Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: living_off_the_land_army_spirit
Constructs: has_dlc, has_doctrine
Source: game
File: common/ideas/army_spirits.txt

Code:
living_off_the_land_army_spirit = {
	ledger = army
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	available = {
		has_doctrine = mass_assault
	}
	modifier = {
		out_of_supply_factor = -0.1
		attrition = -0.1
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		} {
			factor = 2
			has_doctrine = mounted_infantry
		}
	}
}
### Entity: Character
Component: SWE_suffragette_rfsu
Constructs: democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_suffragette_rfsu = {
	random = no
	sprite = 13
	democratic_drift = 0.08
	party_popularity_stability_factor = 0.08
	opinion_gain_monthly_same_ideology_factor = 0.2
}
### Entity: Country History
Country: NZL
Component: NZL_army
Source: game
File: history/countries/NZL - New Zealand.txt

Code:
# OOB & Army Setup for NZL
oob = NZL_1936
### Entity: Scripted Trigger
Component: EAI_is_researching_advanced_small_airframe
Constructs: has_tech, is_researching_technology
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_is_researching_advanced_small_airframe = {
	OR = {
		has_tech = fighter3 advanced_small_airframe
		is_researching_technology = fighter3 advanced_small_airframe
	}
}
### Entity: Character
Component: MON_sukhbaataryn_yanjmaa
Source: game
File: common/characters/MON.txt

Code:
MON_sukhbaataryn_yanjmaa = {
	advisor = {
		slot = air_chief
		idea_token = MON_sukhbaataryn_yanjmaa
		allowed = {
			original_tag = MON
		}
		traits = {
			air_chief_all_weather_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MON_sukhbaataryn_yanjmaa
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_Conquer
Constructs: prerequisite, has_war, limit, add_ideas, has_government, add_war_support, is_major, completion_reward
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Conquer
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = TAN_militarism TAN_the_fifth_constitution TAN_the_basis_of_the_economy
	}
	mutually_exclusive = {
		focus = TAN_Intervene TAN_Isolated
	}
	x = 2
	y = 2
	relative_position_id = TAN_Organise_Youth
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			is_historical_focus_on = no
			factor = 3
		} {
			has_global_flag = r56_argo_ai
			factor = 100
		}
	}
	available = {
		OR = {
			has_government = fascism communism
		}
	}
	completion_reward = {
		add_named_threat = {
			threat = 0.1
			name = GEN_seeking_expansive_t
		}
		add_war_support = 0.05
		add_ideas = GEN_Conquer_I
		ROOT = {
			every_neighbor_country = {
				limit = {
					exists = yes
					has_war = no
					has_capitulated = no
					is_major = no
					NOT = {
						is_in_faction_with = ROOT
					}
				}
				news_event = {
					hours = 8
					id = r56.news_event.10
				}
			}
		}
		if = {
			limit = {
				is_historical_focus_on = no
				ROOT = {
					has_government = fascism
					has_war = no
				}
				GER = {
					has_government = fascism
					has_war = yes
					has_capitulated = no
				}
			}
			ROOT = {
				add_ai_strategy = {
					type = alliance
					id = GER
					value = 30
				} {
					type = befriend
					id = GER
					value = 50
				}
			}
		} {
			limit = {
				is_historical_focus_on = no
				ROOT = {
					has_government = communism
					has_war = no
				}
				SOV = {
					has_government = communism
					has_war = yes
					has_capitulated = no
				}
			}
			ROOT = {
				add_ai_strategy = {
					type = alliance
					id = SOV
					value = 25
				} {
					type = befriend
					id = SOV
					value = 50
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_constitute_womens_rights
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_constitute_womens_rights
	icon = GFX_goal_womens_rights
	x = 3
	y = 1
	relative_position_id = VEN_housing_act
	cost = 10
	prerequisite = {
		focus = VEN_housing_act
	} {
		focus = VEN_nationalize_the_banking_sector
	} {
		focus = VEN_promote_political_cooperation
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = r56i_laws_gender_equality
				}
			}
			add_ideas = r56i_laws_gender_equality
		}
		swap_ideas = {
			remove_idea = VEN_corruption_3
			add_idea = VEN_corruption_6
		}
	}
}
### Entity: Wiki Documentation
Construct: Unit_types
Source: wiki
File: wiki/Ships.html

Doc:
Unit types[edit]
Taken from the a tech screen[1].

Destroyer (DD)

Light cruiser (CL)

Heavy cruiser (CA)

Battlecruiser (BC)

Battleship (BB)

Super-heavy battleship (SHBB)

Aircraft carrier (CV)

Submarine (SS)

Transports (TP): Transports, landing craft, tank landing craft

At current there do not seem to be any light/escort carriers (CVL/CVE).
### Entity: Decision
Component: AUS_eisenstadt_conference_category
Constructs: has_active_mission
Source: game
File: common/decisions/categories/r56_AUS_decision_categories.txt

Code:
AUS_eisenstadt_conference_category = {
	icon = GFX_decision_category_power_struggle
	allowed = {
		original_tag = AUS
	}
	visible_when_empty = yes
	visible = {
		has_active_mission = AUS_conference_ongoing
	}
	priority = 300
}
### Entity: Modding Documentation
Construct: goto_state
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## goto_state
* Arguments: state id

Centers to state
### Entity: Event
Component: mongol_genden.18
Constructs: is_triggered_only, fire_only_once, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_genden.18
	title = mongol_genden.18.t
	desc = mongol_genden.18.d
	picture = GFX_report_event_polish_partisans
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol_genden.18.a
		set_country_flag = MON_genden_route_rostov
	}
}
### Entity: Order of Battle
Component: Royal New Zealand Navy
Source: game
File: history/units/NZL_1939_naval_mtg.txt

Code:
fleet = {
	name = Royal New Zealand Navy
	naval_base = 4543
	task_force = {
		name = New Zealand Division
		location = 4543
		ship = {
			name = HMNZS Achilles
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = NZL
					version_name = Leander Class
				}
			}
		} {
			name = HMNZS Leander
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = NZL
					version_name = Leander Class
				}
			}
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_nuclear_effort
Constructs: prerequisite, limit, completion_reward, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_nuclear_effort
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = VNZ_construction_effort_3
	}
	relative_position_id = VNZ_construction_effort_3
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = USA_manhattan_project
				bonus = 0.75
				uses = 1
				category = nuclear
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.75
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.25
			always = yes
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ITA_1939_naval_mtg.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_heavy_1
			creator = ITA
			version_name = Caio Duilio Class
		}
		name = RN Caio Duilio
		requested_factories = 2
		progress = 0.8
		amount = 1
		industrial_manufacturer = mio:ITA_crda_organization
	} {
		equipment = {
			type = ship_hull_heavy_1
			creator = ITA
			version_name = Caio Duilio Class
		}
		name = RN Andrea Doria
		requested_factories = 2
		progress = 0.8
		amount = 1
		industrial_manufacturer = mio:ITA_crda_organization
	} {
		equipment = {
			type = ship_hull_heavy_2
			creator = ITA
			version_name = Littorio Class
		}
		name = RN Littorio
		requested_factories = 2
		progress = 0.6
		amount = 1
		industrial_manufacturer = mio:ITA_crda_organization
	} {
		equipment = {
			type = ship_hull_heavy_2
			creator = ITA
			version_name = Littorio Class
		}
		name = RN Vittorio Veneto
		requested_factories = 2
		progress = 0.6
		amount = 1
		industrial_manufacturer = mio:ITA_crda_organization
	} {
		equipment = {
			type = ship_hull_submarine_2
			creator = ITA
			version_name = Marcello Class
		}
		name = RSmg Comandante Cappellini
		requested_factories = 1
		progress = 0.75
		amount = 1
		industrial_manufacturer = mio:ITA_cantieri_navali_tosi_organization
	} {
		equipment = {
			type = ship_hull_submarine_2
			creator = ITA
			version_name = Marcello Class
		}
		name = RSmg Comandante Faà di Bruno
		requested_factories = 1
		progress = 0.65
		amount = 1
		industrial_manufacturer = mio:ITA_cantieri_navali_tosi_organization
	}
}
### Entity: Event
Component: BBA_african_union_events.6
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_AfricanUnion_events.txt

Code:
country_event = {
	id = BBA_african_union_events.6
	title = BBA_african_union_events.6.t
	desc = BBA_african_union_events.6.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = BBA_african_union_events.6.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_continue_hakimovs_legacy
Constructs: prerequisite, completion_reward, add_popularity, add_timed_idea
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_continue_hakimovs_legacy
	icon = GFX_goal_spread_communism
	cost = 5
	prerequisite = {
		focus = SAU_diplomacy_in_the_sand
	}
	mutually_exclusive = {
		focus = SAU_introduce_the_constitution SAU_seek_german_arms
	}
	relative_position_id = SAU_diplomacy_in_the_sand
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_timed_idea = {
			idea = SAU_hakimovs_influence
			days = 730
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_new_vozhd_old
Constructs: prerequisite, has_government, completion_reward, has_idea, add_country_leader_trait
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_new_vozhd_old
	text = SOV_new_vozhd
	icon = GFX_goal_SOV_russian_nationalism
	mutually_exclusive = {
		focus = SOV_in_the_name_of_the_czar_old
	} {
		focus = SOV_peoples_virtue_old
	}
	prerequisite = {
		focus = SOV_power_struggle_old
	}
	x = 2
	y = 1
	relative_position_id = SOV_power_struggle_old
	cost = 10
	ai_will_do = {
		factor = 0
	}
	available = {
		has_idea = konstantin_rodzaevsky
		has_government = fascism
	}
	completion_reward = {
		add_country_leader_trait = new_vozhd
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: italy.11
Constructs: is_triggered_only, add_state_claim
Source: game
File: events/Italy.txt

Code:
country_event = {
	id = italy.11
	title = italy.11.t
	desc = italy.11.d
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = italy.11.a
		ITA = {
			add_state_claim = 177
		}
	}
}
### Entity: Character
Component: SIA_artillery_enthusiast
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_artillery_enthusiast = {
	random = no
	sprite = 12
	equipment_bonus = {
		mio_cat_eq_only_artillery = {
			build_cost_ic = -0.15
			reliability = -0.2
			soft_attack = 0.15
			instant = yes
		}
	}
}
### Entity: Idea
Component: BEL_lack_of_junior_officers_ns
Constructs: removal_cost
Source: game
File: common/ideas/belgium.txt

Code:
BEL_lack_of_junior_officers_ns = {
	picture = chi_incompetent_officers
	allowed = {
		original_tag = BEL
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		army_org_factor = -0.05
		experience_gain_army_factor = -0.05
		command_power_gain_mult = -0.05
	}
}
### Entity: AI Strategy
Component: GER_dutch_ally
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_dutch_ally = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_completed_focus = GER_influence_the_benelux
		country_exists = HOL
	}
	abort = {
		NOT = {
			country_exists = HOL
		}
	}
	ai_strategy = {
		type = befriend
		id = HOL
		value = 100
	} {
		type = alliance
		id = HOL
		value = 100
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_state_national_council
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, add_political_power, has_civil_war, add_popularity
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_state_national_council
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = POL_woo_morges_staff
	}
	relative_position_id = POL_woo_morges_staff
	x = 3
	y = 1
	cost = 5
	available = {
		NOT = {
			has_completed_focus = POL_elect_a_PSL_leader
		}
	}
	bypass = {
		OR = {
			has_government = democratic communism
		}
		has_civil_war = no
	}
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
		army_experience = 25
		if = {
			limit = {
				OR = {
					has_government = democratic communism
				}
			}
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
		}
		else = {
			custom_effect_tooltip = add_com_civil_war_tt
			hidden_effect = {
				add_to_variable = {
					var = pol_peasant_communism
					value = 5
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_MILITARY_army_readiness_HIGH_abort
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_MILITARY_army_readiness_HIGH_abort = {
	check_variable = {
		EAI_fielded_eq_ratio = > 0.85
	}
	EAI_reserve_manpower_more_than_20p = yes
}
### Entity: Modifier Reference
Component: DEN_sovaernet_dynamic_modifier
Constructs: screening_efficiency
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
DEN_sovaernet_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_DEN_sovaernet_1
	naval_coordination = DEN_sovaernet_naval_coordination
	naval_detection = DEN_sovaernet_naval_detection
	navy_org_factor = DEN_sovaernet_navy_org
	naval_morale_factor = DEN_sovaernet_naval_morale
	navy_anti_air_attack_factor = DEN_sovaernet_navy_anti_air
	navy_capital_ship_defence_factor = DEN_sovaernet_capital_ship_defence
	navy_screen_attack_factor = DEN_sovaernet_navy_screen_attack
	navy_screen_defence_factor = DEN_sovaernet_navy_screen_defence
	naval_accidents_chance = DEN_sovaernet_naval_accidents
	screening_efficiency = DEN_sovaernet_screening_efficiency
	positioning = DEN_sovaernet_positioning
	naval_critical_score_chance_factor = DEN_sovaernet_naval_critical_score_chance
}
### Entity: National Focus
Tree: ast_focus
Component: AST_a_controversial_recruitment
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_a_controversial_recruitment
	icon = GFX_focus_AST_a_controversial_recruitment
	prerequisite = {
		focus = AST_against_war_and_fascism
	}
	relative_position_id = AST_against_war_and_fascism
	x = 2
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = available_political_advisor generic_skip_one_line_tt
		show_ideas_tooltip = AST_maurice_blackburn
		add_political_power = 75
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
}
### Entity: Idea
Component: CHI_islamist_dissdence5
Constructs: war_support_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_islamist_dissdence5 = {
	picture = raj_marginalized_muslim_community_angry
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		fascism_drift = 0.1
		war_support_factor = 0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Idea
Component: nkvd_2_lar
Constructs: political_power_gain, has_government, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
nkvd_2_lar = {
	removal_cost = -1
	name = nkvd_2
	picture = nkvd_2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		subversive_activites_upkeep = -0.5
		operative_slot = 1
		land_reinforce_rate = 0.05
		political_power_gain = 0.1
	}
}
### Entity: Game Data
Component: banana_america
Constructs: has_any_custom_difficulty_setting, has_cosmetic_tag, is_subject_of
Source: game
File: common/achievements/rt56-achievements.txt

Code:
banana_america = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = HON
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = banana_america_tt
			has_cosmetic_tag = UFC
			USA = {
				is_subject_of = HON
			}
		}
	}
}
### Entity: Character
Component: SIA_phin_choonhavan
Source: game
File: common/characters/SIA.txt

Code:
SIA_phin_choonhavan = {
	name = SIA_phin_choonhavan
	portraits = {
		army = {
			small = GFX_portrait_SIA_phin_choonhavan_small
			large = GFX_portrait_SIA_phin_choonhavan
		}
	}
	advisor = {
		slot = army_chief
		idea_token = SIA_phin_choonhavan
		ledger = army
		allowed = {
			original_tag = SIA
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			infantry_officer politically_connected
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Idea
Component: CHI_chinese_unity_5
Constructs: removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_chinese_unity_5 = {
	picture = chi_chinese_unity
	name = CHI_chinese_unity_1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		surrender_limit = 0.25
	}
}
### Entity: Event
Component: cityfall.73
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.73
	title = cityfall.73.t
	desc = cityfall.73.desc
	picture = GFX_news_event_south_american_stahlhelm
	major = yes
	is_triggered_only = yes
	immediate = {
		278 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.73.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.73.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.73.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: Event
Component: SEA_PRC_request_aid.7
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_request_aid.7
	title = SEA_PRC_request_aid.7.t
	desc = SEA_PRC_request_aid.7.desc
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_request_aid.7.a
		hidden_effect = {
			country_event = {
				id = SEA_PRC_request_aid.21
				days = 180
			}
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_modernize_production_lines
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, has_tech, has_idea, swap_ideas
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_modernize_production_lines
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = FIN_dominate_the_skies FIN_support_for_ground_forces
	} {
		focus = FIN_naval_airforce
	}
	mutually_exclusive = {
		focus = FIN_expand_production_lines
	}
	x = 1
	y = 1
	relative_position_id = FIN_dominate_the_skies
	cost = 10
	available = {
		has_tech = advanced_machine_tools
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = FIN_support_for_ground_forces
			}
			custom_effect_tooltip = FIN_modernize_production_lines_cas_designs_tt
			hidden_effect = {
				if = {
					limit = {
						has_idea = FIN_hidden_cas_production_ns
					}
					swap_ideas = {
						remove_idea = FIN_hidden_cas_production_ns
						add_idea = FIN_hidden_cas_production_ns_improved
					}
				}
				else = {
					add_ideas = FIN_hidden_cas_production_ns_improved
				}
			}
		}
		else_if = {
			limit = {
				has_completed_focus = FIN_dominate_the_skies
			}
			custom_effect_tooltip = FIN_modernize_production_lines_fighter_designs_tt
			hidden_effect = {
				if = {
					limit = {
						has_idea = FIN_hidden_fighter_production_ns
					}
					swap_ideas = {
						remove_idea = FIN_hidden_fighter_production_ns
						add_idea = FIN_hidden_fighter_production_ns_improved
					}
				}
				else = {
					add_ideas = FIN_hidden_fighter_production_ns_improved
				}
			}
		}
		else = {
			custom_effect_tooltip = FIN_modernize_production_lines_no_focus_tt
		}
		custom_effect_tooltip = FIN_modernize_production_lines_naval_airforce_tt
		hidden_effect = {
			if = {
				limit = {
					has_idea = FIN_hidden_naval_bomber_production_ns
				}
				swap_ideas = {
					remove_idea = FIN_hidden_naval_bomber_production_ns
					add_idea = FIN_hidden_naval_bomber_production_ns_improved
				}
			}
			else = {
				add_ideas = FIN_hidden_naval_bomber_production_ns_improved
			}
		}
	}
}
### Entity: Effect Reference
Construct: transfer_state
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## transfer_state

* Supported Scopes: COUNTRY
* Supported Targets: none

```
set owner and controller for state
```
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_support_anti-air.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_support_anti-air.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)
### Entity: Scripted Effect
Component: SOV_clean_purge_targets_effect
Constructs: limit, every_character, has_character_flag, clr_character_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_clean_purge_targets_effect = {
	hidden_effect = {
		every_character = {
			limit = {
				has_character_flag = SOV_targeted_for_purge_flag
			}
			clr_character_flag = SOV_targeted_for_purge_flag
		}
	}
}
### Entity: Character
Component: AST_gwynydd_meredith
Source: game
File: common/characters/AST.txt

Code:
AST_gwynydd_meredith = {
	name = AST_gwynydd_meredith
	portraits = {
		army = {
			large = GFX_portrait_AST_gwynydd_meredith
			small = GFX_portrait_AST_gwynydd_meredith_small
		}
	}
	corps_commander = {
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Character
Component: KAZ_pot
Source: game
File: common/characters/KAZ.txt

Code:
KAZ_pot = {
	advisor = {
		slot = political_advisor
		idea_token = KAZ_pot
		allowed = {
			original_tag = KAZ
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}