Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_MILITARY_SECTOR_reassess_sector
Constructs: limit, has_country_flag, check_variable, set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_SECTOR_effects.txt

Code:
EAI_MILITARY_SECTOR_reassess_sector = {
	if = {
		limit = {
			has_country_flag = EAI_sector_operations_logging
		}
		log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_SECTOR_reassess_sector=[?EAI_MILITARY_SECTOR_id]
	} {
		limit = {
			NOT = {
				AND = {
					check_variable = {
						_num_sectors = > 0
					} {
						_sector_trend_scores_^num = > 0
					} {
						_sector_control_scores_^num = > 0
					}
				}
			}
		}
		log = EAI_MILITARY_SECTOR_reassess_sector ERROR _num_sectors=[?_num_sectors] _sector_trend_scores_^num=[?_sector_trend_scores_^num] _sector_control_scores_^num=[?_sector_control_scores_^num]
	} {
		limit = {
			has_country_flag = EAI_sector_operations_logging
		}
		log = biggest_diff=[?biggest_diff]
	} {
		limit = {
			has_country_flag = EAI_sector_operations_logging
		}
		log = sector_score=[?sector_score]
	} {
		limit = {
			OR = {
				check_variable = {
					biggest_diff = > @EAI_MILITARY_SECTOR_reassess_sector_min_difference_to_cancel
				} {
					sector_score = < @EAI_MILITARY_SECTOR_reassess_sector_max_score_to_cancel
				}
			}
		}
		set_temp_variable = {
			cancelled_sector_ = 1
		}
	}
	resize_temp_array = {
		sector_differences = _num_sectors
	} {
		sector_scores = _num_sectors
	}
	for_each_loop = {
		array = sector_differences
		index = diff_i
		value = diff_v
		if = {
			limit = {
				check_variable = {
					diff_i = EAI_MILITARY_SECTOR_id
				}
			}
			set_temp_variable = {
				sector_score = _sector_trend_scores_^diff_i
			} {
				biggest_diff = 0
			}
			add_to_temp_variable = {
				sector_score = _sector_control_scores_^diff_i
			}
			if = {
				limit = {
					has_country_flag = EAI_sector_operations_logging
				}
				log = sector=[?diff_i] sector_score=[?sector_score]
			}
			for_each_loop = {
				array = sector_differences
				index = sector_i
				value = sector_v
				if = {
					limit = {
						NOT = {
							check_variable = {
								diff_i = sector_i
							} {
								EAI_MILITARY_SECTOR_cooldown^sector_i = 1
							}
						}
					}
					set_temp_variable = {
						diff_score = _sector_trend_scores_^sector_i
					}
					add_to_temp_variable = {
						diff_score = _sector_control_scores_^sector_i
					}
					subtract_from_temp_variable = {
						diff_score = sector_score
					}
					if = {
						limit = {
							has_country_flag = EAI_sector_operations_logging
						}
						log = diff_score=[?diff_score]
	
# ... (truncated)
### Entity: Modifier Reference
Component: r56_CYP_dyn_mod_coastal_defense_preparations
Source: game
File: common/dynamic_modifiers/r56_CYP.txt

Code:
r56_CYP_dyn_mod_coastal_defense_preparations = {
	icon = GFX_modifiers_coastal_defense
	state_production_speed_coastal_bunker_factor = 0.2
	state_coastal_bunker_max_level_terrain_limit = 2
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_glorify_deng_yanda
Constructs: prerequisite, add_war_support, completion_reward, add_popularity
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_glorify_deng_yanda
	icon = GFX_focus_CHI_glorify_deng_yanda
	prerequisite = {
		focus = CHI_revive_the_chinese_action_committee
	}
	mutually_exclusive = {
		focus = CHI_apply_yandas_work
	}
	x = -1
	y = 1
	relative_position_id = CHI_revive_the_chinese_action_committee
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	}
}
### Entity: Event
Component: KMT_event.70
Constructs: is_triggered_only, add_political_power, set_country_flag
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.70
	title = KMT_event.70.t
	desc = KMT_event.70.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = KMT_event.70.a
		set_country_flag = KMT_moscow_nanjing
		add_political_power = -50
		CHI = {
			add_political_power = 50
		} {
			country_event = CHI_warlords.20
		}
	} {
		name = KMT_event.70.b
		CHI = {
			country_event = CHI_warlords.19
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_peoples_liberation_army
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_peoples_liberation_army
	icon = GFX_goal_generic_attack_allies
	prerequisite = {
		focus = PRC_sea_central_military_commission
	}
	x = 0
	y = 1
	relative_position_id = PRC_sea_central_military_commission
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_idea = PRC_red_army_weakened
			}
			remove_ideas = PRC_red_army_weakened
		}
		ELSE = {
			add_ideas = PRC_tsr_warlord_peoples_liberation_army
		}
	}
}
### Entity: Military Industrial Organization
Component: AFG_artillery_organization
Constructs: has_country_flag, has_dlc
Source: game
File: common/military_industrial_organization/organizations/AFG_organization.txt

Code:
AFG_artillery_organization = {
	include = generic_artillery_organization
	allowed = {
		has_dlc = Graveyard of Empires
		tag = AFG
	}
	available = {
		AFG = {
			has_country_flag = afg_artillery_factory_mio
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_greater_nordic_reich
Constructs: prerequisite, completion_reward, unlock_decision_tooltip, set_cosmetic_tag
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_greater_nordic_reich
	icon = GFX_focus_SOV_reinforce_western_naval_bases
	prerequisite = {
		focus = SWE_danish_alignment SWE_united_kingdoms_of_sweden_and_norway SWE_finnish_integration
	}
	x = 0
	y = 2
	relative_position_id = SWE_danish_alignment
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = SWE_greater_nordic_reich_tt
		unlock_decision_tooltip = SWE_integrate_fin SWE_integrate_nor SWE_integrate_den SWE_integrate_ice
		set_cosmetic_tag = SWE_greater_nordic_reich_tag
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_central_european_faction
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, has_game_rule, set_rule, add_command_power
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_central_european_faction
	icon = {
		GFX_focus_GER_european_confederation = {
			ROOT = {
				has_completed_focus = CZE_petition_the_nobles
			}
		}
		GFX_focus_generic_subjugation = yes
	}
	prerequisite = {
		focus = CZE_claim_lands_of_the_bohemian_crown CZE_aggressive_foreign_policy
	}
	cost = 10
	relative_position_id = CZE_deepen_ties_with_puppet_kingdoms
	x = 11
	y = 3
	offset = {
		x = -5
		y = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_unify_the_fascist_parties
		}
	} {
		x = 1
		y = -4
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			OR = {
				has_completed_focus = CZE_aggressive_foreign_policy CZE_work_with_germany
			}
		}
	} {
		x = 1
		y = -5
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_petition_the_nobles
		}
	}
	completion_reward = {
		add_ideas = CZE_central_european_faction_idea
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_rule = {
			can_create_factions = yes
		}
		add_command_power = 25
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_secure_the_italian_alliance
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, has_war_with, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_secure_the_italian_alliance
	prerequisite = {
		focus = ENG_the_british_path_to_fascism
	}
	available = {
		is_subject = no
		country_exists = ITA
		NOT = {
			has_war_together_with = FRA
		} {
			has_war_with = ITA
		}
		ITA = {
			is_in_faction = no
		}
	}
	bypass = {
		OR = {
			ITA = {
				exists = no
			} {
				is_subject = yes
			} {
				is_in_faction = yes
			}
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				ITA = {
					OR = {
						has_completed_focus = ITA_defy_the_duce
						custom_trigger_tooltip = {
							tooltip = ITA_RDS_exists_tt
							tag = RDS
						}
					}
				}
			}
		}
	}
	icon = GFX_goal_generic_major_alliance
	x = 0
	y = 1
	relative_position_id = ENG_the_british_path_to_fascism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ai_strategy = {
			type = antagonize
			id = GER
			value = 200
		} {
			type = alliance
			id = GER
			value = -200
		} {
			type = befriend
			id = GER
			value = -200
		} {
			type = protect
			id = GER
			value = -200
		}
		GER = {
			add_ai_strategy = {
				type = antagonize
				id = ROOT
				value = 200
			} {
				type = alliance
				id = ROOT
				value = -200
			} {
				type = befriend
				id = ROOT
				value = -200
			} {
				type = protect
				id = ROOT
				value = -200
			}
		}
		IF = {
			limit = {
				is_in_faction_with = FRA
				has_war = no
			}
			remove_from_faction = FRA
		}
		ITA = {
			IF = {
				limit = {
					has_government = fascism
				}
				add_opinion_modifier = {
					target = ENG
					modifier = ENG_broke_french_relations
				}
			}
		} {
			country_event = {
				id = mtg_britain.36
				hours = 6
			}
		}
	}
}
### Entity: Country History
Country: SWE
Component: SWE_army
Source: game
File: history/countries/SWE - Sweden.txt

Code:
# OOB & Army Setup for SWE
oob = SWE_1936
### Entity: National Focus
Tree: raj_focus
Component: RAJ_rifle_factory_ishapore_west_bengal
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_size, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_rifle_factory_ishapore_west_bengal
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = RAJ_ammunition_factory_khadki
	}
	x = -2
	y = 1
	relative_position_id = RAJ_ammunition_factory_khadki
	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_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:RAJ_ammunition_factory_khadki_organization = {
				add_mio_size = 1
				unlock_mio_trait_tooltip = {
					trait = RAJ_mio_trait_rifle_factory_ishapore
				}
			}
		}
		else = {
			upgrade_ordance_factories_no_aat = yes
		}
		try_build_mil_in_core_otherwise_build_in_controlled = yes
	}
}
### Entity: Order of Battle
Component: 6a Brigada del Ejército
Constructs: division_template
Source: game
File: history/units/COL_1939.txt

Code:
division = {
	name = 6a Brigada del Ejército
	location = 2023
	division_template = Brigada del Ejército
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Scripted Trigger
Component: DIPLOMACY_LEAVE_FACTION_ENABLE_TRIGGER
Constructs: limit, has_game_rule, allow_leave_faction
Source: game
File: common/scripted_triggers/diplomacy_scripted_triggers.txt

Code:
DIPLOMACY_LEAVE_FACTION_ENABLE_TRIGGER = {
	if = {
		limit = {
			has_game_rule = {
				rule = allow_leave_faction
				option = BLOCKED
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_ALLOW_LEAVE_FACTION_BLOCKED_TOOLTIP
			always = no
		}
	}
}
### Entity: Idea
Component: VEN_amphibious_tank_designer
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_amphibious_tank_designer = {
	picture = generic_tank_manufacturer_3
	allowed = {
		original_tag = VEN
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		blank_tank_manufacturer
	}
	equipment_bonus = {
		amphibious_tank_chassis = {
			soft_attack = 0.05
			armor_value = 0.05
			reliability = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: EAI_DD_12/amphibious_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/amphibious_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		amphibious_tank_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Event
Component: usa.31
Constructs: is_triggered_only, clear_variable
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.31
	title = usa.31.t
	desc = usa.31.desc
	picture = GFX_report_event_usa_election_generic
	is_triggered_only = yes
	option = {
		name = usa.31.a
		clear_variable = sen_loc ror_loc senators_for_reelection representatives_for_reelection
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_join_allies
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, is_major, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_join_allies
	icon = GFX_goal_VEN_western_allignment
	x = 23
	y = 6
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = VEN_constitute_womens_rights VEN_institute_1936_constitution VEN_allow_new_elections
	}
	available = {
		is_in_faction = no
		is_puppet = no
		any_other_country = {
			is_major = yes
			has_government = democratic
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > 0
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 10
	}
	mutually_exclusive = {
		focus = VEN_viva_venezuela VEN_join_axis VEN_neutrality_focus
	}
	completion_reward = {
		if = {
			limit = {
				USA = {
					has_government = democratic
				}
			}
			USA = {
				add_opinion_modifier = {
					target = VEN
					modifier = medium_increase
				}
			}
		} {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_completed_focus = ENG_a_change_in_course ENG_visit_germany
					} {
						has_war_with = ROOT
					}
					has_capitulated = no
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ENG
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_increase
				}
				country_event = {
					id = generic.2
				}
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: Event
Component: AAT_norway.8
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_opinion_modifier, clr_country_flag, clr_global_flag, set_global_flag
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway.8
	title = AAT_norway.8.t
	desc = {
		text = AAT_norway.8.desc_SOV
		trigger = {
			original_tag = SOV
		}
	} {
		text = AAT_norway.8.desc_NOR
		trigger = {
			original_tag = NOR
		}
	}
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					tag = SOV
					NOT = {
						has_completed_focus = SOV_the_left_opposition
					}
				}
				SOV_kill_trotsky_effect = yes
			}
		}
	}
	picture = GFX_report_event_soviet_purge_trial
	option = {
		name = AAT_norway.8.a
		ai_chance = {
			base = 10
		}
		trigger = {
			original_tag = SOV
		}
		clr_country_flag = NOR_trotsky_sent_to_the_farm
		clr_global_flag = NOR_trotsky_in_norway
		set_global_flag = AAT_trotsky_sent_to_stalin
		SOV_paranoia_low_decrease_effect = yes
		if = {
			limit = {
				SOV = {
					NOT = {
						has_completed_focus = SOV_the_left_opposition
					}
				}
			}
			effect_tooltip = {
				retire_character = SOV_lev_trotsky
			}
			swap_ideas = {
				remove_idea = trotskyite_plot_nsb
				add_idea = trotskyite_plot_purged
			}
			add_opinion_modifier = {
				target = FROM
				modifier = NOR_communist_aligned_good
			}
		}
	} {
		name = AAT_norway.8.b
		ai_chance = {
			base = 10
		}
		trigger = {
			original_tag = NOR
		}
		SOV = {
			event_option_tooltip = AAT_norway.8.a
		}
	}
}
### Entity: Event
Component: SEA_generic_events.9
Constructs: is_triggered_only, ai_chance, add_popularity, add_timed_idea
Source: game
File: events/SEA_generic_events.txt

Code:
country_event = {
	id = SEA_generic_events.9
	title = SEA_generic_events.9.t
	desc = SEA_generic_events.9.desc
	picture = GFX_report_event_generic_rally_3
	is_triggered_only = yes
	option = {
		name = SEA_generic_events.9.a
		ai_chance = {
			base = 2
		}
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		add_timed_idea = {
			idea = alternate_political_infiltrated_opposition
			days = 180
		}
	} {
		name = SEA_generic_events.9.b
		ai_chance = {
			base = 1
		}
		add_timed_idea = {
			idea = alternate_political_infiltrated_opposition
			days = 90
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_kings_finest
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_kings_finest
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = HON_monarchist_coup
	}
	x = 26
	y = 4
	cost = 5
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_ARMY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = militarism_focus
		army_experience = 10
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/AIR/naval_bomber
Constructs: limit, has_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/AIR/naval_bomber = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_FOCUS/AIR/naval_bomber_OVERRIDE
			}
		}
		if = {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/AIR/naval_bomber = global.EAI_ON
					}
				}
				OR = {
					AND = {
						enemies_naval_strength_ratio = > 1
						num_of_military_factories = > 50
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/AIR/naval_bomber = FROM: [?EAI_FOCUS/AIR/naval_bomber] TO global.EAI_ON
			}
			set_variable = {
				EAI_FOCUS/AIR/naval_bomber = global.EAI_ON
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/AIR/strategic_bomber = global.EAI_OFF
					}
				}
				OR = {
					AND = {
						date = > 1942.1.1
						num_of_military_factories = < 30
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/AIR/naval_bomber = FROM: [?EAI_FOCUS/AIR/naval_bomber] TO global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/AIR/naval_bomber = global.EAI_OFF
			}
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_government, has_war_with, fire_only_once, has_resources_rights, has_idea, is_subject_of, complete_effect, remove_resource_rights
Source: game
File: common/decisions/FRI.txt

Code:
political_actions = {
	FRI_take_control_of_the_japanese_mining_concessions = {
		icon = generic_confiscation
		allowed = {
			OR = {
				original_tag = FRI VIN
			}
		}
		available = {
			controls_state = 928
			928 = {
				has_resources_rights = {
					receiver = JAP
				}
			}
			OR = {
				has_war_with = JAP
				JAP = {
					has_government = communism
				}
				has_idea = closed_economy
			}
			NOT = {
				is_subject_of = JAP
			}
		}
		cost = 15
		fire_only_once = yes
		ai_will_do = {
			factor = 50
		}
		complete_effect = {
			JAP = {
				remove_resource_rights = 928
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_naval_armaments_program
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_tech, is_special_project_completed, cancel_if_invalid, add_breakthrough_progress
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_naval_armaments_program
	icon = GFX_focus_JAP_naval_armaments_program
	prerequisite = {
		focus = JAP_form_the_kido_butai JAP_sea_heavier_naval_guns
	}
	relative_position_id = JAP_form_the_kido_butai
	x = -2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		JAP_naval_faction_is_at_least_influential = yes
		OR = {
			AND = {
				has_tech = improved_ship_hull_carrier
				has_completed_focus = JAP_focus_on_aircraft_carriers
			} {
				has_tech = improved_ship_hull_carrier
				is_special_project_completed = sp:sp_naval_super_heavy_battleship
				has_completed_focus = JAP_balanced_naval_approach
			} {
				is_special_project_completed = sp:sp_naval_super_heavy_battleship
				has_completed_focus = JAP_sea_battleship_initiative
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_IMPERIAL_INFLUENCE
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_naval
			value = 0.25
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					has_completed_focus = JAP_focus_on_aircraft_carriers JAP_balanced_naval_approach JAP_sea_battleship_initiative
				}
			}
			custom_effect_tooltip = JAP_naval_armaments_program_tt
		}
		ELSE_IF = {
			limit = {
				has_completed_focus = JAP_focus_on_aircraft_carriers
			}
			create_equipment_variant = {
				name = Shokaku Class
				name_group = JAP_CV_HISTORICAL
				type = ship_hull_carrier_2
				modules = {
					fixed_ship_deck_slot_1 = ship_deck_space
					fixed_ship_deck_slot_2 = ship_deck_space
					fixed_ship_anti_air_slot = ship_anti_air_2
					fixed_ship_engine_slot = carrier_ship_engine_3
					fixed_ship_secondaries_slot = empty
					front_1_custom_slot = ship_deck_space
					mid_1_custom_slot = ship_armor_carrier_deck
				}
				design_team = mio:JAP_yokosuka_naval_arsenal_organization
			}
			add_equipment_production = {
				equipment = {
					type = ship_hull_carrier_2
					creator = JAP
					version_name = Shokaku Class
				}
				name = Shokaku
				requested_factories = 1
				progress = 0.75
				amount = 1
				industrial_manufacturer = mio:JAP_yokosuka_naval_arsenal_organization
			} {
				equipment = {
					type = ship_hull_carrier_2
					creator = JAP
					version_name = Shokaku Class
				}
				name = Zu
# ... (truncated)
### Entity: Event
Component: czech.3
Constructs: is_triggered_only
Source: game
File: events/DOD_Czechoslovakia.txt

Code:
country_event = {
	id = czech.3
	title = czech.1.t
	desc = czech.3.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = czech.3.a
		hidden_effect = {

		}
	}
}
### Entity: State History
Component: 516
Constructs: add_core_of
Source: game
File: history/states/516-Northern Siberia.txt

Code:
state = {
	id = 516
	name = STATE_516
	manpower = 6004
	state_category = pastoral
	history = {
		victory_points = {
			4859 1
		}
		owner = SOV
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV TAY
	}
	provinces = {
		2923 2972 3336 4692 4733 4859 10607 10635 11261 11328 12643 13064
	}
	local_supplies = 0.0
}
### Entity: Unit Template
Component: KOR_CV_HISTORICAL
Source: game
File: common/units/names_ships/KOR_ship_names.txt

Code:
KOR_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		KOR
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = ROKS 
	fallback_name = Carrier %d
	unique = {
		Solgae Chamsuri Dokdo Marado
	}
}
### Entity: Idea
Component: COG_ruanda_urundian_conscription_drive_idea
Constructs: removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_ruanda_urundian_conscription_drive_idea = {
	picture = generic_manpower_bonus
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		weekly_manpower = 500
	}
}