Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: UKR_MAR_01
Source: game
File: common/units/names_divisions/UKR_names_divisions.txt

Code:
UKR_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		UKR
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %dya Ukrainska Div. Morskoi Pekhoty
	ordered = {
		1 = {
			%dya Ukrainska Div. Morskoi Pekhoty
		}
		2 = {
			%dya Ukrainska Div. Morskoi Pekhoty
		}
		3 = {
			%dya Ukrainska Div. Morskoi Pekhoty
		}
		4 = {
			%dya Ukrainska Div. Morskoi Pekhoty
		}
		5 = {
			%dya Ukrainska Div. Morskoi Pekhoty
		}
		6 = {
			%dya Ukrainska Div. Morskoi Pekhoty
		}
		7 = {
			%dya Ukrainska Div. Morskoi Pekhoty
		}
		8 = {
			%dya Ukrainska Div. Morskoi Pekhoty
		}
		9 = {
			%dya Ukrainska Div. Morskoi Pekhoty
		}
		10 = {
			%dya Ukrainska Div. Morskoi Pekhoty
		}
	}
}
### Entity: Character
Component: SMI_council_communists
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/r56_traits.txt

Code:
SMI_council_communists = {
	random = no
	sprite = 13
	political_power_factor = -0.15
	industrial_capacity_factory = 0.1
	industrial_capacity_dockyard = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Military Industrial Organization
Component: MAL_far_east_oxygen_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/MAL_organization.txt

Code:
MAL_far_east_oxygen_organization = {
	name = Far East Oxygen and Acetylene Company
	include = generic_artillery_organization
	icon = GFX_idea_generic_artillery_manufacturer_2
	allowed = {
		owner = {
			OR = {
				tag = MAL SNG
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_artillery_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.03
		}
	}
}
### Entity: Event
Component: denmark.7
Constructs: is_triggered_only
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.7
	title = denmark.7.t
	desc = denmark.7.d
	picture = GFX_report_event_kpd_partisans
	is_triggered_only = yes
	option = {
		name = denmark.7.a
	}
}
### Entity: Order of Battle
Component: Strelkovaya Polk
Constructs: division_template
Source: game
File: history/units/TAN_1936.txt

Code:
division_template = {
	name = Strelkovaya Polk
	division_names_group = TAN_INF_01
	regiments = {
		infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_stockpile_fuel
Constructs: prerequisite, limit, completion_reward, is_at_peace_exiled_countries_excluded, add_timed_idea, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_stockpile_fuel
	icon = GFX_focus_generic_stockpile_fuel
	prerequisite = {
		focus = ITA_expand_naval_facilities
	}
	x = 2
	y = 1
	relative_position_id = ITA_expand_naval_facilities
	cost = 5
	available = {
		is_at_peace_exiled_countries_excluded = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = ITA_stockpiling_fuel
			days = 730
		}
		if = {
			limit = {
				849 = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = fuel_silo
						size = > 0
						include_locked = yes
					}
				}
			}
			849 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = fuel_silo
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				117 = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = fuel_silo
						size = > 0
						include_locked = yes
					}
				}
			}
			117 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = fuel_silo
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				115 = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = fuel_silo
						size = > 0
						include_locked = yes
					}
				}
			}
			115 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = fuel_silo
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = fuel_silo
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					852 736
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = fuel_silo
					level = 1
					instant_build = yes
				}
			}
		} {
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = fuel_silo
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					157 162
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = fuel_silo
					level = 1
					instant_build = yes
				}
			}
		} {
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = fuel_silo
						size = > 0
						include_locked = yes
					}
				}
				
# ... (truncated)
### Entity: National Focus
Tree: arm_focus
Component: ARM_resettle_trabzon
Constructs: prerequisite, limit, has_government, add_war_support, add_stability, add_opinion_modifier, completion_reward, add_state_core
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_resettle_trabzon
	icon = GFX_goal_ARM_resettle_trabzon
	prerequisite = {
		focus = ARM_war_propaganda
	}
	relative_position_id = ARM_war_propaganda
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		controls_state = 230 354
		NOT = {
			has_government = communism
		}
	}
	completion_reward = {
		add_stability = -0.1
		add_war_support = 0.05
		add_state_core = 354
		random_controlled_state = {
			prioritize = {
				230
			}
			add_manpower = -257782
		}
		random_state = {
			limit = {
				is_core_of = TUR
				any_neighbor_state = {
					state = 230
				}
			}
			add_manpower = 257782
		}
		if = {
			limit = {
				country_exists = TUR
			}
			TUR = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_decrease
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: SEA_china_democratic.11
Constructs: is_triggered_only, fire_only_once, add_to_war
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_democratic.11
	title = SEA_china_democratic.11.t
	desc = SEA_china_democratic.11.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_china_democratic.11.a
		effect_tooltip = {
			FROM = {
				add_to_war = {
					targeted_alliance = ROOT
					enemy = JAP
					hostility_reason = guarantee
				}
			}
		}
	}
}
### Entity: Faction
Component: joining_rule_non_fascist
Constructs: limit, has_government, has_rule
Source: game
File: common/factions/rules/joining_rules.txt

Code:
joining_rule_non_fascist = {
	type = joining_rules
	visible = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			NOT = {
				has_government = fascism
			}
		} {
			add = 1
			has_government = communism
		}
	}
	trigger = {
		NOT = {
			has_government = fascism
		}
		IF = {
			limit = {
				NOT = {
					has_rule = can_join_opposite_factions
				}
			}
			has_government = FROM
		}
	}
}
### Entity: Modding Documentation
Construct: bop_show
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## bop_show

Shows current country's active power balances.
### Entity: Faction
Component: faction_goal_control_crete
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_crete = {
	name = control_crete_goal_name
	description = control_crete_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = GRE
				is_in_faction_with = GRE
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 182
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		182 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 182
			}
			add_faction_initiative = 1
		}
		182 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			182 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = middle_east africa
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 1
			is_historical_focus_on = yes
			OR = {
				original_tag = ITA GER
			}
		}
	}
}
### Entity: Unit Template
Component: SPAN_INFB_01
Source: game
File: common/units/names_divisions/SPAN_names_divisions.txt

Code:
SPAN_INFB_01 = {
	name = Infantry Brigade
	for_countries = {
		COS DOM ECU EQG GUA HON MEX NIC PAN PAR PRU URG VEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %da Brigada de Infantería
	ordered = {
		1 = {
			%da Brigada de Infantería
		}
		2 = {
			%da Brigada de Infantería
		}
		3 = {
			%da Brigada de Infantería
		}
		4 = {
			%da Brigada de Infantería
		}
		5 = {
			%da Brigada de Infantería
		}
		6 = {
			%da Brigada de Infantería
		}
		7 = {
			%da Brigada de Infantería
		}
		8 = {
			%da Brigada de Infantería
		}
		9 = {
			%da Brigada de Infantería
		}
		10 = {
			%da Brigada de Infantería
		}
		11 = {
			%da Brigada de Infantería
		}
		12 = {
			%da Brigada de Infantería
		}
		13 = {
			%da Brigada de Infantería
		}
		14 = {
			%da Brigada de Infantería
		}
		15 = {
			%da Brigada de Infantería
		}
		16 = {
			%da Brigada de Infantería
		}
		17 = {
			%da Brigada de Infantería
		}
		18 = {
			%da Brigada de Infantería
		}
		19 = {
			%da Brigada de Infantería
		}
		20 = {
			%da Brigada de Infantería
		}
	}
}
### Entity: Decision
Component: FRA_civil_unrest_category
Constructs: has_completed_focus, has_war, has_government, fire_only_once, has_stability, has_global_flag, is_good, set_global_flag
Source: game
File: common/decisions/FRA.txt

Code:
FRA_civil_unrest_category = {
	FRA_communist_civil_war_decision = {
		icon = generic_civil_support
		available = {
			OR = {
				has_stability = > 0.25
				communism = < 0.01
				has_government = communism
				has_completed_focus = FRA_form_the_popular_front
				custom_trigger_tooltip = {
					tooltip = french_communist_civil_war_intervention_tt
					AND = {
						has_war = yes
						NOT = {
							AND = {
								SPR_scw_in_progress = yes
								any_enemy_country = {
									original_tag = SPR
								}
							}
						}
					}
				}
			}
		}
		days_mission_timeout = 90
		days_remove = 0
		activation = {
			has_stability = < 0.25
			communism = > 0.0
			OR = {
				has_war = no
				AND = {
					has_war = yes
					AND = {
						SPR_scw_in_progress = yes
						any_enemy_country = {
							original_tag = SPR
						}
					}
				}
			}
			not = {
				has_completed_focus = FRA_form_the_popular_front
			} {
				has_global_flag = flag_french_communist_civil_war
			}
		}
		allowed = {
			original_tag = FRA
		}
		fixed_random_seed = no
		fire_only_once = no
		is_good = no
		timeout_effect = {
			set_global_flag = flag_french_communist_civil_war
			country_event = {
				id = lar_low_stability_civil_war.1
			}
		}
	}
	FRA_fascist_civil_war_decision = {
		icon = generic_civil_support
		available = {
			OR = {
				has_stability = > 0.25
				has_government = fascism
				has_completed_focus = FRA_destroy_the_counter_revolution
				custom_trigger_tooltip = {
					tooltip = french_communist_civil_war_intervention_tt
					AND = {
						has_war = yes
						NOT = {
							AND = {
								SPR_scw_in_progress = yes
								any_enemy_country = {
									original_tag = SPR
								}
							}
						}
					}
				}
			}
		}
		days_mission_timeout = 90
		days_remove = 0
		activation = {
			has_stability = < 0.25
			OR = {
				has_war = no
				AND = {
					has_war = yes
					AND = {
						SPR_scw_in_progress = yes
						any_enemy_country = {
							original_tag = SPR
						}
					}
				}
			}
			has_completed_focus = FRA_form_the_popular_front
			NOT = {
				has_completed_focus = FRA_destroy_the_counter_revolution
			}
			not = {
				has_global_flag = flag_french_fascist_civil_war
			}
		}
		allowed = {
			original_tag = FRA
		}
		fixed_random_seed = no
		fire_only_once = no
		is_good = no
		timeout_effect = {
			set_global_flag = flag_french_fascist_civil_war
			country_event = {
				
# ... (truncated)
### Entity: Event
Component: mtg_news.38
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.38
	title = mtg_news.38.t
	desc = mtg_news.38.desc
	picture = GFX_news_event_journalists_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.38.a
		trigger = {
			OR = {
				original_tag = ENG
				is_in_faction_with = ENG
			}
		}
	} {
		name = mtg_news.38.b
		trigger = {
			OR = {
				original_tag = SOV
				is_in_faction_with = SOV
			}
		}
	} {
		name = mtg_news.38.c
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				is_in_faction_with = ENG
			} {
				original_tag = SOV
			} {
				is_in_faction_with = SOV
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_ENG_invasion_of_iraq_PREPARE
Constructs: has_completed_focus, has_country_flag, is_in_faction_with
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_invasion_of_iraq_PREPARE = {
	enable = {
		is_in_faction_with = ENG
		any_neighbor_country = {
			tag = PER
		}
		IRQ = {
			EAI_THIS_is_threat_to_PREV = yes
		}
		OR = {
			has_country_flag = EAI_ENG_invasion_of_iraq
			AND = {
				focus_progress = {
					focus = uk_iraq_focus
					progress = > 0
				}
				NOT = {
					has_completed_focus = uk_iraq_focus
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = IRQ
		value = 100
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_a_swiss_navy
Constructs: prerequisite, completion_reward, is_coastal, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_a_swiss_navy
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = SWI_switzerland_on_the_offense SWI_neutral_entente
	}
	relative_position_id = SWI_switzerland_on_the_offense
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = < 0.8
		fascism = < 0.2
		any_owned_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		navy_experience = 100
		add_tech_bonus = {
			name = SWI_a_swiss_navy
			bonus = 1
			uses = 2
			category = naval_equipment
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/RAJ_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 112
	}
	location = 12717
	division_template = District Garrison
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Effect Reference
Construct: clamp_temp_variable
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## clamp_temp_variable

* Supported Scopes: any
* Supported Targets: none

```
Clamps a temp variable a variable bet ween two a values or another variables
Example: clamp_temp_variable = {
var = num_dogs
min = 0
max = num_cats
}
```
### Entity: National Focus
Tree: irq_focus
Component: IRQ_form_opec
Constructs: prerequisite, limit, completion_reward, is_subject, cancel_if_invalid, random_owned_controlled_state, add_resource, set_rule
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_form_opec
	icon = GFX_focus_PER_establish_opec
	prerequisite = {
		focus = IRQ_nationalize_the_anglo_iraqi_oil_company
	}
	x = -1
	y = 1
	relative_position_id = IRQ_nationalize_the_anglo_iraqi_oil_company
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				OR = {
					state = 291 676 1011 1010
				}
			}
			prioritize = {
				676
			}
			add_resource = {
				type = oil
				amount = 8
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		set_rule = {
			can_create_factions = yes
		}
		IF = {
			limit = {
				is_in_faction = no
			}
			create_faction_from_template = {
				template = faction_template_regional
				name = PER_opec
				icon = GFX_faction_logo_generic_15
			}
		}
		show_ideas_tooltip = ARM_calouste_gulbenkian
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_hitler_2
Constructs: prerequisite, limit, has_government, every_country, completion_reward, is_on_continent, create_wargoal, annex_everything
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_hitler_2
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = ARG_hitler_1
	}
	x = -2
	y = 1
	relative_position_id = ARG_hitler_1
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ARG_hitler_2_tt ARG_hitler_2_core_tt
		hidden_effect = {
			every_country = {
				limit = {
					capital_scope = {
						is_on_continent = south_america
					}
					NOT = {
						has_government = fascism
					}
				}
				ARG = {
					create_wargoal = {
						type = annex_everything
						target = PREV
					}
				}
			}
			every_state = {
				limit = {
					is_core_of = GER
				}
				add_core_of = ROOT
			}
		}
	}
}
### Entity: Resistance
Component: resistance_25
Source: game
File: common/resistance_compliance_modifiers/resistance_modifiers.txt

Code:
resistance_25 = {
	type = state_resistance_modifier
	icon = GFX_occupation_resistance_modifier_strip:1
	small_icon = GFX_occupation_resistance_modifier_small_strip:1
	threshold = 25
	margin = 2
	state_modifier = {
		resistance_garrison_penetration_chance = 0.5
	}
}
### Entity: AI Strategy
Component: BRA_does_not_do_SCW_SPR
Constructs: has_completed_focus, has_government, has_civil_war, has_global_flag, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_BRA.txt

Code:
BRA_does_not_do_SCW_SPR = {
	allowed = {
		original_tag = BRA
	}
	enable = {
		date = < 1939.2.10
		BRA = {
			has_completed_focus = BRA_R56_restore_the_empire
			exists = yes
		} {
			has_government = neutrality
		}
		country_exists = SPR
		SPR = {
			OR = {
				has_government = democratic communism
			}
		} {
			has_civil_war = yes
		}
		NOT = {
			has_global_flag = scw_over
		}
	}
	abort = {
		OR = {
			date = > 1939.1.1
			NOT = {
				has_government = communism
			}
			SPR = {
				has_civil_war = no
			}
			has_global_flag = scw_over
		}
	}
	ai_strategy = {
		type = befriend
		id = SPR
		value = -25
	} {
		type = support
		id = SPR
		value = -125
	} {
		type = send_volunteers_desire
		id = SPR
		value = -125
	}
}
### Entity: Character
Component: ALB_head_of_the_comitee_of_kosovo
Source: game
File: common/country_leader/r56_traits.txt

Code:
ALB_head_of_the_comitee_of_kosovo = {
	sprite = 13
	random = no
	compliance_growth = 0.05
	army_core_defence_factor = 0.05
	party_popularity_stability_factor = 0.15
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_doctrine_of_initiative
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_doctrine_of_initiative
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = PAL_strengthen_the_military_complex
	}
	x = 1
	y = 1
	relative_position_id = PAL_strengthen_the_military_complex
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = PAL_initiative_doctrine
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_jewish_asylum
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_jewish_asylum
	icon = GFX_goal_star_of_david
	x = -1
	y = 1
	relative_position_id = VEN_health_and_social_assistance
	cost = 7.2
	prerequisite = {
		focus = VEN_health_and_social_assistance
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = KMT_national_institute_ns
	}
}
### Entity: Scripted Trigger
Component: NOR_is_trotskyist_ai
Constructs: has_country_flag, is_ai, has_game_rule
Source: game
File: common/scripted_triggers/NOR_scripted_triggers.txt

Code:
NOR_is_trotskyist_ai = {
	is_ai = yes
	OR = {
		has_game_rule = {
			rule = NOR_AI_BEHAVIOR
			option = NOR_TROSTSKYIST
		}
		has_country_flag = NOR_AI_RANDOM_TROSTSKYIST
	}
}
### Entity: Order of Battle
Component: XXIX Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XXIX Brigada Internacionales
	location = 9767
	division_template = Brigada Internacionales
}
### Entity: Event
Component: DOD_hungary.144
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_stability
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.144
	title = DOD_hungary.144.t
	desc = DOD_hungary.144.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = DOD_hungary.144.a
		ai_chance = {
			factor = 10
			modifier = {
				has_completed_focus = HUN_rapproachement_with_little_entente
				factor = 0
			}
		}
		add_stability = -0.1
	} {
		name = DOD_hungary.144.b
		ai_chance = {
			factor = 90
		}
		HUN = {
			country_event = DOD_hungary.145
		}
	}
}
### Entity: AI Strategy
Component: r56_com_hate_anti_com_IRQ
Constructs: has_government, has_country_leader_with_trait, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_com_hate_anti_com_IRQ = {
	allowed = {
		ROOT = {
			exists = yes
		}
	}
	enable = {
		ROOT = {
			has_government = communism
			exists = yes
		}
		IRQ = {
			exists = yes
			OR = {
				has_country_leader_with_trait = r56_trait_opposed_to_communism anti_communist
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = IRQ
		value = -800
	} {
		type = support
		id = IRQ
		value = -25
	} {
		type = befriend
		id = IRQ
		value = -25
	} {
		type = alliance
		id = IRQ
		value = -75
	}
}