Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: POL_HSW
Constructs: has_completed_focus, has_dlc
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_HSW = {
	allowed = {
		original_tag = POL
		has_dlc = Poland: United and Ready
	}
	available = {
		has_completed_focus = POL_Huta_Stalowa_Wola_Steel_Mill
	}
	picture = HSW
	traits = {
		POL_steel_and_armaments
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_authoritarianism
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_authoritarianism
	icon = GFX_goal_molotov_ribbentrop_pact
	prerequisite = {
		focus = POL_internationalism
	}
	mutually_exclusive = {
		focus = POL_liberalism_focus
	}
	x = 1
	y = 1
	relative_position_id = POL_internationalism
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = POL_authoritarianism_focus
			days = 720
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_free_healthcare_policy
Constructs: prerequisite, completion_reward, has_idea, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_free_healthcare_policy
	icon = GFX_focus_generic_bad_medical
	prerequisite = {
		focus = AST_public_institutions
	}
	mutually_exclusive = {

	}
	relative_position_id = AST_public_institutions
	x = 1
	y = 1
	cost = 10
	available = {
		has_idea = AST_nationalizing_spirit
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_or_modify_AST_strength_in_numbers_spirit = yes
		add_to_variable = {
			AST_strength_in_numbers_monthly_population = 0.05
			tooltip = monthly_population_tt
		} {
			AST_forging_australias_future_spirit_conscription_factor = 0.1
			tooltip = conscription_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		AST_add_or_modify_forging_australias_future = yes
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_join_the_central_powers
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_join_the_central_powers
	icon = GFX_focus_ger_revive_kaiserreich
	relative_position_id = EGY_dominate_the_balkans
	x = 2
	y = 1
	cost = 5
	available = {
		is_subject = no
		is_in_faction = no
		GER = {
			has_government = neutrality
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	prerequisite = {
		focus = EGY_reclaim_the_sehzade EGY_revive_the_eyalet
	}
	mutually_exclusive = {
		focus = EGY_pact_of_middle_eastern_solidarity EGY_militarize_the_saadabad_pact
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		GER = {
			country_event = {
				id = generic.2
				hours = 12
			}
		}
	}
}
### Entity: National Focus
Component: r56_RAJ_aviation_effort_2
Constructs: prerequisite, limit, has_country_flag, completion_reward, complete_tooltip, add_building_construction, add_doctrine_cost_reduction, is_controlled_by
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus = {
	id = r56_RAJ_aviation_effort_2
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = r56_RAJ_bomber_focus r56_RAJ_fighter_focus
	}
	x = -1
	y = 1
	relative_position_id = r56_RAJ_bomber_focus
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	complete_tooltip = {
		air_experience = 25
		if = {
			limit = {
				has_country_flag = aviation_effort_2_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					OR = {
						NOT = {
							is_controlled_by = ROOT
						} {
							free_building_slots = {
								building = air_base
								size = > 1
							}
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_2_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_2_AB
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Scripted Trigger
Component: PRC_all_anti_japan_infiltration_discovered
Constructs: has_state_flag
Source: game
File: common/scripted_triggers/PRC_scripted_triggers.txt

Code:
PRC_all_anti_japan_infiltration_discovered = {
	609 = {
		has_state_flag = discovered_infiltration
		PRC_is_infiltrated_by_PREV = yes
	}
	610 = {
		has_state_flag = discovered_infiltration
		PRC_is_infiltrated_by_PREV = yes
	}
	611 = {
		has_state_flag = discovered_infiltration
		PRC_is_infiltrated_by_PREV = yes
	}
	612 = {
		has_state_flag = discovered_infiltration
		PRC_is_infiltrated_by_PREV = yes
	}
	714 = {
		has_state_flag = discovered_infiltration
		PRC_is_infiltrated_by_PREV = yes
	}
	715 = {
		has_state_flag = discovered_infiltration
		PRC_is_infiltrated_by_PREV = yes
	}
}
### Entity: Modifier Reference
Component: weather_arctic_water
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
weather_arctic_water = {
	naval_attrition = 0.1
	naval_retreat_speed = -0.05
	navy_casualty_on_sink = 0.2
	positioning = -0.2
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_supporting_italy_in_ethiopia_focus
Constructs: prerequisite, completion_reward, has_global_flag
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_supporting_italy_in_ethiopia_focus
	icon = GFX_focus_AUS_supporting_italy_in_ethiopia_focus
	prerequisite = {
		focus = AUS_clamp_down_on_dnsap
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_clamp_down_on_dnsap
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 10
			AUS_is_historical_ai = yes
		}
	}
	available = {
		has_global_flag = second_italo_ethiopian_war_flag
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AUS_supporting_italy_in_ethiopia_focus_tt
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_drive_out_the_banana_companies
Constructs: prerequisite, limit, completion_reward, is_subject, has_army_manpower, is_core_of, every_state, is_claimed_by
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_drive_out_the_banana_companies
	prerequisite = {
		focus = PRU_unite_the_ecuadorian_proletariat
	}
	icon = GFX_goal_generic_hit_the_superstructure
	x = -1
	y = 2
	relative_position_id = PRU_revive_the_bolivarian_dream
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 90000
		}
		305 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		491 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		490 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		any_state = {
			is_core_of = COL
			custom_trigger_tooltip = {
				tooltip = ROOT_is_not_controlled_by_root_or_ally_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
		COL = {
			communism = > 0.3
		}
	}
	ai_will_do = {
		factor = 10
	}
	will_lead_to_war_with = COL
	bypass = {
		all_state = {
			OR = {
				NOT = {
					is_core_of = COL
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = COL
				NOT = {
					is_claimed_by = ROOT
					is_core_of = ROOT
				}
			}
			add_claim_by = ROOT
		}
		every_other_country = {
			limit = {
				NOT = {
					is_ally_with = ROOT
				}
				any_controlled_state = {
					is_core_of = COL
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = puppet_wargoal_focus
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: r56_australia.7
Constructs: is_triggered_only, limit, has_government, has_country_leader
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.7
	title = r56_australia.7.t
	desc = {
		text = r56_australia.7.labor
		trigger = {
			has_country_leader = {
				character = AST_john_curtin
				ruling_only = yes
			}
		}
	} {
		text = r56_australia.7.uap
		trigger = {
			NOT = {
				has_country_leader = {
					character = AST_john_curtin
					ruling_only = yes
				}
			}
		}
	}
	picture = GFX_report_event_AST_funeral_2
	is_triggered_only = yes
	trigger = {
		has_government = democratic
	}
	option = {
		name = r56_australia.7.a
		if = {
			limit = {
				has_country_leader = {
					character = AST_john_curtin
					ruling_only = yes
				}
			}
			kill_country_leader = yes
			AST_set_ben_chifley = yes
		}
	}
}
### Entity: Event
Component: DOD_hungary.32
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, has_war_with, add_war_support, add_stability, fire_only_once
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.32
	title = DOD_hungary.32.t
	desc = DOD_hungary.32.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = DOD_hungary.32.a
		ai_chance = {
			factor = 5
			modifier = {
				threat = < 0.1
				factor = 2
			}
		}
		add_stability = -0.2
		add_war_support = -0.1
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		} {
			ideology = communism
			popularity = 0.1
		}
	} {
		name = DOD_hungary.32.b
		ai_chance = {
			factor = 45
		}
		trigger = {
			FRA = {
				NOT = {
					has_war_with = HUN
				} {
					has_completed_focus = FRA_strengthen_the_little_entente
				}
				has_government = democratic
			}
		}
		FRA = {
			country_event = {
				id = DOD_hungary.33
				hours = 12
			}
		}
	} {
		name = DOD_hungary.32.c
		ai_chance = {
			factor = 45
			modifier = {
				ENG = {
					has_completed_focus = uk_balkan_strategy
				}
				factor = 2
			}
		}
		trigger = {
			ENG = {
				NOT = {
					has_war_with = HUN
				}
				has_government = democratic
			}
		}
		ENG = {
			country_event = {
				id = DOD_hungary.33
				hours = 12
			}
		}
	}
}
### Entity: Scripted Trigger
Component: INS_is_volksaad_active_VISIBLE
Constructs: has_completed_focus
Source: game
File: common/scripted_triggers/INS_scripted_triggers.txt

Code:
INS_is_volksaad_active_VISIBLE = {
	NOT = {
		has_completed_focus = INS_underground_revolution
	}
}
### Entity: Scripted Effect
Component: remove_communist_spirits_effect
Constructs: limit, remove_ideas, remove_communist_spirits_effect, has_idea
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
remove_communist_spirits_effect = {
	if = {
		limit = {
			has_idea = communist_pressure
		}
		remove_ideas = communist_pressure
	} {
		limit = {
			has_idea = american_influence_drift_communism
		}
		remove_ideas = american_influence_drift_communism
	} {
		limit = {
			has_idea = comintern_influence
		}
		remove_ideas = comintern_influence
	} {
		limit = {
			has_idea = pan_slavic_propaganda
		}
		remove_ideas = pan_slavic_propaganda
	} {
		limit = {
			has_idea = agitated_peasants
		}
		remove_ideas = agitated_peasants
	} {
		limit = {
			has_idea = armed_communist_militants
		}
		remove_ideas = armed_communist_militants
	} {
		limit = {
			has_idea = BALTIC_communist_propaganda
		}
		remove_ideas = BALTIC_communist_propaganda
	} {
		limit = {
			has_idea = BALTIC_communist_militancy
		}
		remove_ideas = BALTIC_communist_militancy
	} {
		limit = {
			has_idea = SWE_foreign_communist_influence
		}
		remove_ideas = SWE_foreign_communist_influence
	}
}
### Entity: Idea
Component: HAN_pot
Source: game
File: common/ideas/hanover.txt

Code:
HAN_pot = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = HAN
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Combat Tactic
Component: tactic_breakthrough
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_breakthrough = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = no
		OR = {
			hardness = > 0.5
			skill_advantage = > 1
		}
	}
	active = no
	base = {
		factor = 4
	}
	picture = breakthrough
	countered_by = tactic_backhand_blow
	attacker_movement_speed = 0.5
	attacker = 0.25
	defender = -0.15
}
### Entity: Idea
Component: MOR_acd2
Source: game
File: common/ideas/morocco.txt

Code:
MOR_acd2 = {
	picture = generic_army_arab_1
	allowed = {
		original_tag = MOR
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: INS_ai_bandoeng_improved
Constructs: has_completed_focus, has_government, is_subject_of, is_in_faction_with, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_ai_bandoeng_improved = {
	allowed = {
		original_tag = INS
	}
	available = {
		NOT = {
			has_government = communism
		}
		controls_state = 335
	}
	name = INS_artilerie_inrichtingen
	picture = artillerie_inrichtingen
	visible = {
		OR = {
			is_subject_of = HOL
			is_in_faction_with = HOL
		}
		has_completed_focus = INS_restore_the_arms_factories
	}
	cost = 125
	traits = {
		infantry_equipment_manufacturer
	}
	research_bonus = {
		infantry_weapons = 0.15
		artillery = 0.1
	}
	equipment_bonus = {
		infantry_equipment = {
			soft_attack = 0.05
			build_cost_ic = -0.05
		}
	}
}
### Entity: Character
Component: ITA_luigi_longo
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/ITA.txt

Code:
ITA_luigi_longo = {
	name = ITA_luigi_longo
	portraits = {
		army = {
			small = GFX_portrait_ITA_luigi_longo_small
			large = GFX_portrait_ITA_luigi_longo
		}
		civilian = {
			small = GFX_portrait_ITA_luigi_longo_political_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_luigi_longo
		allowed = {
			original_tag = ITA
			has_dlc = By Blood Alone
		}
		available = {
			OR = {
				has_completed_focus = ITA_the_popular_front
				AND = {
					has_government = democratic
					has_completed_focus = ITA_common_ground
				}
			}
		}
		traits = {
			gallo
		}
		ai_will_do = {
			base = 0.8
			modifier = {
				factor = 0.1
				ITA_is_socialist_ai = yes
			}
		}
	}
	corps_commander = {
		traits = {
			militias_officer infantry_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
		visible = {
			has_government = communism
		}
	}
}
### Entity: Idea
Component: EAI_DD_8/super_heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/super_heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_long_range_escorts
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_long_range_escorts
	icon = GFX_focus_generic_multi_role_aircraft
	prerequisite = {
		focus = RAJ_trainer_planes
	}
	x = 2
	y = 0
	relative_position_id = RAJ_spitfire
	cost = 5
	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_AIR_XP
	}
	completion_reward = {
		air_experience = 25
		add_tech_bonus = {
			name = RAJ_long_range_escorts
			bonus = 1
			uses = 1
			category = cat_heavy_fighter
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_trade_fleets
Constructs: prerequisite, limit, add_ideas, completion_reward, is_coastal, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_trade_fleets
	icon = GFX_goal_generic_trade
	relative_position_id = VEN_expand_zulia_shipping
	x = -1
	y = 2
	cost = 10
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	prerequisite = {
		focus = VEN_expand_zulia_shipping
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
			}
			prioritize = {
				307
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		add_ideas = VEN_trade_fleets_idea
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_artillery_pieces_production
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_artillery_pieces_production
	icon = GFX_goal_proving_grounds
	prerequisite = {
		focus = BUL_kickstart_ammunition_production
	}
	relative_position_id = BUL_kickstart_ammunition_production
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		add_ideas = BUL_artillery_production
		add_tech_bonus = {
			name = BUL_artillery_pieces_production
			bonus = 1
			uses = 1
			category = artillery
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Construct: peace
Constructs: peace, annex_cost_factor, puppet_cost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## Modifiers for scope peace

* [annex_cost_factor](#annex_cost_factor)
* [peace_score_ratio_transferred_to_overlord](#peace_score_ratio_transferred_to_overlord)
* [peace_score_ratio_transferred_to_players](#peace_score_ratio_transferred_to_players)
* [puppet_cost_factor](#puppet_cost_factor)
### Entity: National Focus
Tree: bra_focus
Component: BRA_ideological_propaganda
Constructs: prerequisite, add_ideas, completion_reward, allow_branch, has_dlc, has_intelligence_agency
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_ideological_propaganda
	icon = GFX_focus_propaganda_soviet
	prerequisite = {
		focus = bra_foro_de_sao_paulo_focus
	}
	x = -1
	y = 1
	relative_position_id = bra_foro_de_sao_paulo_focus
	cost = 5
	ai_will_do = {
		factor = 0
	}
	allow_branch = {
		has_dlc = La Resistance
	}
	available = {
		has_intelligence_agency = yes
	}
	completion_reward = {
		upgrade_intelligence_agency = upgrade_psycho_warfare
		add_ideas = r56_clandestine_propaganda_techniques
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Idea
Component: CZE_revive_the_december_bloc
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_revive_the_december_bloc = {
	name = CZE_revive_the_december_bloc
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_fascist_workers
	modifier = {
		democratic_drift = -0.03
		political_advisor_cost_factor = -0.1
	}
}
### Entity: Scripted Trigger
Component: ITA_is_northern_designer
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_northern_designer = {
	custom_trigger_tooltip = {
		tooltip = ITA_northern_designer_tt
		hidden_trigger = {
			always = yes
		}
	}
}
### Entity: Order of Battle
Component: air_wing_104
Source: game
File: history/units/YUG_1939_air_bba.txt

Code:
air_wings = {
	104 = {
		medium_plane_fighter_airframe_1 = {
			owner = YUG
			creator = ENG
			amount = 48
			version_name = Bristol Blenheim IF
		}
		medium_plane_airframe_1 = {
			owner = YUG
			amount = 40
			creator = ITA
			version_name = SM.79
		}
	}
}
### Entity: Character
Component: NEN_mth
Source: game
File: common/characters/NEN.txt

Code:
NEN_mth = {
	advisor = {
		slot = theorist
		idea_token = NEN_mth
		cost = 100
		allowed = {
			original_tag = NEN
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_generic_democratic_reformer_sami_2d
		}
	}
}
### Entity: Achievement
Component: media_mughal
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_cosmetic_tag, has_done_agency_upgrade, is_spymaster
Source: game
File: common/achievements.txt

Code:
media_mughal = {
	id = 242
	possible = {
		tag = RAJ
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = media_mughal_tt
			RAJ = {
				has_cosmetic_tag = RAJ_mughal_empire
				has_done_agency_upgrade = upgrade_psycho_warfare
				is_spymaster = yes
				num_of_operatives = > 7
			}
		}
	}
}
### Entity: Modding Documentation
Construct: num_assigned_traits
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_assigned_traits
* description: number of assigned traits the leader has
### Entity: Scripted Effect
Component: EAI_PC_sort_projects_per_state_by_type
Constructs: limit, has_country_flag, clear_temp_array, is_in_array, add_to_temp_array, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_sort_projects_per_state_by_type = {
	if = {
		limit = {
			has_country_flag = EAI_priority_construction_detailed_logging
		}
		log = [GetYear] [GetMonth] | AI | [PREV.GetName] | PC: EAI_PC_sort_projects_per_state_by_type
	}
	clear_temp_array = sorted_states _sort_projects_per_state_by_type_TYPES
	for_each_loop = {
		array = EAI_PC_queue
		index = queue_pos
		value = _project_id
		if = {
			limit = {
				NOT = {
					is_in_array = {
						sorted_states = EAI_PC_target_state^_project_id
					}
				}
				is_in_array = {
					_sort_projects_per_state_by_type_TYPES = EAI_PC_building_type^_project_id
				}
			}
			clear_temp_array = projects_to_be_sorted_pos projects_to_be_sorted_id projects_to_be_sorted_val
			add_to_temp_array = {
				projects_to_be_sorted_pos = queue_pos
			} {
				projects_to_be_sorted_id = _project_id
			} {
				projects_to_be_sorted_val = _sort_projects_per_state_by_type_PRIO^EAI_PC_building_type^_project_id
			} {
				sorted_states = EAI_PC_target_state^_project_id
			}
			for_each_loop = {
				array = EAI_PC_queue
				index = state_queue_pos
				value = state_project_id
				if = {
					limit = {
						NOT = {
							check_variable = {
								state_project_id = _project_id
							}
						}
						check_variable = {
							EAI_PC_target_state^_project_id = EAI_PC_target_state^state_project_id
						}
						is_in_array = {
							_sort_projects_per_state_by_type_TYPES = PREV.EAI_PC_building_type^state_project_id
						}
					}
					add_to_temp_array = {
						projects_to_be_sorted_pos = state_queue_pos
					} {
						projects_to_be_sorted_id = state_project_id
					} {
						projects_to_be_sorted_val = _sort_projects_per_state_by_type_PRIO^EAI_PC_building_type^state_project_id
					}
				}
			} {
				array = projects_to_be_sorted_pos
				set_variable = {
					EAI_PC_queue^v = projects_to_be_sorted_id^i
				}
			}
			EAI_PC_sort_projects_by_sort_val = yes
		}
	}
}
### Entity: Idea
Component: POL_privatized_education
Constructs: has_government, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_privatized_education = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.05
	}
}