Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mtg_usa_civil_war_democrats.1
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, set_country_flag
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_democrats.1
	title = mtg_usa_civil_war_democrats.1.t
	desc = mtg_usa_civil_war_democrats.1.desc
	picture = GFX_report_event_worker_protests
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		set_country_flag = mtg_usa_civil_war_democrats_1
	}
	option = {
		name = mtg_usa_civil_war_democrats.1.a
		ai_chance = {
			factor = 80
		}
		add_stability = -0.1
		add_war_support = -0.1
	}
}
### Entity: Character
Component: sikh_activist
Source: game
File: common/country_leader/goe_traits.txt

Code:
sikh_activist = {
	sprite = 13
	experience_gain_army_factor = 0.1
	modifier_army_sub_unit_mountaineers_attack_factor = 0.1
	modifier_army_sub_unit_mountaineers_max_org_factor = 0.1
	autonomy_gain_ll_to_overlord = 0.35
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: r56_bundeslaender_loyalty_calculation
Constructs: limit, has_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/r56_AUS_scripted_effects.txt

Code:
r56_bundeslaender_loyalty_calculation = {
	meta_effect = {
		text = {
			if = {
				limit = {
					has_country_flag = austrian_pre_coup_powerstruggle
				}
				if = {
					limit = {
						check_variable = {
							r56_bundeslaender_[BNDLND]_frame = 1
						}
					}
					set_variable = {
						r56_[BNDLND]_loyalty = 1
					}
				}
				else_if = {
					limit = {
						check_variable = {
							r56_bundeslaender_[BNDLND]_frame = 2
						}
					}
					set_variable = {
						r56_[BNDLND]_loyalty = -1
					}
				}
				else = {
					set_variable = {
						r56_[BNDLND]_loyalty = 0
					}
				}
			}
			else = {

			}
		}
		BNDLND = [r56_bundeslaender_index]
	}
	if = {
		limit = {
			has_country_flag = austrian_pre_coup_powerstruggle
		}
		r56_bundeslaender_calculate_divisions = yes
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_investments_into_state
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_investments_into_state
	icon = GFX_goal_generic_construct_civilian
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_restructure_southern_army
	}
	cost = 7.2
	relative_position_id = PAL_restructure_southern_army
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: State History
Component: 1023
Constructs: force_link_ownership_to, add_core_of
Source: game
File: history/states/1023 - Interior Borneo.txt

Code:
state = {
	id = 1023
	name = STATE_1023
	manpower = 8600
	impassable = yes
	force_link_ownership_to = 334
	resources = {

	}
	state_category = wasteland
	history = {
		owner = INS
		add_core_of = INS
		buildings = {
			infrastructure = 0
		}
	}
	provinces = {
		1230 2047 2170 2184 2222 4335 5176 5226 7424 8221
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_army
Constructs: add_equipment_to_stockpile, has_war, completion_reward, has_civil_war, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_army
	icon = GFX_goal_NOR_coa_army
	x = 15
	y = 0
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			OR = {
				has_war = yes
				has_civil_war = yes
			}
			factor = 10
		}
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 200
			producer = NOR
		} {
			type = support_equipment_1
			amount = 20
			producer = NOR
		}
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		army_experience = 15
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Unit Template
Component: SPR_CAV_01
Source: game
File: common/units/names_divisions/SPR_names_divisions.txt

Code:
SPR_CAV_01 = {
	name = Cavalry Division
	for_countries = {
		SPR
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %da División de Caballería
	ordered = {
		1 = {
			%da División de Caballería
		}
		2 = {
			%da División de Caballería
		}
		3 = {
			%da División de Caballería
		}
		4 = {
			%da División de Caballería
		}
		5 = {
			%da División de Caballería
		}
		6 = {
			%da División de Caballería
		}
		7 = {
			%da División de Caballería
		}
		8 = {
			%da División de Caballería
		}
		9 = {
			%da División de Caballería
		}
		10 = {
			%da División de Caballería
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_peoples_university
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_peoples_university
	icon = GFX_socialist_science
	prerequisite = {
		focus = HON_five_year_plan
	}
	relative_position_id = HON_five_year_plan
	ai_will_do = {
		factor = 10
	}
	x = 1
	y = 1
	cost = 10
	bypass = {
		amount_research_slots = > 5
	}
	available = {
		amount_research_slots = < 6
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_preparing_for_the_uprising
Constructs: prerequisite, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_preparing_for_the_uprising
	icon = GFX_goal_communist_brigades
	relative_position_id = LIT_lcp_resurgence
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_lcp_resurgence
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		unlock_decision_tooltip = LIT_request_soviet_assistance LIT_recruit_farmers_and_peasants LIT_recruit_social_democrats LIT_contact_lithuanian_expatriates
	}
}
### Entity: Order of Battle
Component: Albania Command
Source: game
File: history/units/ALB_1936_Naval.txt

Code:
fleet = {
	name = Albania Command
	naval_base = 11767
	task_force = {
		name = Albanian Fleet
		location = 11767
		ship = {
			name = FM-16 Shqipnja
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ALB
					version_name = Flachgehende Minensuchboote
				}
			}
		} {
			name = FM-23 Skender Bej
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ALB
					version_name = Flachgehende Minensuchboote
				}
			}
		}
	}
}
### Entity: Joint Focus
Component: CONGO_appoint_van_overstraeten
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, is_subject_of, has_global_flag, every_possible_country
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_appoint_van_overstraeten
	dynamic = yes
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = CONGO_congo_army
	}
	relative_position_id = CONGO_force_publique
	x = 1
	y = 2
	cost = 10
	text_icon = CONGO_BEL_COG_focus_style
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			has_global_flag = COG_force_publique_reformed_flag
		} {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = CONGO_appoint_van_overstraeten_tt
			hidden_effect = {
				every_possible_country = {
					limit = {
						has_character = BEL_raoul_van_overstraeten
					}
					set_nationality = {
						target_country = COG
						character = BEL_raoul_van_overstraeten
					}
				}
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = CONGO_appoint_van_overstraeten_tt
			hidden_effect = {
				every_possible_country = {
					limit = {
						has_character = BEL_raoul_van_overstraeten
					}
					set_nationality = {
						target_country = COG
						character = BEL_raoul_van_overstraeten
					}
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: Result
Source: vanilla_docs
File: documentation/script_concept_documentation.md

Doc:
### Result
The thing everyone wonders is if the meaning of life is 42. The rest is unimportant.
```

```
### Entity: Idea
Component: EAI_DD_16/medium_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/medium_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_aa_chassis = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_garrison_4
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_garrison_4 = {
	enable = {
		has_country_flag = {
			flag = EAI_garrison_divisions
			value = 4
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = area_defense
		value = 4
	}
}
### Entity: Event
Component: r56w.event.49
Constructs: has_country_flag, fire_only_once, set_country_flag
Source: game
File: events/r56w_events.txt

Code:
country_event = {
	id = r56w.event.49
	title = r56w.event.49.t
	desc = r56w.event.49.d
	picture = GFX_r56w_generic_event_11
	fire_only_once = yes
	trigger = {
		tag = WHY
		has_country_flag = r56w_flag_events_active
		NOT = {
			OR = {
				has_country_flag = r56w_flag_toggle_toggle r56w_flag_cat_off r56w_flag_craig_is_dead
			}
		}
	}
	option = {
		name = r56w.event.49.a
		hidden_effect = {
			country_event = {
				id = r56w.event.50
				days = 1
			}
		}
	} {
		name = r56w.event.49.b
		hidden_effect = {
			set_country_flag = r56w_flag_craig_is_dead
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_new_university
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_new_university
	icon = GFX_focus_research
	prerequisite = {
		focus = HON_build_docks1 HON_build_infra2
	}
	x = 36
	y = 4
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 4
			AND = {
				amount_research_slots = < 4
			}
		}
	}
	bypass = {
		amount_research_slots = > 5
	}
	available = {
		amount_research_slots = < 6
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Name List
Component: RUT
Source: game
File: common/names/r56_names.txt

Code:
RUT = {
	male = {
		names = {
			Aleksander Alexei Andrei Anton Boris Dmitry Fyodor Gennady Giorgi Grigoriy Igor Ilya Ivan Kirill Konstantin Lavr Leonid Lev Maxim Mikhail Nikita Nikolai Oleg Pavel Pyotr Roman Semyon Sergei Valery Vasily Viktor Vladimir Vladislav Yegor Yevgeny Yuri
		}
	}
	female = {
		names = {
			Jelena Ludmila Ella Svetlana Margarita Elena Natalya Lydia Valentina Olga Alexandra Sofia Albina
		}
	}
	surnames = {
		Alexseyev Antonov Azarov Badanov Brusilov Budyonny Chibisov Denikin Dragomirov Frolov Golivin Grishin Gurko Ivanov Ivannikov Konstantinov Kornilov Kolchak Kuropatkin Lazarev Makarov Menshikov Nakhimov Nebogatov Nikolaevich Nikitin Ostrovsky Pavlov Putyatin Rozhestvensky Skobelev Shuvalov Surkov Tukhachevsky Yegorov Yudenich Vorontsov Voroshilov Zavoyko
	}
	callsigns = {
		Anvil Hammer Fury Arrow Storm Bear White Lily Devil Eagle Falcon Fox Snowflake Greasy Guardian Gunman Hawk Hardball Howl Blizzard Husky Ice Killer Steel Iron Skull Striker Thunder Warrior Wardog Vodka
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_begin_an_inland_retreat_r56
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, add_building_construction, add_offsite_building, add_command_power
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_begin_an_inland_retreat_r56
	icon = GFX_goal_generic_mountain_fortification_2
	cost = 4
	x = -3
	y = 1
	relative_position_id = SIA_study_defense_in_depth_models_r56
	prerequisite = {
		focus = SIA_study_defense_in_depth_models_r56
	}
	ai_will_do = {
		base = 999
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available = {
		surrender_progress = > 0
	}
	completion_reward = {
		if = {
			limit = {
				1134 = {
					industrial_complex = > 1
					arms_factory = > 0
				}
			}
			1134 = {
				add_building_construction = {
					type = industrial_complex
					level = -2
					instant_build = yes
				} {
					type = arms_factory
					level = -1
					instant_build = yes
				}
			}
			add_offsite_building = {
				type = industrial_complex
				level = 2
			} {
				type = arms_factory
				level = 1
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			add_command_power = 15
		}
		add_ideas = SIA_defensive_reorganization_r56
	}
}
### Entity: Effect Reference
Construct: mark_focus_tree_layout_dirty
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## mark_focus_tree_layout_dirty

* Supported Scopes: COUNTRY
* Supported Targets: any

```
Forces the refresh of the tree layout for the scoped country
mark_focus_tree_layout_dirty = yes

```
### Entity: Idea
Component: AFG_democratic_influence
Constructs: removal_cost, democratic_drift
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_democratic_influence = {
	allowed = {
		tag = AFG
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		democratic_drift = 0.02
		democratic_acceptance = 25
	}
}
### Entity: Order of Battle
Component: Mandalay Brigade
Constructs: division_template
Source: game
File: history/units/RAJ_1939.txt

Code:
division = {
	name = Mandalay Brigade
	location = 1492
	division_template = Colonial Garrison
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Character
Component: FSM_moses_hadley
Source: game
File: common/characters/FSM.txt

Code:
FSM_moses_hadley = {
	name = Moses Hadley
	portraits = {
		civilian = {
			large = gfx/leaders/FSM/r56_portrait_FSM_Moses_Hadley_.dds
		}
	}
	country_leader = {
		ideology = constitutional_monarchy
		traits = {
			POL_figurehead
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Scripted Effect
Component: IRQ_agrarian_society_modifier_level_down
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/IRQ_scripted_effects.txt

Code:
IRQ_agrarian_society_modifier_level_down = {
	IF = {
		limit = {
			OR = {
				has_idea = IRQ_agrarian_society IRQ_agrarian_society_2 IRQ_agrarian_society_3 IRQ_agrarian_society_4
			}
		}
		custom_effect_tooltip = IRQ_agrarian_society_modifier_level_down_tt
	} {
		limit = {
			has_idea = IRQ_agrarian_society
		}
		swap_ideas = {
			remove_idea = IRQ_agrarian_society
			add_idea = IRQ_agrarian_society_2
		}
	}
	ELSE_IF = {
		limit = {
			has_idea = IRQ_agrarian_society_2
		}
		swap_ideas = {
			remove_idea = IRQ_agrarian_society_2
			add_idea = IRQ_agrarian_society_3
		}
	} {
		limit = {
			has_idea = IRQ_agrarian_society_3
		}
		swap_ideas = {
			remove_idea = IRQ_agrarian_society_3
			add_idea = IRQ_agrarian_society_4
		}
	} {
		limit = {
			has_idea = IRQ_agrarian_society_4
		}
		remove_ideas = IRQ_agrarian_society_4
	}
}
### Entity: Character
Component: PAR_fortification_armchair_general
Constructs: has_dlc
Source: game
File: common/characters/PAR.txt

Code:
PAR_fortification_armchair_general = {
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PAR_fortification_armchair_general
		allowed = {
			original_tag = PAR
			has_dlc = Trial of Allegiance
		}
		available = {

		}
		traits = {
			fortification_armchair_general
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_constitutional_reform
Constructs: prerequisite, add_war_support, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_constitutional_reform
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = CHI_sea_democracy
	}
	x = -1
	y = 1
	relative_position_id = CHI_sea_democracy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
	}
}
### Entity: Idea
Component: INS_dkari
Constructs: has_completed_focus, is_subject_of
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_dkari = {
	allowed = {
		original_tag = INS
	}
	available = {
		has_completed_focus = INS_colonial_infrastructure
	}
	visible = {
		NOT = {
			is_subject_of = HOL
		}
	}
	traits = {
		construction_company
	}
}
### Entity: Decision
Component: TUR_reforming_our_armed_forces_category
Source: game
File: common/decisions/categories/TUR_decision_categories.txt

Code:
TUR_reforming_our_armed_forces_category = {
	priority = 3
	icon = gre_faction_management
	picture = GFX_decision_cat_picture_reforming_our_armed_forces
	allowed = {
		original_tag = TUR
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_complete_the_dubnica_nad_vahom_munition_factory
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_complete_the_dubnica_nad_vahom_munition_factory
	icon = GFX_goal_generic_expanded_production
	x = 2
	y = 1
	relative_position_id = CZE_R56_support_strategic_industries
	available = {

	}
	bypass = {

	}
	cost = 5
	prerequisite = {
		focus = CZE_R56_support_strategic_industries CZE_armament_program
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				70
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Country History
Country: AOI
Component: AOI_technology
Constructs: set_technology
Source: game
File: history/countries/AOI - Italian East Africa.txt

Code:
# Starting Technologies for AOI
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	fuel_refining = 1
	basic_train = 1
	armored_car1 = 1
}
### Entity: Music Config
Component: base_music/confederate_flags
Constructs: has_government, has_completed_focus, has_idea_with_trait, has_civil_war
Source: game
File: music/mtg_songs.txt

Code:
music = {
	song = confederate_flags
	chance = {
		factor = 1
		modifier = {
			not = {
				has_completed_focus = USA_america_first
			}
			factor = 0
		} {
			original_tag = USA
			has_idea_with_trait = fascist_demagogue
			not = {
				has_government = fascism
			}
			factor = 2
		} {
			has_completed_focus = USA_honor_the_confederacy
			factor = 3
		} {
			has_civil_war = yes
			has_government = fascism
			factor = 1.5
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_industrial_legacy
Constructs: add_ideas, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_industrial_legacy
	icon = GFX_goal_generic_construct_civ_factory
	x = 6
	y = 0
	relative_position_id = CZE_fortification_studies
	cost = 10
	ai_will_do = {
		factor = 90
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = CZE_industrial_legacy_idea
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_industrial_concern
		add_tech_bonus = {
			name = CZE_industrial_legacy
			bonus = 1
			uses = 1
			category = industry
		}
		show_ideas_tooltip = CZE_csd
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_mountaineer_template_upgrade
Constructs: limit, has_country_flag, check_variable, has_tech, set_temp_variable, set_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_mountaineer_template_upgrade = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_TEMPLATE_mountaineer_template_upgrade
			}
			check_variable = {
				EAI_FOCUS/LAND/spec_ops = global.EAI_MNT_SPEC_OPS
			}
			has_country_flag = EAI_military_focus_config_finished
			num_of_military_factories = > 10
			has_tech = tech_mountaineers
			set_temp_variable = {
				_check_xp = 200
			}
			EAI_XP_has_army_check_xp = yes
			if = {
				limit = {
					check_variable = {
						EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
					}
				}
				OR = {
					has_country_flag = EAI_marm_template_upgrade
					set_temp_variable = {
						_check_xp = 400
					}
					EAI_XP_has_army_check_xp = yes
				}
			}
			else_if = {
				limit = {
					check_variable = {
						EAI_FOCUS/LAND/armor_focus = global.EAI_HARM_FOCUS
					}
				}
				OR = {
					has_country_flag = EAI_harm_template_upgrade
					set_temp_variable = {
						_check_xp = 400
					}
					EAI_XP_has_army_check_xp = yes
				}
			} {
				limit = {
					check_variable = {
						EAI_FOCUS/LAND/armor_focus = global.EAI_LARM_FOCUS
					}
				}
				OR = {
					has_country_flag = EAI_larm_template_upgrade
					set_temp_variable = {
						_check_xp = 400
					}
					EAI_XP_has_army_check_xp = yes
				}
			} {
				limit = {
					check_variable = {
						EAI_FOCUS/LAND/armor_focus = global.EAI_AT_FOCUS
					}
				}
				OR = {
					has_country_flag = EAI_anti_tank_template_upgrade
					set_temp_variable = {
						_check_xp = 400
					}
					EAI_XP_has_army_check_xp = yes
				}
			}
		}
		set_country_flag = EAI_TEMPLATE_mountaineer_template_upgrade
		if = {
			limit = {
				has_country_flag = EAI_template_upgrade_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | TEMPLATES: upgrading mountaineer
		}
	}
}
### Entity: Idea
Component: IVO_awt
Source: game
File: common/ideas/ivory coast.txt

Code:
IVO_awt = {
	ledger = air
	picture = generic_air_african_2
	allowed = {
		original_tag = IVO
	}
	traits = {
		air_warfare_theorist
	}
}