Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_210
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_210 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 210
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 210
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_petrobras
Constructs: prerequisite, limit, completion_reward, set_technology, has_tech, set_country_flag, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_petrobras
	icon = GFX_goal_refining
	prerequisite = {
		focus = BRA_R56_national_petroleum_council
	}
	relative_position_id = BRA_R56_national_petroleum_council
	x = 0
	y = 1
	cost = 10
	available = {
		has_tech = excavation3
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = synth_oil_experiments
				}
			}
			set_technology = {
				synth_oil_experiments = 1
			}
			set_country_flag = BRA_oil_rig_unlock
			effect_tooltip = {
				random_owned_controlled_state = {
					prioritize = {
						502
					}
					limit = {

					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = synthetic_refinery
						level = 1
						instant_build = yes
					}
					set_state_flag = BRA_oil_rig_1
				}
			}
			else = {
				add_tech_bonus = {
					name = industrial_bonus
					ahead_reduction = 1
					bonus = 1
					uses = 1
					category = refining_tech
				}
				effect_tooltip = {
					random_owned_controlled_state = {
						prioritize = {
							502
						}
						limit = {

						}
						add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = synthetic_refinery
							level = 1
							instant_build = yes
						}
						set_state_flag = BRA_oil_rig_1
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.43
Constructs: is_triggered_only, ai_chance, set_country_flag, give_military_access
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.43
	title = AAT_Sweden_flashpoints.43.t
	desc = AAT_Sweden_flashpoints.43.desc
	picture = GFX_report_event_german_troops_paris
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.43.a
		ai_chance = {
			base = 0
		}
		set_country_flag = SWE_gave_germany_military_access
		FROM = {
			give_military_access = PREV
		}
	}
}
### Entity: Character
Component: royal_navy_tfv
Constructs: autonomy_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
royal_navy_tfv = {
	random = no
	sprite = 9
	naval_speed_factor = 0.1
	navy_max_range_factor = 0.15
	industrial_capacity_dockyard = 0.05
	experience_gain_navy = 0.09
	autonomy_gain = -0.1
	command_cap_increase = 20
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_postpone_the_tutelage
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, has_war_with_major, every_other_country
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_postpone_the_tutelage
	icon = GFX_focus_chi_one_china_policy
	prerequisite = {
		focus = CHI_a_party_unified
	}
	x = -2
	y = 1
	relative_position_id = CHI_a_party_unified
	cost = 5
	will_lead_to_war_with = CHI PRC GXC YUN SHX XSM SIK GDC SND SIC NXM GSM XIC KHM KUM RNG HBC
	available = {
		has_government = fascism
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			has_war_with_major = yes
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_literally_china = yes
				exists = yes
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
					ROOT = {
						has_wargoal_against = PREV
					}
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt CHI_postpone_the_tutelage_tt
	}
}
### Entity: Scripted Effect
Component: ROM_percentage_power_balance_high_increase
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_ROM_scripted_effects.txt

Code:
ROM_percentage_power_balance_high_increase = {
	add_power_balance_value = {
		id = ROM_percentage_power_balance
		value = 0.6
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_formalize_hwa
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_formalize_hwa
	icon = GFX_goal_PAL_hwa
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_establish_majlis
	}
	cost = 5
	relative_position_id = PAL_establish_majlis
	completion_reward = {
		add_ideas = PAL_hwa_idea
	}
}
### Entity: Idea
Component: CHI_confucian_state_dem
Constructs: research_speed_factor, stability_factor, has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_confucian_state_dem = {
	picture = generic_monarchist_uprising
	removal_cost = -1
	cancel = {
		has_government = communism
	}
	modifier = {
		democratic_drift = 0.05
		stability_factor = 0.1
		political_power_factor = -0.05
		research_speed_factor = -0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Character
Component: ISR_yitshak_shamir_trait
Source: game
File: common/country_leader/r56_traits.txt

Code:
ISR_yitshak_shamir_trait = {
	random = no
	army_org_factor = 0.05
}
### Entity: Modifier Reference
Construct: navy_screen_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_screen_defence_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader, defensive
### Entity: Idea
Component: idea_RAJ_price_controls_2
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_price_controls_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_devalue_currency
	modifier = {
		stability_factor = -0.05
		stability_weekly = -0.015
		consumer_goods_factor = -0.2
		production_speed_infrastructure_factor = 0.2
		production_speed_industrial_complex_factor = 0.05
	}
}
### Entity: Event
Component: r56_afghanistan.32
Constructs: is_triggered_only, division_template, add_war_support, fire_only_once, create_unit, allow_spawning_on_enemy_provs
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.32
	picture = GFX_report_event_tur_kurdish_guerillas
	title = r56_afghanistan.32.t
	desc = r56_afghanistan.32.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.32.a
		add_war_support = 0.05
		division_template = {
			name = Farqeh-ye Islami zidd-e Estebdadi
			priority = 1
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
		}
		1010 = {
			create_unit = {
				division = name = "1ma Farqeh-ye Islami zidd-e Estebdadi" division_template = "Farqeh-ye Islami zidd-e Estebdadi" start_experience_factor = 0.15 start_equipment_factor = 0.75 start_manpower_factor = 0.95
				owner = ROOT
				count = 1
				allow_spawning_on_enemy_provs = yes
				prioritize_location = 5064
			} {
				division = name = "2ma Farqeh-ye Islami zidd-e Estebdadi" division_template = "Farqeh-ye Islami zidd-e Estebdadi" start_experience_factor = 0.15 start_equipment_factor = 0.75 start_manpower_factor = 0.95
				owner = ROOT
				count = 1
				allow_spawning_on_enemy_provs = yes
				prioritize_location = 8090
			}
		}
	}
}
### Entity: Character
Component: XSM_ma_guangtian
Constructs: has_dlc
Source: game
File: common/characters/XSM.txt

Code:
XSM_ma_guangtian = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = XSM_ma_guangtian
		portraits = {
			army = {
				large = GFX_Portrait_Asia_Generic_land_4
				small = GFX_Portrait_Asia_Generic_land_4_small
			}
		}
		advisor = {
			slot = army_chief
			idea_token = XSM_ma_guangtian
			ledger = army
			allowed = {
				original_tag = NXM
			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				infantry_officer career_officer
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = Ma Guangtian
		portraits = {
			army = {
				large = GFX_kr_portrait_asia_generic_land_3
				small = GFX_kr_portrait_asia_generic_land_3_small
			}
		}
		advisor = {
			slot = army_chief
			idea_token = XSM_ma_guangtian2
			ledger = army
			allowed = {
				original_tag = XSM
			}
			traits = {
				army_chief_morale_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				infantry_officer
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
		}
	}
}
### Entity: Order of Battle
Component: Royal Siamese Navy
Source: game
File: history/units/SIA_1936_naval_mtg.txt

Code:
fleet = {
	name = Royal Siamese Navy
	naval_base = 7408
	task_force = {
		name = Royal Siamese Navy
		location = 7408
		ship = {
			name = HTMS Ratanakosindra
			pride_of_the_fleet = yes
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = SIA
					version_name = Ratanakosindra Class
				}
			}
		} {
			name = HTMS Sukhothai
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = SIA
					version_name = Ratanakosindra Class
				}
			}
		} {
			name = HTMS Phra Ruang
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SIA
					version_name = Phra Ruang Class
				}
			}
		} {
			name = HTMS Trad
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SIA
					version_name = Trad Class
				}
			}
		} {
			name = HTMS Phuket
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SIA
					version_name = Trad Class
				}
			}
		} {
			name = HTMS Surasdra
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SIA
					version_name = Trad Class
				}
			}
		} {
			name = HTMS Pattani
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SIA
					version_name = Trad Class
				}
			}
		} {
			name = HTMS CMB 1
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SIA
					version_name = CMB Class
				}
			}
		} {
			name = HTMS CMB 2
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SIA
					version_name = CMB Class
				}
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_form_the_5th_research_institute
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, is_controlled_by, random_owned_controlled_state, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_form_the_5th_research_institute
	icon = GFX_focus_generic_air_research_boost
	prerequisite = {
		focus = PRC_the_northeast_aviation_university_sea
	}
	x = 0
	y = 2
	relative_position_id = PRC_the_northeast_aviation_university_sea
	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_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				any_owned_state = {
					is_controlled_by = ROOT
					air_facility = < 1
				}
			}
			random_owned_controlled_state = {
				construct_building_in_random_province = {
					air_facility = 1
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_doctrine_cost_reduction = {
			name = PRC_form_the_5th_research_institute
			cost_reduction = 0.25
			uses = 1
			category = air_doctrine
		}
		add_tech_bonus = {
			name = PRC_form_the_5th_research_institute
			bonus = 0.25
			uses = 1
			category = light_fighter
		} {
			name = PRC_form_the_5th_research_institute
			bonus = 0.25
			uses = 1
			category = medium_air
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_bring_finland_back
Constructs: has_completed_focus, prerequisite, has_war_with, has_country_flag, completion_reward, is_subject, is_subject_of, create_wargoal
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_bring_finland_back
	icon = GFX_focus_generic_attack_finland
	prerequisite = {
		focus = SWE_stormtroopers
	}
	relative_position_id = SWE_stormtroopers
	x = -1
	y = 1
	cost = 5
	available = {
		is_subject = no
		has_completed_focus = SWE_demand_aland
		NOT = {
			has_war_with = FIN
		}
		has_country_flag = {
			flag = SWE_demanded_aland
			days = > 100
		}
	}
	bypass = {
		FIN = {
			is_subject_of = SWE
		}
		NOT = {
			country_exists = FIN
		}
	}
	completion_reward = {
		create_wargoal = {
			target = FIN
			type = annex_everything
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.123
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.123
	title = SEA_japan_foreign_policy.123.t
	desc = SEA_japan_foreign_policy.123.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.123.a
		add_timed_idea = {
			idea = JAP_influx_of_socialist_industrial_expertise_idea
			days = 420
		}
	}
}
### Entity: Scripted Effect
Component: SOV_promote_to_country_leader_zinovyev
Constructs: add_country_leader_role, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_promote_to_country_leader_zinovyev = {
	add_country_leader_role = {
		character = SOV_grigory_zinovyev
		country_leader = {
			ideology = marxism
			traits = {
				born_agitator
			}
			expire = 1965.1.1.1
		}
		promote_leader = yes
	}
	SOV = {
		set_country_flag = SOV_zinovyev_country_leader_flag
	}
}
### Entity: Character
Component: AST_frank_berryman
Source: game
File: common/characters/AST.txt

Code:
AST_frank_berryman = {
	name = AST_frank_berryman
	portraits = {
		army = {
			large = GFX_portrait_AST_frank_berryman
			small = GFX_portrait_AST_frank_berryman_small
		}
	}
	corps_commander = {
		traits = {
			organizer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_liechtenstein_on_the_offensive
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_liechtenstein_on_the_offensive
	icon = GFX_goal_infantry_offensive
	mutually_exclusive = {
		focus = LIE_on_the_back
	}
	prerequisite = {
		focus = LIE_form_the_military_budget
	}
	x = -4
	y = 1
	relative_position_id = LIE_form_the_military_budget
	cost = 5
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		add_to_variable = {
			LIE_army_attack_factor = 0.1
		}
		custom_effect_tooltip = LIE_liechtenstein_on_the_offensive_tt
	}
}
### Entity: Effect Reference
Construct: remove_trait
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_trait

* Supported Scopes: COUNTRY, CHARACTER
* Supported Targets: none

```
remove trait from specified list to character.
remove_trait = {
	character = GER_character_token # optional if inside character scope
	trait = brilliant_strategist
	slot = political_advisor #Only required for updating advisor
	ideology = fascism_ideology #Only required for updating country leader
}
```
### Entity: Character
Component: MLT_communist_guy
Constructs: has_government
Source: game
File: common/characters/MLT.txt

Code:
MLT_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = MLT_communist_guy
		allowed = {
			original_tag = MLT
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: Idea
Component: PAL_alf_idea2
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_alf_idea2 = {
	picture = generic_supply_lines
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {
		OR = {
			has_completed_focus = PAL_nashashbis_take_responsibility PAL_smc_takes_responsibility PAL_raise_red_banner
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_org_factor = 0.05
		supply_consumption_factor = -0.15
		political_power_factor = -0.35
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_german_industrial_investments
Constructs: prerequisite, limit, has_government, has_country_flag, add_opinion_modifier, completion_reward, is_power_balance_in_range, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_german_industrial_investments
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = SWI_case_west
	}
	relative_position_id = SWI_case_west
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 15
			var:SWI_biggest_fascist = {
				SWI_country_about_to_be_angry = yes
			}
		} {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		var:SWI_biggest_fascist = {
			exists = yes
			has_government = fascism
		}
		fascism = > 0.2
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_cantons
		}
		has_country_flag = SWI_viable_fascist_in_europe
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		3 = {
			if = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		151 = {
			if = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		var:SWI.SWI_biggest_fascist = {
			add_opinion_modifier = {
				modifier = SWI_investments_in_country
				target = ROOT
			}
		}
		every_other_country = {
			limit = {
				SWI_is_country_to_balance = yes
				NOT = {
					tag = var:SWI.SWI_biggest_fascist
				} {
					is_in_faction_with = var:SWI.SWI_biggest_fascist
				}
			}
			add_opinion_modifier = {
				modifier = SWI_mild_breach_of_neutrality
				target = ROOT
			}
		}
	}
}
### Entity: Modding Documentation
Construct: energy_ratio
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### energy_ratio
* description: energy_ratio > 0.8 - Compare current energy fulfilment to the factories, with 1 being 100% and 0 being 0%
* (Auto generated using the trigger with same name)
### Entity: Idea
Component: GER_the_kammhuber_line
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_the_kammhuber_line = {
	picture = generic_radar
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		air_intercept_efficiency = 0.05
		production_speed_radar_station_factor = 0.25
	}
}
### Entity: Shared Focus
Component: BALTIC_british_aircraft
Constructs: shared_focus, prerequisite, limit, has_government, has_war_with, is_major, completion_reward, has_capitulated
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_british_aircraft
	icon = GFX_goal_generic_air_fighter
	dynamic = yes
	prerequisite = {
		focus = BALTIC_renew_allied_trade
	}
	x = 1
	y = 1
	relative_position_id = BALTIC_renew_allied_trade
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_other_country = {
			exists = yes
			has_capitulated = no
			has_government = democratic
			is_major = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		air_experience = 40
		if = {
			limit = {
				ENG = {
					exists = yes
					has_capitulated = no
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				give_aircraft_and_licences = yes
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy = {
					cic = 500
					equipment_type = small_plane_airframe
					seller_tags = {
						ENG
					}
				}
			}
		}
		else_if = {
			limit = {
				FRA = {
					exists = yes
					has_capitulated = no
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			FRA = {
				give_aircraft_and_licences = yes
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy = {
					cic = 500
					equipment_type = small_plane_airframe
					seller_tags = {
						FRA
					}
				}
			}
		} {
			limit = {
				USA = {
					exists = yes
					has_capitulated = no
					has_government = democratic
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			USA = {
				give_aircraft_and_licences = yes
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy = {
					cic = 500
					equipment_type = small_plane_airframe
					seller_tags = {
						USA
					}
				}
			}
		} {
			limit = {
				suitable_democratic_major_in_europe = yes
			}
			random_other_country = {
				limit = {
					is_major = yes
					capital_scope = {
						is_on_continent = europe
					}
					exists = yes
					has_capitulated = no
					has_government = democratic
					NOT = {
						has_war_with = ROOT
					}
				}
				give_aircraft_and_licences = yes
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				ad
# ... (truncated)
### Entity: National Focus
Tree: sia_focus
Component: SIA_limited_worker_protections_r56
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_limited_worker_protections_r56
	prerequisite = {
		focus = SIA_end_the_constitutional_protection_act_r56
	}
	mutually_exclusive = {
		focus = SIA_strengthen_business_ties_r56
	}
	icon = GFX_goal_treaty_peoples
	cost = 6
	ai_will_do = {
		base = 1
	}
	x = 1
	y = 1
	relative_position_id = SIA_end_the_constitutional_protection_act_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 45
		if = {
			limit = {
				has_government = fascism
			}
			add_ideas = SIA_limited_worker_protections_fas_r56
		}
		else = {
			add_ideas = SIA_limited_worker_protections_r56
		}
	}
}
### Entity: Character
Component: refinery_concern
Source: game
File: common/country_leader/00_traits.txt

Code:
refinery_concern = {
	random = no
	ai_will_do = {
		factor = 1
	}
}