Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: On Action
Component: on_actions
Constructs: division_template, every_owned_state, set_stability, limit, add_ideas, remove_ideas, add_opinion_modifier, has_game_rule
Source: game
File: common/on_actions/r56_focus_tree_selection_on_actions.txt

Code:
on_actions = {
	on_startup = {
		effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = AFG_focus_tree_selection
						option = STANDARD_TREE
					}
					has_dlc = Graveyard of Empires
				}
				set_global_flag = afg_dlc_focus_tree
				442 = {
					remove_claim_by = AFG
				}
				AFG = {
					load_focus_tree = afghanistan_tree
					remove_power_balance = {
						id = AFG_power_balance
					}
					remove_ideas = AFG_decentralized_economy AFG_illiteracy r56_AFG_zahir_shah_idea AFG_bank_millie_afghan AFG_hasht_nafari
					add_ideas = volunteer_only AFG_mohammad_zahir_shah_ns AFG_pashtunwali AFG_turkish_military_mission
					remove_dynamic_modifier = {
						modifier = AFG_afghan_army
					}
					set_variable = {
						AFG_electrification_cooldown = 0
					} {
						AFG_economy_production_efficiency_gain_factor = -0.5
					} {
						AFG_economy_production_max_efficiency_factor = -0.35
					} {
						AFG_economy_industrial_capacity_factor = -0.5
					} {
						AFG_stability_factor_dm = 0.2
					} {
						AFG_modifier_army_sub_unit_irregular_infantry_defence_factor = 0.05
					} {
						AFG_modifier_army_sub_unit_irregular_infantry_speed_factor = 0.05
					} {
						AFG_modifier_army_sub_unit_irregular_infantry_max_org_factor = 0.05
					} {
						AFG_modifier_army_sub_unit_irregular_infantry_attack_factor = 0
					} {
						AFG_modifier_army_sub_unit_cavalry_attack_factor = 0
					} {
						AFG_modifier_army_sub_unit_cavalry_defence_factor = 0
					} {
						AFG_modifier_army_sub_unit_cavalry_speed_factor = 0
					} {
						AFG_army_core_defence_factor = 0
					} {
						AFG_acclimatization_cold_climate_gain_factor = 0
					} {
						AFG_acclimatization_hot_climate_gain_factor = 0
					} {
						AFG_conscription_factor = 0.2
					} {
						AFG_experience_gain_army_factor = 0
					} {
						AFG_training_time_factor = 0
					} {
						AFG_max_planning_factor = 0
					} {
						AFG_planning_speed = 0
					} {
						AFG_experience_gain_army_factor = 0.02
					} {
						AFG_army_org_factor = 0
					} {
						AFG_army_core_defence_factor = 0.03
					} {
						AFG_army_armor_defence_factor = 0
					} {
						AFG_army_armor_attack_factor = 0
					} {
						AFG_army_artillery_attack_factor = 0
					} {
						AFG_army_artillery_defence_factor = 0
					} {
						AFG_conscription_factor = 0
					} {
						AFG_training_time_factor = 0
					} {
						AFG_conscr
# ... (truncated)
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/USA_1939_naval_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = carrier_2
			creator = USA
			version_name = Wasp Class
		}
		requested_factories = 3
		progress = 0.6
		amount = 1
		industrial_manufacturer = mio:USA_newport_news_shipbuilding_organization
	} {
		equipment = {
			type = light_cruiser_2
			creator = USA
		}
		requested_factories = 3
		progress = 0.95
		amount = 1
		industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
	} {
		equipment = {
			type = destroyer_2
			creator = USA
		}
		requested_factories = 2
		progress = 0.8
		amount = 2
		industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
	} {
		equipment = {
			type = destroyer_2
			creator = USA
		}
		requested_factories = 2
		progress = 0.7
		amount = 2
		industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
	} {
		equipment = {
			type = destroyer_2
			creator = USA
		}
		requested_factories = 2
		progress = 0.6
		amount = 2
		industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
	} {
		equipment = {
			type = destroyer_2
			creator = USA
		}
		requested_factories = 2
		progress = 0.5
		amount = 2
		industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
	} {
		equipment = {
			type = destroyer_2
			creator = USA
		}
		requested_factories = 1
		progress = 0.4
		amount = 1
		industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
	} {
		equipment = {
			type = submarine_2
			creator = USA
			version_name = Salmon Class
		}
		requested_factories = 2
		progress = 0.7
		amount = 2
		industrial_manufacturer = mio:USA_electric_boat_company_organization
	} {
		equipment = {
			type = submarine_2
			creator = USA
			version_name = Salmon Class
		}
		requested_factories = 1
		progress = 0.6
		amount = 1
		industrial_manufacturer = mio:USA_electric_boat_company_organization
	}
}
### Entity: Event
Component: ww_congo.45
Constructs: is_triggered_only, ai_chance, limit, add_popularity, set_country_flag, set_party_name, set_politics, add_country_leader_role
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.45
	title = ww_congo.45.t
	desc = ww_congo.45.desc
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	option = {
		name = ww_congo.45.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.15
			}
		} {
			set_country_flag = COG_kingdom_of_kuba_flag
			mark_focus_tree_layout_dirty = yes
		} {
			set_country_flag = COG_already_crowned_a_monarch_flag
		}
		set_party_name = {
			ideology = neutrality
			long_name = COG_nyim_of_kuba_party_long
			name = COG_nyim_of_kuba_party
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		IF = {
			limit = {
				COG_mbop_mabiinc_mambeky = {
					can_be_country_leader = yes
				}
			}
			promote_character = COG_mbop_mabiinc_mambeky
		}
		ELSE = {
			add_country_leader_role = {
				character = COG_mbop_mabiinc_mambeky
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1969.1.1.1
					traits = {
						nyim_of_kuba
					}
				}
			}
		}
		complete_national_focus = COG_the_nyim_of_kuba_focus
	} {
		name = ww_congo.45.b
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = POL_keep_looking_tt
		hidden_effect = {
			country_event = {
				id = ww_congo.46
				days = 35
			}
		}
	}
}
### Entity: Idea
Component: new_south_wales_rc
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
new_south_wales_rc = {
	allowed = {
		original_TAG = AST
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	picture = idea_AST_south_australian_railways
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: Country History
Country: SIA
Component: SIA_misc
Constructs: recruit_character, limit, add_ideas, set_technology, add_political_power, has_dlc, set_naval_oob, set_air_oob
Source: game
File: history/countries/SIA - Siam.txt

Code:
# Misc for SIA
capital = 1076
if = {
	limit = {
		has_dlc = Man the Guns
	}
	set_naval_oob = SIA_1936_naval_mtg
	else = {
		set_naval_oob = SIA_1936_naval_legacy
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = SIA_1936_air_bba
	else = {
		set_air_oob = SIA_1936_air_legacy
		set_technology = {
			early_fighter = 1
			CAS1 = 1
		}
	}
}
{
	limit = {
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	recruit_character = SIA_nangklao_chichalerm SIA_chao_phonphayuhasena SIA_nangklao_suriyawongse SIA_manphya_khanphialong SIA_luang_phibunsongkhram SIA_phraya_preechacholayudha SIA_phraya_chitnasongkhla
	add_ideas = idea_SIA_army_of_siam
}
{
	limit = {
		has_dlc = Thunder at Our Gates
	}
	recruit_character = SIA_phraya_songsuradet SIA_rangsit_prayurasakdi SIA_luang_wichitwathakan SIA_charun_rattanakun_seriroengrit SIA_adul_aduldejajaras SIA_phichit_kriangsakphichit SIA_luang_haansongkhram SIA_mangkorn_phromyothi SIA_luang_chawengsaksongkhram SIA_aditya_dibabha SIA_prince_subhasvasti SIA_jira_wichitsongkhram SIA_ananda_mahidol SIA_prajadhipok SIA_rambai_barni SIA_bowardej SIA_josiah_crosby SIA_puey_ungpakorn SIA_seni_pramoj SIA_prayoon_pamornmontri SIA_direk_jayanama SIA_phra_sitthi_ruang_dejpol SIA_pao_pienlert_boripanyutakit SIA_sanguan_tularaksa SIA_chao_phraya_sri_dharmathibhet SIA_vanich_pananont SIA_manopakorn_nitithada SIA_damrong_rajanubhab SIA_paribatra_sukhumbandhu SIA_wan_waithayakon SIA_vilas_osathanondh SIA_dhani_nivat SIA_chamkat_phalangkun SIA_phra_bisal_sukhumvit SIA_kukrit_pramoj SIA_sindh_kamalanavin SIA_prayoon_yuthasastrkosol SIA_luang_subhachalasai SIA_phin_choonhavan SIA_tiang_sirikhan
}
{
	limit = {
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	recruit_character = SIA_sindhu_kamalanavin
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		basic_battery = 1
		basic_torpedo = 1
		coastal_defense_ships = 1
		early_ship_hull_submarine = 1
		early_ship_hull_heavy = 1
		early_ship_hull_cruiser = 1
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		iw_small_airframe = 1
		engines_1 = 1
		aa_lmg = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
}
{
	limit = {
		h
# ... (truncated)
### Entity: State History
Component: 1023
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1023-Delaware.txt

Code:
state = {
	id = 1023
	name = STATE_1023
	manpower = 253112
	state_category = town
	history = {
		owner = USA
		victory_points = {
			9786 2
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
		add_core_of = USA
		add_to_array = {
			state_victory_points = 9786
		}
	}
	provinces = {
		9786 13309
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_garrison_state_panama
Constructs: has_country_flag, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_garrison_state_panama = {
	enable = {
		has_country_flag = EAI_MILITARY_garrison_state_strategies
		NOT = {
			is_in_array = {
				EAI_MILITARY_INVASION_staging_areas = 685
				 = .id
			}
		}
		controls_state = 685
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.05
		order_id = 997
		states = {
			685
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Modding Documentation
Construct: put_unit_buffers
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `put_unit_buffers`
This strategy will make ai buffer/garrison some units in a target area which can be used in orders that is in target areas.
```
ai_strategy = {
	type = put_unit_buffers

	# ratio of total armeis in country to be buffered
	ratio = 0.4

	# you can specify an order id. ratio of same orders ids will be share same ratio
	order_id = 2

	# states to put garrison orders (if no state is friendly, strat is invalid)
	states = {
		125
		126
		127
		128
		129
		338
		123
		122
	}

	# ai areas that the orders will use these buffers in
	area = europe
	area = asia

	# by default if you have orders in target areas, the buffer will request less units.
	# you can override this to disable the feature
	subtract_invasions_from_need = yes
	subtract_fronts_from_need = yes
}
```
### Entity: Scripted Effect
Component: EAI_RESOURCE_check_resource_shortages
Constructs: has_war, limit, has_country_flag, add_to_variable, check_variable, set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_resource_effects.txt

Code:
EAI_RESOURCE_check_resource_shortages = {
	@resource_shortage_limit = 0.15
	@resource_shortage_min_need = -25
	if = {
		limit = {
			has_war = yes
			fuel_ratio = < 0.25
		}
		add_to_variable = {
			EAI_fuel_resource_shortage = 1
		}
	} {
		limit = {
			has_country_flag = EAI_resources_logging
			check_variable = {
				EAI_fuel_resource_shortage = 3
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | RESOURCES: FUEL shortage, fuel_ratio = [?fuel_ratio]
	} {
		limit = {
			check_variable = {
				resource@aluminium = < 0
			} {
				aluminium_needed = < @resource_shortage_min_need
			} {
				aluminium_deficit = > @resource_shortage_limit
			}
			set_temp_variable = {
				aluminium_needed = resource_consumed@aluminium
			} {
				aluminium_deficit = resource@aluminium
			}
			multiply_temp_variable = {
				aluminium_needed = -1
			}
			add_to_temp_variable = {
				aluminium_needed = resource@aluminium
			}
			divide_temp_variable = {
				aluminium_deficit = aluminium_needed
			}
		}
		add_to_variable = {
			EAI_aluminium_resource_shortage = 1
		}
	} {
		limit = {
			has_country_flag = EAI_resources_logging
			check_variable = {
				EAI_aluminium_resource_shortage = 3
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | RESOURCES: ALUMINIUM shortage, deficit : need = [?aluminium_deficit|%0]
	} {
		limit = {
			check_variable = {
				resource@rubber = < 0
			} {
				rubber_needed = < @resource_shortage_min_need
			} {
				rubber_deficit = > @resource_shortage_limit
			}
			set_temp_variable = {
				rubber_needed = resource_consumed@rubber
			} {
				rubber_deficit = resource@rubber
			}
			multiply_temp_variable = {
				rubber_needed = -1
			}
			add_to_temp_variable = {
				rubber_needed = resource@rubber
			}
			divide_temp_variable = {
				rubber_deficit = rubber_needed
			}
		}
		add_to_variable = {
			EAI_rubber_resource_shortage = 1
		}
	} {
		limit = {
			has_country_flag = EAI_resources_logging
			check_variable = {
				EAI_rubber_resource_shortage = 3
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | RESOURCES: RUBBER shortage, deficit : need = [?rubber_deficit|%0]
	} {
		limit = {
			check_variable = {
				resource@tungsten = < 0
			} {
				tungsten_needed = < @resource_shortage_min_need
			} {
				tungsten_deficit = > @resource_shortage_limit
			}
			set_temp_variable = {
				tungsten_needed = resource_consumed@tungsten
			
# ... (truncated)
### Entity: Event
Component: AAT_finland_political.01
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_political.01
	title = AAT_finland_political.01.t
	desc = AAT_finland_political.01.desc
	picture = GFX_report_event_FIN_svinhufvud_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_political.01.a
		FIN_kallio_becomes_country_leader = yes
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_devaluate_the_lire
Constructs: prerequisite, add_stability, completion_reward, add_timed_idea
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_devaluate_the_lire
	icon = GFX_focus_ITA_devaluate_the_lire
	prerequisite = {
		focus = ITA_triumph_in_africa_bba
	}
	x = -3
	y = 1
	relative_position_id = ITA_triumph_in_africa_bba
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_stability = 0.02
		add_timed_idea = {
			idea = ITA_devaluated_lira
			days = 365
		}
	}
}
### Entity: Military Industrial Organization
Component: FRA_scam_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_FRA_organization.txt

Code:
FRA_scam_organization = {
	name = SACM
	include = generic_train_organization_r56_NSB
	icon = GFX_idea_generic_railroads
	allowed = {
		original_tag = FRA
	}
	initial_trait = {
		name = generic_train_organization_r56_NSB_initial_trait
		limit_to_equipment_type = {
			train_equipment railway_gun_equipment
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Event
Component: prussia_poland_border_conflict.2
Constructs: is_triggered_only, add_war_support
Source: game
File: events/WTT_Poland.txt

Code:
country_event = {
	id = prussia_poland_border_conflict.2
	title = prussia_poland_border_conflict.2.t
	desc = prussia_poland_border_conflict.2.desc
	picture = GFX_report_event_polish_intervention_victory
	is_triggered_only = yes
	immediate = {
		POL = {
			transfer_state = 5
		}
	}
	option = {
		name = prussia_poland_border_conflict.2.a
		trigger = {
			original_tag = POL
		}
		army_experience = 5
		add_war_support = 0.05
		effect_tooltip = {
			POL = {
				transfer_state = 5
			}
		}
	} {
		name = prussia_poland_border_conflict.2.b
		trigger = {
			original_tag = GER
		}
		army_experience = 5
	}
}
### Entity: Event
Component: israel.62
Constructs: is_triggered_only
Source: game
File: events/israel.txt

Code:
news_event = {
	id = israel.62
	title = israel.62.t
	desc = israel.62.d
	is_triggered_only = yes
	major = yes
	picture = GFX_report_event_isr_alaqsa_news
	option = {
		name = israel.62.a
	}
}
### Entity: Faction
Component: faction_goal_convoy_escort_force
Constructs: limit, complete_effect, add_faction_power_projection, every_collection_element, has_navy_size, has_completed_goal, random_character, is_navy_leader
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_convoy_escort_force = {
	name = convoy_escort_force_goal_name
	description = convoy_escort_force_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	available = {

	}
	completed = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = {
					faction_members
				}
				name = FACTION
			}
			unit = screen_ship
			size = > 99
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt ALL_FACTION_MEMBERS
		every_collection_element = {
			input = {
				input = game:scope
				operators = {
					 = faction_members
					limit = {
						has_navy_size = {
							size = > 24
							type = screen_ship
						}
					}
				}
				name = ALL_FACTION_MEMBERS_WITH_25_SCREENING_SHIPS
			}
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_convoy_escort_force
					}
				}
				random_character = {
					tooltip = ONE_ADMIRAL
					visible_when_empty = yes
					limit = {
						is_navy_leader = yes
						NOT = {
							has_trait = fleet_protector
						} {
							has_trait = seawolf
						} {
							has_trait = ironside
						} {
							has_trait = battleship_adherent
						} {
							has_trait = gunnery_expert
						} {
							has_trait = aviation_enthusiast
						}
					}
					gain_xp = 400
					add_attack = 1
					add_trait = {
						trait = fleet_protector
					}
				}
				add_mastery = {
					amount = 100
					track = screens
				}
			}
		}
		every_faction_member = {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_convoy_escort_force
					}
				}
				add_tech_bonus = {
					name = convoy_escort_force_tech_bonus
					bonus = 0.5
					uses = 1
					category = naval_equipment
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			num_of_naval_factories = > 0
		} {
			add = 1
			convoy_threat = > 0.2
		} {
			add = 8
			convoy_threat = > 0.5
		}
	}
}
### Entity: National Focus
Component: GERK_rifle_modernization
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_ger_shared.txt

Code:
focus = {
	id = GERK_rifle_modernization
	text = EGY_modernize_our_weaponry
	icon = GFX_goal_generic_small_arms
	relative_position_id = GERK_revitalize_old_traditions
	x = -2
	y = 1
	cost = 10
	prerequisite = {
		focus = GERK_revitalize_old_traditions
	}
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = GERK_rifle_modernization
			bonus = 1
			uses = 2
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Doctrine
Component: combat_support
Source: game
File: common/doctrines/tracks/land_doctrine_tracks.txt

Code:
combat_support = {
	name = DOCTRINE_TRACK_COMBAT_SUPPORT
	background = GFX_sup_firepower_bg
	icon = GFX_doctrine_milestone_artillery_land
	icon_frame = GFX_doctrine_decor_land
	mastery = {
		multiplier = 8.0
		categories = {
			category_line_artillery category_artillery category_support_battalions
		}
	}
}
### Entity: Game Rule
Component: allow_leave_faction
Constructs: allow_leave_faction
Source: game
File: common/game_rules/00_game_rules.txt

Code:
allow_leave_faction = {
	name = RULE_ALLOW_LEAVE_FACTION
	group = RULE_GROUP_GENERAL_FOREIGN_POLICY
	icon = GFX_leave_faction
	default = {
		name = ALLOWED
		text = RULE_OPTION_ALLOWED
		desc = RULE_ALLOW_LEAVE_FACTION_ALLOWED_DESC
	}
	option = {
		name = BLOCKED
		text = RULE_OPTION_BLOCKED
		desc = RULE_ALLOW_LEAVE_FACTION_BLOCKED_DESC
	}
}
### Entity: Technology
Component: desert_training_tech
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	marine = {
		desert = {
			attack = 0.05
			movement = 0.1
		}
	}
	mountaineers = {
		desert = {
			attack = 0.05
			movement = 0.1
		}
	}
	paratrooper = {
		desert = {
			attack = 0.05
			movement = 0.1
		}
	}
	infantry = {
		desert = {
			attack = 0.03
			movement = 0.05
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_hyundai_vehicles
Constructs: prerequisite, limit, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, has_tech
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_hyundai_vehicles
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = KOR_rise_of_the_chaebols
	}
	relative_position_id = KOR_rise_of_the_chaebols
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				525
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				NOT = {
					has_tech = motorised_infantry
				}
			}
			add_tech_bonus = {
				name = motorized_bonus
				bonus = 0.75
				technology = motorised_infantry
			}
			else = {
				add_tech_bonus = {
					name = motorized_bonus
					bonus = 1.0
					uses = 1
					category = logistics_tech
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: libya.27
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, create_wargoal, take_state_focus
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.27
	title = libya.27.t
	desc = libya.27.d
	picture = GFX_report_event_tur_cakmak_general_staff
	is_triggered_only = yes
	option = {
		name = libya.27.a
		ai_chance = {
			base = 98
			modifier = {
				factor = 0
				strength_ratio = {
					tag = FROM
					ratio = > 0.75
				}
			}
		}
		SOV = {
			transfer_state = 583 590 588 407
		}
		add_stability = -0.1
		add_war_support = -0.2
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.617
			}
		}
	} {
		name = libya.27.b
		ai_chance = {
			base = 2
		}
		SOV = {
			create_wargoal = {
				type = take_state_focus
				target = KAZ
				generator = {
					583 590 588 407 406
				}
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.618
			}
		}
	}
}
### Entity: Effect Reference
Construct: execute_operation_coordinated_strike
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## execute_operation_coordinated_strike

* Supported Scopes: OPERATION
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Special effect for executing the Coordinated Strike Operation. amount determines how often the simulation is run
```