Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: eng_focus
Component: ENG_the_british_communist_alternative
Constructs: create_country_leader, prerequisite, limit, add_stability, completion_reward, is_subject, is_in_faction_with, create_faction_from_template
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_the_british_communist_alternative
	prerequisite = {
		focus = ENG_for_the_good_of_the_revolution
	}
	mutually_exclusive = {
		focus = ENG_follow_moscow
	}
	available = {
		is_subject = no
		NOT = {
			is_in_faction_with = SOU
		}
	}
	icon = GFX_focus_generic_join_comintern
	x = -2
	y = 1
	relative_position_id = ENG_for_the_good_of_the_revolution
	cost = 5
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		dismantle_faction = yes
		create_faction_from_template = {
			template = faction_template_POR_popular_front_bloc
			name = ENG_british_communist_alternative
			icon = GFX_faction_logo_generic_9
		}
		hidden_effect = {
			news_event = {
				id = mtg_news.36
				days = 1
			}
		}
		if = {
			limit = {
				has_country_leader = {
					character = ENG_harry_pollitt
					ruling_only = yes
				}
			}
			retire_country_leader = yes
			create_country_leader = {
				name = Rajani Palme Dutt
				desc = POLITICS_PALME_DUTT_DESC
				picture = GFX_portrait_Rajani_Palme_Dutt
				expire = 1965.1.1
				ideology = leninism
				traits = {
					anti_stalinist_marxist
				}
			}
		}
		add_ai_strategy = {
			type = alliance
			id = SOU
			value = -200
		} {
			type = befriend
			id = SOU
			value = -200
		} {
			type = protect
			id = SOU
			value = -200
		}
		SOU = {
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = -200
			} {
				type = befriend
				id = ROOT
				value = -200
			} {
				type = protect
				id = ROOT
				value = -200
			}
		}
	}
}
### Entity: Modifier Reference
Construct: air_interception_detect_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_interception_detect_factor

* Number with 2 decimal places
* **Categories**: air
### Entity: Character
Component: KEN_mt
Source: game
File: common/characters/KEN.txt

Code:
KEN_mt = {
	advisor = {
		slot = theorist
		idea_token = KEN_mt
		ledger = army
		allowed = {
			original_tag = KEN
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Event
Component: argentina.14
Constructs: is_triggered_only, ai_chance, has_war_with, save_event_target_as, has_opinion, add_to_faction, set_country_flag
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.14
	title = argentina.14.t
	desc = argentina.14.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = alliance_inviter
			FROM = {
				save_event_target_as = alliance_applicant
			}
		}
	}
	option = {
		name = argentina.14.a
		ai_chance = {
			base = 80
			modifier = {
				factor = 0
				OR = {
					has_war_with = FROM
					has_opinion = {
						target = FROM
						value = < -25
					}
				}
			}
		}
		GER = {
			add_to_faction = FROM
		}
		hidden_effect = {
			set_country_flag = alliance_inviter@ROOT
			FROM = {
				set_country_flag = alliance_applicant@ROOT
			}
			news_event = {
				id = news.289
				hours = 12
			}
		}
	} {
		name = argentina.14.b
		ai_chance = {
			base = 20
			modifier = {
				factor = 0
				FROM = {
					surrender_progress = < 0.01
				}
			}
		}
		FROM = {
			country_event = {
				days = 1
				id = argentina.43
			}
		}
	}
}
### Entity: Character
Component: PHI_intelligence_bureau_chief
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_intelligence_bureau_chief = {
	sprite = 15
	random = no
	operative_slot = 1
	agency_upgrade_time = -0.15
	resistance_growth_on_our_occupied_states = 0.1
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_JAP
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_JAP = {
	EAI_PC_FORT_strategy_JAP_islands = yes
	EAI_PC_FORT_strategy_JAP_coastal = yes
	EAI_PC_FORT_strategy_JAP_frontlines = yes
}
### Entity: Country History
Country: BCO
Component: BCO_technology
Constructs: set_technology
Source: game
File: history/countries/BCO - British Columbia.txt

Code:
# Starting Technologies for BCO
set_technology = {
	etax_doctrine = 1
	camo = 1
	steel_production_1 = 1
	aluminum_production_1 = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	support_weapons = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	gw_artillery = 1
	fuel_silos = 1
	basic_naval_mines = 1
	early_ship_hull_light = 1
	basic_ship_hull_light = 1
	early_ship_hull_cruiser = 1
	basic_battery = 1
	basic_light_battery = 1
	basic_torpedo = 1
	basic_depth_charges = 1
	mtg_transport = 1
}
### Entity: State History
Component: 433
Constructs: add_core_of, has_dlc
Source: game
File: history/states/433-Rajputana.txt

Code:
state = {
	id = 433
	name = STATE_433
	provinces = {
		1199 1908 2054 4149 4915 4971 4984 7905 7998 10847 12743 12829 12844 12886
	}
	history = {
		owner = RAJ
		add_core_of = RJP
		buildings = {
			infrastructure = 1
			4915 = {
				landmark_taj_mahal = {
					level = 1
					allowed = {
						has_dlc = Graveyard of Empires
					}
				}
			}
		}
		victory_points = {
			1908 5
		}
	}
	state_category = rural town
	manpower = 11786000
	buildings_max_level_factor = 1.0
	local_supplies = 9.0
}
### Entity: Trigger Reference
Construct: has_scientist_level
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_scientist_level

* Supported Scopes: CHARACTER
* Supported Targets: none

```
Checks if the scientist of the character in scope matches the skill level condition for a specialization. Supports < > = operators.
level = <int>
specialization = <specialization_token>
ex: my_character = {
	  has_scientist_level = {
	    level > 2
	    specialization = specialization_nuclear
      }
	}

```
### Entity: National Focus
Tree: aus_focus
Component: AUS_intervention_in_spain
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, has_global_flag, has_game_rule, add_relation_rule_override
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_intervention_in_spain
	icon = GFX_focus_focus_fra_intervention_spain
	prerequisite = {
		focus = AUS_emergency_measaures AUS_seek_support_from_guarantors
	}
	mutually_exclusive = {

	}
	x = 5
	y = 1
	relative_position_id = AUS_emergency_measaures
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_global_flag = spanish_civil_war
		NOT = {
			has_global_flag = scw_over
		}
		any_country = {
			original_tag = SPR
			exists = yes
			OR = {
				has_government = democratic communism
			}
		}
	}
	bypass = {

	}
	offset = {
		x = 2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_hold_elections
		}
	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_global_flag = spanish_civil_war
				NOT = {
					has_global_flag = scw_over
				}
				SPD = {
					exists = yes
					OR = {
						has_government = democratic communism
					}
				}
			}
			add_relation_rule_override = {
				target = SPD
				can_send_volunteers = yes
			}
		} {
			limit = {
				NOT = {
					has_idea = AUS_volunteer_effort
				}
			}
			add_timed_idea = {
				idea = AUS_volunteer_effort
				days = 720
			}
		}
		ELSE = {
			add_relation_rule_override = {
				target = SPR
				can_send_volunteers = yes
			}
		}
	}
}
### Entity: Decision
Component: SOV_soviet_civil_war_dec_cat
Constructs: has_completed_focus, division_template, every_owned_state, limit, has_war_with, has_country_flag, fire_only_once, add_political_power
Source: game
File: common/decisions/SOV.txt

Code:
SOV_soviet_civil_war_dec_cat = {
	SOV_the_head_of_the_nkvd_yezhov = {
		icon = GFX_decision_generic_political_discourse
		allowed = {
			original_tag = SOV
		}
		available = {
			always = yes
		}
		ai_will_do = {
			base = 500
		}
		cost = 50
		days_remove = 90
		fire_only_once = yes
		visible = {
			has_completed_focus = SOV_the_plan_for_the_coup
			SOV_soviet_civil_war_not_started = yes
			has_idea = SOV_nikolay_yezhov
			SOV_nikolay_yezhov = {
				NOT = {
					has_character_flag = SOV_aligned_right_opposition_flag
				}
			}
		}
		cancel_if_not_visible = yes
		complete_effect = {
			random_list = {
				30 = {
					SOV_paranoia_very_low_increase_effect = yes
				}
				50 = {
					SOV_paranoia_low_increase_effect = yes
				}
				20 = {
					SOV_paranoia_medium_increase_effect = yes
				}
			}
		}
		remove_effect = {
			SOV_nikolay_yezhov = {
				set_character_flag = SOV_aligned_right_opposition_flag
			}
			custom_effect_tooltip = SOV_the_head_of_the_nkvd_yezhov_tt
		}
	}
	SOV_the_head_of_the_nkvd_yagoda = {
		icon = GFX_decision_generic_political_discourse
		allowed = {
			original_tag = SOV
		}
		available = {
			always = yes
		}
		ai_will_do = {
			base = 500
		}
		cost = 50
		fire_only_once = yes
		days_remove = 60
		visible = {
			has_completed_focus = SOV_the_plan_for_the_coup
			SOV_soviet_civil_war_not_started = yes
			has_idea = SOV_genrikh_yagoda
			SOV_genrikh_yagoda = {
				NOT = {
					has_character_flag = SOV_aligned_right_opposition_flag
				}
			}
		}
		cancel_if_not_visible = yes
		complete_effect = {
			random_list = {
				50 = {
					SOV_paranoia_very_low_increase_effect = yes
				}
				30 = {
					SOV_paranoia_low_increase_effect = yes
				}
				20 = {
					SOV_paranoia_medium_increase_effect = yes
				}
			}
		}
		remove_effect = {
			SOV_genrikh_yagoda = {
				set_character_flag = SOV_aligned_right_opposition_flag
			}
			custom_effect_tooltip = SOV_the_head_of_the_nkvd_yagoda_tt
		}
	}
	SOV_assassinate_stalin = {
		icon = GFX_decision_generic_political_discourse
		allowed = {
			original_tag = SOV
		}
		available = {
			always = yes
		}
		ai_will_do = {
			base = 200
			modifier = {
				factor = 0.01
				check_variable = {
					ROOT.SOV_paranoia = > 69
				}
			} {
				factor = 0.75
				check_variable = {
					ROOT.SOV_paranoia = > 49
				}
			} {
				factor = 2.5
				check_variable = {
					ROOT.SOV_paranoia = < 20
				}
			}
		}
		c
# ... (truncated)
### Entity: Idea
Component: GER_dismantle_maginot
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_dismantle_maginot = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_wall_line
	modifier = {
		production_speed_coastal_bunker_factor = 0.25
		production_speed_bunker_factor = 0.25
	}
}
### Entity: Effect Reference
Construct: add_days_mission_timeout
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_days_mission_timeout

* Supported Scopes: COUNTRY
* Supported Targets: none

```
add days to 'mission_timeout' value of a mission
Example:
add_days_mission_timeout  = {
    mission = <some_mission>
    days = 30
}

```
### Entity: Character
Component: AFG_junaid_khan
Constructs: has_completed_focus
Source: game
File: common/characters/AFG.txt

Code:
AFG_junaid_khan = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_junaid_khan
		allowed = {
			original_tag = AFG
		}
		visible = {
			NOT = {
				has_completed_focus = AFG_support_king_zahir
			}
		}
		available = {
			OR = {
				has_completed_focus = AFG_ally_basmachi_remnants AFG_integrate_the_basmachi_movement
			}
		}
		traits = {
			AFG_turkmen_khan
		}
	}
	name = AFG_junaid_khan
	portraits = {
		civilian = {
			small = GFX_portrait_AFG_junaid_khan_small
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_evaluate_the_changing_global_order
Constructs: has_completed_focus, prerequisite, limit, add_ideas, add_war_support, completion_reward, add_political_power, has_global_flag
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_evaluate_the_changing_global_order
	prerequisite = {
		focus = POR_expand_ministerial_control
	}
	icon = GFX_focus_SWI_neutrality_on_the_move
	cost = 5
	x = 0
	y = 3
	relative_position_id = POR_expand_ministerial_control
	available = {
		has_global_flag = scw_over
	}
	ai_will_do = {
		base = 98
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = POR_never_another_la_lys
				}
			}
			country_event = portugal.51
			hidden_effect = {
				complete_national_focus = POR_never_another_la_lys
			}
			custom_effect_tooltip = CHL_skip_one_line_tt POR_never_another_la_lys_tt
			effect_tooltip = {
				if = {
					limit = {
						has_war_support = < 0.3
					}
					set_war_support = 0.3
				} {
					limit = {
						has_idea = civilian_economy
					}
					custom_effect_tooltip = due_to_civilian_economy_being_active_we_will_receive_the_following_effects_tt CHL_skip_one_line_tt
					add_ideas = partial_economic_mobilisation
				}
				else = {
					add_war_support = 0.05
				} {
					random_owned_controlled_state = {
						prioritize = {
							112
						}
						add_extra_state_shared_building_slots = 2
						add_building_construction = {
							type = arms_factory
							level = 2
							instant_build = yes
						}
					}
				}
				custom_effect_tooltip = CHL_skip_one_line_tt
				else_if = {
					limit = {
						has_idea = low_economic_mobilisation
					}
					custom_effect_tooltip = due_to_early_mobilization_being_active_we_will_receive_the_following_effects_tt CHL_skip_one_line_tt CHL_skip_one_line_tt
					add_ideas = partial_economic_mobilisation
					random_owned_controlled_state = {
						prioritize = {
							112
						}
						add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = arms_factory
							level = 1
							instant_build = yes
						}
					}
				}
			}
		}
		else = {
			add_political_power = 45
			add_war_support = 0.04
			country_event = portugal.51
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: ITA_cantieri_navali_tosi_improved
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
ITA_cantieri_navali_tosi_improved = {
	name = ITA_cantieri_navali_tosi
	picture = ITA_cantieri_navali_tosi
	allowed = {
		original_tag = ITA
	}
	visible = {
		has_completed_focus = ITA_new_industrialization_program ITA_modernize_the_mezzogiorno
	}
	available = {
		controls_State = 849
		ITA_is_southern_designer_improved = yes
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		submarine_manufacturer_2
	}
}
### Entity: Idea
Component: idea_SIA_pan_thaiism_2
Constructs: war_support_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_pan_thaiism_2 = {
	allowed = {
		original_tag = SIA
	}
	picture = SIA_pan_thaiism
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.25
		offensive_war_stability_factor = 0.3
		army_org_regain = 0.05
		political_power_factor = 0.1
		war_support_factor = 0.05
		trade_opinion_factor = -0.15
		industrial_capacity_factory = -0.05
	}
}
### Entity: Event
Component: DOD_romania.66
Constructs: is_triggered_only
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.66
	title = DOD_romania.66.t
	desc = DOD_romania.66.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = DOD_romania.66.a
	}
}
### Entity: Unit Leader
Component: 4
Constructs: screening_efficiency
Source: game
File: common/unit_leader/00_defense_skills.txt

Code:
4 = {
	cost = 800
	type = navy
	modifier = {
		naval_defense_factor = 0.2
	}
	building_module_modifier = {
		naval_enemy_fleet_size_ratio_penalty_factor = 0.05
		screening_efficiency = 0.06
	}
}
### Entity: Event
Component: denmark.37
Constructs: is_triggered_only, ai_chance, limit, add_ideas, every_country, has_country_flag, set_country_flag, add_ai_strategy
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.37
	title = denmark.37.t
	desc = denmark.37.d
	picture = GFX_report_event_monarchist_northern_lights
	is_triggered_only = yes
	option = {
		name = denmark.37.a
		if = {
			limit = {
				count_triggers = {
					amount = 2
					NOR = {
						has_country_flag = nordic_customs_union_member
					}
					FIN = {
						has_country_flag = nordic_customs_union_member
					}
					SWE = {
						has_country_flag = nordic_customs_union_member
					}
					SMI = {
						has_country_flag = nordic_customs_union_member
					}
				}
			}
			set_country_flag = nordic_customs_union_member
			every_country = {
				limit = {
					has_country_flag = nordic_customs_union_member
				}
				add_ideas = nordic_customs_union_membership
				add_ai_strategy = {
					type = alliance
					id = DEN
					value = 50
				} {
					type = befriend
					id = DEN
					value = 50
				}
				DEN = {
					add_ai_strategy = {
						type = alliance
						id = PREV
						value = 50
					} {
						type = befriend
						id = PREV
						value = 50
					}
				}
			}
		}
		ai_chance = {
			base = 10
		}
	}
}
### Entity: AI Strategy
Component: SWE_NOR_nordic_defense_homeland_prio
Constructs: has_completed_focus, has_war, has_autonomy_state
Source: game
File: common/ai_strategy/SWE.txt

Code:
SWE_NOR_nordic_defense_homeland_prio = {
	allowed = {
		original_tag = NOR
	}
	enable = {
		has_war = yes
		has_autonomy_state = autonomy_aat_defense_council_member
		SWE = {
			has_completed_focus = SWE_decentralized_nordic_army_command
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = just_norway
		value = 200
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_liberate_north_africa
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, cancel_if_invalid, every_state, is_owned_by
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_liberate_north_africa
	icon = GFX_focus_IRQ_liberate_north_africa
	prerequisite = {
		focus = IRQ_regime_change_in_arabia
	}
	x = 1
	y = 1
	relative_position_id = IRQ_regime_change_in_arabia
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
		has_government = fascism
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_state = {
			limit = {
				NOT = {
					is_owned_by = ROOT
				}
				OR = {
					region = 225 126 182 128
				}
			}
			OWNER = {
				ROOT = {
					IF = {
						limit = {
							NOT = {
								ROOT = {
									has_wargoal_against = PREV
								}
							}
						}
						create_wargoal = {
							target = PREV
							type = liberate_wargoal
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_eradicate_rural_illiteracy
Constructs: prerequisite, has_country_flag, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_eradicate_rural_illiteracy
	icon = GFX_goal_research_silver
	prerequisite = {
		focus = TUR_village_institutes_program
	}
	x = 1
	y = 1
	relative_position_id = TUR_village_institutes_program
	cost = 10
	available = {
		custom_trigger_tooltip = {
			tooltip = TUR_village_institutes_focus_days_tt
			has_country_flag = {
				flag = TUR_village_institutes_flag
				days = > 400
			}
		} {
			tooltip = TUR_village_institutes_focus_current_days_tt
			has_country_flag = {
				flag = TUR_village_institutes_flag
				days = > 105
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_maximize_orientation
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_maximize_orientation
	icon = GFX_goal_manpower
	prerequisite = {
		focus = TUR_streamline_conscription
	}
	mutually_exclusive = {
		focus = TUR_expand_recruitment
	}
	x = -1
	y = 1
	relative_position_id = TUR_streamline_conscription
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = TUR_streamline_conscription_idea
			add_idea = TUR_maximize_orientation_idea
		}
	}
}
### Entity: Idea
Component: PRC_lack_skilled_personnel_1
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/prc.txt

Code:
PRC_lack_skilled_personnel_1 = {
	name = PRC_lack_skilled_personnel
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = indochina_illiteracy
	research_bonus = {
		electronics = -0.6
		nuclear = -0.8
		industry = -0.45
		armor = -0.3
		naval_equipment = -0.35
		air_equipment = -0.3
		artillery = -0.2
		motorized_equipment = -0.03
	}
	modifier = {
		naval_doctrine_cost_factor = 0.25
		air_doctrine_cost_factor = 0.12
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_islamic_school_project
Constructs: prerequisite, add_ideas, completion_reward, add_research_slot
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_islamic_school_project
	icon = GFX_goal_generic_islamic_education
	prerequisite = {
		focus = PAL_weapons_for_jihad
	}
	x = 1
	y = 1
	relative_position_id = PAL_weapons_for_jihad
	cost = 7.2
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = PAL_islamic_schools
		add_research_slot = 1
	}
}
### Entity: Event
Component: mongol_genden.22
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, fire_only_once, add_manpower, every_other_country, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_genden.22
	title = mongol_genden.22.t
	desc = mongol_genden.22.d
	picture = GFX_report_event_polish_sabotage
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol_genden.22.a
		trigger = {
			controls_state = 218
		}
		218 = {
			damage_building = {
				type = infrastructure
				damage = 2
			} {
				type = industrial_complex
				damage = 1
			}
		}
		ROOT = {
			add_manpower = -18
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -500
			}
		}
	} {
		name = mongol_genden.22.b
		trigger = {
			original_tag = MON
		}
		effect_tooltip = {
			every_other_country = {
				limit = {
					controls_state = 218
				}
				218 = {
					damage_building = {
						type = infrastructure
						damage = 2
					} {
						type = industrial_complex
						damage = 1
					}
				}
				add_manpower = -18
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = -500
				}
			}
		}
		set_country_flag = MON_genden_rescue_route_rostov
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_visit_berlin
Constructs: prerequisite, has_government, has_war_with, completion_reward, has_civil_war, has_capitulated, add_popularity, add_country_leader_trait
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_visit_berlin
	icon = GFX_focus_chi_mission_to_germany
	x = 0
	y = 1
	cost = 5
	available = {
		has_government = neutrality
		GER = {
			has_civil_war = no
			has_capitulated = no
			OR = {
				has_government = fascism neutrality
			}
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		GER = {
			OR = {
				has_civil_war = yes
				has_war_with = ROOT
				has_capitulated = yes
				has_government = communism democratic
			}
		}
	}
	prerequisite = {
		focus = AFG_appoint_hashim
	}
	relative_position_id = AFG_appoint_hashim
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		country_event = {
			id = r56_afghanistan.12
			hours = 12
		}
		effect_tooltip = {
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
			add_country_leader_trait = AFG_germanophile
			set_country_flag = AFG_visited_berlin
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}