subject = no
				NOT = {
					is_in_faction_with = ROOT
				}
				OR = {
					original_tag = ROM YUG CZE SLO
				}
			}
			country_event = {
				id = WW_hungary.29
				days = 2
				random_days = 3
			}
		}
		custom_effect_tooltip = wuw_HUN_reinstate_the_pragmatic_sanction_tt generic_skip_one_line_tt
		IF = {
			limit = {
				OR = {
					ROM = {
						exists = yes
						is_subject = no
						NOT = {
							is_in_faction_with = ROOT
						}
					}
					YUG = {
						exists = yes
						is_subject = no
						NOT = {
							is_in_faction_with = ROOT
						}
					}
					CZE = {
						exists = yes
						is_subject = no
						NOT = {
							is_in_faction_with = ROOT
						}
					}
				}
			}
			country_event = {
				id = WW_hungary.30
				hours = 0
			}
			custom_effect_tooltip = if_we_accept_newline_tt
			effect_tooltip = {
				add_timed_idea = {
					idea = HUN_promises_of_peace
					days = 365
				}
			}
		}
		hidden_effect = {
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_vis
# ... (truncated)
### Entity: National Focus
Tree: pal_focus
Component: PAL_reform_the_tax_system
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_reform_the_tax_system
	icon = GFX_goal_generic_banking_legislation
	prerequisite = {
		focus = PAL_modernist_teachings
	}
	x = 1
	y = 1
	relative_position_id = PAL_modernist_teachings
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = PER_reform_the_tax_system
	}
}
### Entity: Event
Component: r56_raj.4
Constructs: ai_chance, limit, fire_only_once, has_country_leader, has_idea, retire_country_leader, add_country_leader_role, swap_ideas
Source: game
File: events/India.txt

Code:
country_event = {
	id = r56_raj.4
	title = r56_raj.4.t
	desc = {
		trigger = {
			has_country_leader = {
				character = RAJ_archibald_wavell
				ruling_only = yes
			}
		}
		text = r56_raj.4.d
	} {
		trigger = {
			NOT = {
				has_country_leader = {
					character = RAJ_archibald_wavell
					ruling_only = yes
				}
			}
		}
		text = r56_raj.4.i
	}
	picture = GFX_report_event_picture_RAJ_Viceroys_Mansion
	fire_only_once = yes
	mean_time_to_happen = {
		days = 400
	}
	trigger = {
		tag = RAJ
		date = > 1945.1.1
		OR = {
			has_country_leader = {
				character = RAJ_archibald_wavell
				ruling_only = yes
			}
			has_idea = RAJ_Governor_General_Archibald_Wavell
		}
	}
	option = {
		name = r56_raj.4.a
		ai_chance = {
			base = 30
		}
		if = {
			limit = {
				has_country_leader = {
					character = RAJ_archibald_wavell
					ruling_only = yes
				}
			}
			retire_country_leader = yes
			add_country_leader_role = {
				character = RAJ_louis_mountbatten
				promote_leader = yes
				country_leader = {
					ideology = colonial_government
					expire = 1965.1.1.1
				}
			}
			promote_character = RAJ_louis_mountbatten
		}
		else_if = {
			limit = {
				has_idea = RAJ_Governor_General_Archibald_Wavell
			}
			swap_ideas = {
				remove_idea = RAJ_Governor_General_Archibald_Wavell
				add_idea = RAJ_Governor_General_Lord_Mountbatten
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_demand_ticino
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, is_subject, is_controlled_by
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_demand_ticino
	icon = GFX_focus_attack_switzerland
	prerequisite = {
		focus = ITA_war_with_france ITA_request_control_of_french_territories
	}
	x = -1
	y = 1
	relative_position_id = ITA_war_with_france
	cost = 10
	available = {
		846 = {
			is_owned_and_controlled_by = SWI
		}
		is_subject = no
		159 = {
			is_controlled_by = ITA
		}
		158 = {
			is_controlled_by = ITA
		}
		735 = {
			is_controlled_by = ITA
		}
	}
	will_lead_to_war_with = SWI
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		SWI = {
			country_event = {
				id = BBA_italy_interaction_events.1
				days = 2
				random = 6
			}
		}
	}
}
### Entity: Unit Leader
Component: 2
Source: game
File: common/unit_leader/00_attack_skills.txt

Code:
2 = {
	cost = 200
	type = field_marshal
	modifier = {
		offence = 0.05
	}
}
### Entity: Idea
Component: EST_veteran_training
Constructs: removal_cost
Source: game
File: common/ideas/estonia.txt

Code:
EST_veteran_training = {
	picture = EST_republican_defence_league
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		training_time_army_factor = -0.1
		experience_gain_army_factor = 0.1
	}
}
### Entity: AI Strategy
Component: EAI_USA_pacific_war_INVASION_hold
Constructs: has_war_with, is_ai, has_global_flag
Source: game
File: common/ai_strategy/USA_EAI.txt

Code:
EAI_USA_pacific_war_INVASION_hold = {
	allowed = {
		tag = USA
	}
	enable = {
		has_war_with = JAP
		JAP = {
			is_ai = yes
		}
		has_global_flag = {
			flag = EAI_JAP_blitz_pacific_1000d
			value = 1
			days = < 180
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = JAP
		value = -3000
	} {
		type = invade
		id = MAN
		value = -3000
	} {
		type = invade
		id = MEN
		value = -3000
	}
}
### Entity: Event
Component: ww_congo.5
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_autonomy_score, add_timed_idea
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.5
	title = ww_congo.5.t
	desc = ww_congo.5.desc
	picture = GFX_report_event_bul_making_bricks_for_school
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ww_congo.5.a
		ai_chance = {
			base = 60
		}
		COG = {
			country_event = {
				id = ww_congo.6
				hours = 2
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			COG = {
				add_stability = -0.1
				add_autonomy_score = {
					value = 100
					localization = CONGO_refused_increased_food_production
				}
			}
		}
	} {
		name = ww_congo.5.b
		ai_chance = {
			base = 40
		}
		COG = {
			country_event = {
				id = ww_congo.7
				hours = 2
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			COG = {
				add_timed_idea = {
					idea = COG_redirected_resources_to_food_production
					days = 360
				}
				add_autonomy_score = {
					value = -100
					localization = CONGO_accepted_increased_food_production
				}
			}
		}
	}
}
### Entity: Idea
Component: SAM_acgs
Source: game
File: common/ideas/samoa.txt

Code:
SAM_acgs = {
	picture = generic_air_asia_3
	allowed = {
		original_tag = SAM
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_industrial_modernization
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_industrial_modernization
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = BHU_fledgeling_industry
	} {
		focus = BHU_organize_the_land
	}
	relative_position_id = BHU_fledgeling_industry
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_invite_romania
Constructs: prerequisite, has_war, has_government, completion_reward, is_faction_leader, is_subject, is_in_faction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_invite_romania
	icon = GFX_goal_generic_befriend_romania
	prerequisite = {
		focus = CZE_revive_little_entente
	}
	relative_position_id = CZE_revive_little_entente
	x = 1
	y = 1
	cost = 10
	available = {
		is_faction_leader = yes
		has_war = no
		ROM = {
			exists = yes
			OR = {
				has_government = neutrality democratic
			}
		}
	}
	bypass = {
		ROM = {
			OR = {
				exists = no
				is_subject = yes
				has_war = yes
				is_in_faction = yes
			}
		}
	}
	ai_will_do = {
		factor = 0.7
	}
	completion_reward = {
		ROM = {
			country_event = CZE.331
		}
		custom_effect_tooltip = if_they_accept_tt CZE_invite_romania_tooltip_reward
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Decision
Component: AFG_prepare_soviet_war
Constructs: has_completed_focus, add_equipment_to_stockpile, has_war, has_government, has_war_with, fire_only_once, is_ally_with, has_manpower
Source: game
File: common/decisions/r56_AFG.txt

Code:
AFG_prepare_soviet_war = {
	AFG_infiltrate_soviet_garissons = {
		icon = eng_blackshirt_march
		visible = {
			has_completed_focus = AFG_undermine_moscow
			is_ally_with = SOV
			NOT = {
				has_war_with = SOV
				has_completed_focus = AFG_end_soviet_rule
			}
		}
		state_target = yes
		available = {
			has_manpower = > 750
			has_equipment = {
				infantry_equipment = > 499
			} {
				artillery_equipment = > 24
			}
		}
		target_trigger = {
			FROM = {
				OR = {
					is_core_of = TAJ UZB KYR TMS
					state = 587 586
				}
				is_owned_and_controlled_by = SOV
				state_population_k = > 200
			}
		}
		fire_only_once = yes
		custom_cost_text = r56_15_command_power_cost
		custom_cost_trigger = {
			command_power = > 15
		}
		complete_effect = {
			add_command_power = -15
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -500
				producer = AFG
			} {
				type = artillery_equipment
				amount = -25
				producer = AFG
			}
		}
		days_remove = 30
		on_map_mode = map_only
		remove_effect = {
			FROM = {
				set_state_flag = AFG_infiltrated_soviet_garissons
			}
			custom_effect_tooltip = AFG_soviet_infiltration_garissons_tt
		}
		ai_will_do = {
			base = 1
			modifier = {
				has_government = communism
				factor = 2
			} {
				has_country_leader = {
					character = AFG_dmitri_protopopov
					ruling_only = yes
				}
				factor = 2
			} {
				has_country_leader = {
					character = AFG_mawlana_qiamuddin_khadim
					ruling_only = yes
				}
				factor = 3
			} {
				SOV = {
					has_war = yes
				}
				factor = 3
			} {
				is_subject_of = SOV
				factor = 2
			} {
				command_power = > 100
				has_equipment = {
					infantry_equipment = > 1000
				} {
					artillery_equipment = > 40
				}
				factor = 5
			}
		}
	}
	AFG_infiltrate_soviet_factories = {
		icon = generic_wreckers
		visible = {
			has_completed_focus = AFG_undermine_moscow
			is_ally_with = SOV
			NOT = {
				has_war_with = SOV
				has_completed_focus = AFG_end_soviet_rule
			}
		}
		state_target = yes
		available = {
			has_manpower = > 500
			has_equipment = {
				infantry_equipment = > 349
			} {
				artillery_equipment = > 14
			}
		}
		target_trigger = {
			FROM = {
				OR = {
					is_core_of = TAJ UZB KYR TMS
					state = 586 587
				} {
					industrial_complex = > 0
					arms_factory = > 0
					dockyard = > 0
				}
				is_owned_and_controlled_by = SOV
			}
		}
		fire_o
# ... (truncated)