Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: gre_focus
Component: GRE_metaxas_line_expanded
Constructs: prerequisite, limit, completion_reward, is_puppet_of, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_metaxas_line_expanded
	icon = GFX_goal_defensive_position2
	text = GRE_metaxas_line_expanded
	prerequisite = {
		focus = GRE_metaxas_line
	}
	x = 2
	y = 3
	relative_position_id = GRE_create_EON
	cost = 11.5
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			ITA = {
				OR = {
					controls_state = 44 805
				}
			}
			ALB = {
				is_puppet_of = ITA
			}
		}
	}
	completion_reward = {
		185 = {
			if = {
				limit = {
					is_controlled_by = GRE
				}
				add_building_construction = {
					type = bunker
					level = 3
					province = 9805
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 3914
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 914
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 9837
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: USA_template_design_2
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_template_design_2 = {
	allowed = {
		original_tag = USA
	}
	enable = {
		date = > 1940.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = template_prio
		id = mechanized
		value = -20
	} {
		type = template_prio
		id = cavalry
		value = -100
	} {
		type = template_prio
		id = light_armor
		value = 10
	} {
		type = template_prio
		id = medium_armor
		value = 80
	} {
		type = template_prio
		id = modern_armor
		value = 40
	} {
		type = template_prio
		id = heavy_armor
		value = -20
	} {
		type = template_prio
		id = paratroopers
		value = -50
	} {
		type = template_prio
		id = infantry
		value = 100
	} {
		type = template_prio
		id = marines
		value = 20
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_slipway_enlargement
Constructs: prerequisite, limit, has_government, completion_reward, is_in_faction_with, complete_tooltip, every_state, has_state_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_slipway_enlargement
	available = {
		is_in_faction_with = SOV
		SOV = {
			has_government = communism
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_collectivize_industry
	} {
		focus = SPR_connect_the_country
	}
	icon = GFX_goal_generic_construct_naval_dockyard
	x = -1
	y = 1
	relative_position_id = SPR_collectivize_industry
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPR_slipway_enlargement_2DY
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
				}
				is_core_of = ROOT
			}
			set_state_flag = SPR_slipway_enlargement_2DY
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_slipway_enlargement_2DY
				}
			}
			set_state_flag = SPR_slipway_enlargement_2DY
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Decision
Component: GRE_pay_back_debt_to_the_ifc_category
Constructs: has_completed_focus, add_ideas, remove_ideas, has_government, has_war_with, has_country_flag, fire_only_once, add_political_power
Source: game
File: common/decisions/GRE.txt

Code:
GRE_pay_back_debt_to_the_ifc_category = {
	GRE_small_installment_payment_ENG = {
		icon = hol_attract_foreign_investors
		allowed = {
			original_tag = GRE
		}
		available = {
			NOT = {
				OR = {
					has_country_flag = GRE_completely_debt_free GRE_defaulted_on_debt_flag
				}
			}
		}
		targets = {
			ENG
		}
		target_trigger = {
			FROM = {
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		days_remove = 60
		cost = 25
		fire_only_once = no
		ai_will_do = {
			factor = 5
			modifier = {
				factor = 10
				is_historical_focus_on = yes
			} {
				factor = 5
				date = < 1938.01.01
			} {
				factor = 15
				date = > 1938.01.01
				NOT = {
					ENG = {
						has_government = communism
					}
				}
			} {
				factor = 0
				ENG = {
					has_completed_focus = ENG_concessions_to_the_trade_unions
				}
			}
		}
		visible = {
			has_completed_focus = GRE_reevaluating_the_drachma
			OR = {
				has_idea = GRE_debt_to_the_ifc GRE_debt_to_the_ifc_2 GRE_debt_to_the_ifc_3
			}
			NOT = {
				OR = {
					has_completed_focus = GRE_horror_and_fear GRE_depose_the_reactionaries GRE_realign_ourselves_with_the_central_powers GRE_the_modern_movement
					has_country_flag = GRE_small_installment_payment_flag GRE_large_installment_payment_flag
					check_variable = {
						var = GRE_debt_to_the_ifc_britain_var
						value = 0
						compare = equals
					}
				}
			}
		}
		complete_effect = {
			add_ideas = GRE_paying_off_debt_small
			hidden_effect = {
				set_country_flag = {
					flag = GRE_small_installment_payment_flag
					value = 1
					days = 60
				}
			}
		}
		remove_effect = {
			remove_ideas = GRE_paying_off_debt_small
			FROM = {
				add_political_power = 25
			}
			GRE_small_payment_to_british_debt_effect = yes
		}
	}
	GRE_small_installment_payment_FRA = {
		icon = hol_attract_foreign_investors
		allowed = {
			original_tag = GRE
		}
		available = {
			NOT = {
				OR = {
					has_country_flag = GRE_completely_debt_free GRE_defaulted_on_debt_flag
				}
			}
		}
		targets = {
			FRA
		}
		target_trigger = {
			FROM = {
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		days_remove = 60
		cost = 25
		fire_only_once = no
		ai_will_do = {
			factor = 5
			modifier = {
				factor = 5
				is_historical_focus_on = yes
			} {
				factor = 10
				date = > 1938.01.01 < 1942.01.01
			} {
				factor = 0
				date = > 1942.01.01
			} {
				factor = 0
				FRA = {
					has_c
# ... (truncated)
### Entity: Unit Template
Component: PER_CAV_01
Source: game
File: common/units/names_divisions/PER_names_divisions.txt

Code:
PER_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		PER
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d. Dastebandi Savareh
	ordered = {
		1 = {
			%d. Dastebandi Savareh
		}
		2 = {
			%d. Dastebandi Savareh
		}
		3 = {
			%d. Dastebandi Savareh
		}
		4 = {
			%d. Dastebandi Savareh
		}
		5 = {
			%d. Dastebandi Savareh
		}
		6 = {
			%d. Dastebandi Savareh
		}
		7 = {
			%d. Dastebandi Savareh
		}
		8 = {
			%d. Dastebandi Savareh
		}
		9 = {
			%d. Dastebandi Savareh
		}
		10 = {
			%d. Dastebandi Savareh
		}
		11 = {
			%d. Dastebandi Savareh
		}
		12 = {
			%d. Dastebandi Savareh
		}
		13 = {
			%d. Dastebandi Savareh
		}
		14 = {
			%d. Dastebandi Savareh
		}
		15 = {
			%d. Dastebandi Savareh
		}
		16 = {
			%d. Dastebandi Savareh
		}
		17 = {
			%d. Dastebandi Savareh
		}
		18 = {
			%d. Dastebandi Savareh
		}
		19 = {
			%d. Dastebandi Savareh
		}
		20 = {
			%d. Dastebandi Savareh
		}
	}
}
### Entity: Idea
Component: HUN_mrt_aircraft
Constructs: research_bonus
Source: game
File: common/ideas/hungary.txt

Code:
HUN_mrt_aircraft = {
	picture = HUN_mrt_aircraft
	allowed = {
		original_tag = HUN
	}
	available = {

	}
	research_bonus = {
		air_equipment = 0.05
	}
	ai_will_do = {
		base = 1
	} {
		factor = 1
	}
	traits = {
		aircraft_production_plant
	}
}
### Entity: Military Industrial Organization
Component: DEBUG_generic_general_aircraft_organization
Constructs: has_country_flag, has_dlc, is_debug
Source: game
File: common/military_industrial_organization/organizations/00_DEBUG_organization.txt

Code:
DEBUG_generic_general_aircraft_organization = {
	include = generic_general_aircraft_organization
	allowed = {
		has_dlc = Arms Against Tyranny
		is_debug = yes
	}
	visible = {
		owner = {
			has_country_flag = mio_show_all_archetypes_flag
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_storm_the_parliament
Constructs: prerequisite, remove_ideas, completion_reward, set_politics, add_popularity
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_storm_the_parliament
	icon = GFX_goal_generic_secret_police_2
	prerequisite = {
		focus = QUE_political_nationalism
	}
	relative_position_id = QUE_political_nationalism
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	available = {
		fascism = > 0.35
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
			last_election = 1935.12.17
			election_frequency = 48
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		remove_ideas = QUE_liberal_legacy
		custom_effect_tooltip = QUE_party_nodemocracy
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Unit Template
Component: SIA_BC_HISTORICAL
Source: game
File: common/units/names_ships/SIA_ship_names.txt

Code:
SIA_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		SIA
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = HTMS 
	fallback_name = Rb Khruy Sexr %d
	unique = {
		Krung Thep Thale Luang Ko Samui Ratanakosin Sukhothai
	}
}
### Entity: State History
Component: 984
Constructs: add_core_of, add_to_array
Source: game
File: history/states/984-Mazandaran.txt

Code:
state = {
	id = 984
	name = STATE_984
	history = {
		owner = PER
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			10385 3
		} {
			10768 1
		}
		add_core_of = PER
		add_to_array = {
			state_victory_points = 10385
		} {
			state_victory_points = 10768
		}
	}
	provinces = {
		4580 10385 10768
	}
	manpower = 806563
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: National Focus
Tree: hon_focus
Component: HON_appoint_brooks
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_appoint_brooks
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = HON_status_quo
	}
	x = 20
	y = 2
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L19
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L19 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^19 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L19
		value = 5000
	} {
		type = support
		id = L19
		value = 5000
	} {
		type = diplo_action_desire
		id = L19
		target = lend_lease
		value = 2000
	}
}
### Entity: Modding Documentation
Construct: SetMarketRequestAutomation
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## InternationalMarket.Dev.SetMarketRequestAutomation
* Arguments: <AcceptMarketAccess>, <SendMarketAccess>, <AcceptPurchase>

Set the market requests automation state
### Entity: Modifier Reference
Component: XSM_warlord_army
Constructs: army_defence_factor, army_attack_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
XSM_warlord_army = {
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_whampoa_military_academy
	experience_gain_army_factor = XSM_warlord_army_xp_factor
	surrender_limit = XSM_warlord_army_surrender_limit
	conscription_factor = XSM_warlord_army_rec_pop
	attrition = XSM_warlord_army_attrition
	max_planning_factor = XSM_warlord_army_max_planning
	land_doctrine_cost_factor = XSM_warlord_army_doc_cost
	army_attack_factor = XSM_warlord_army_attack
	army_defence_factor = XSM_warlord_army_defence
	army_core_attack_factor = XSM_warlord_army_core_attack
	army_core_defence_factor = XSM_warlord_army_core_defence
	out_of_supply_factor = XSM_warlord_army_supply_factor
	supply_consumption_factor = XSM_warlord_army_supply_cons
	training_time_factor = XSM_warlord_army_training_time_factor
	special_forces_cap = XSM_warlord_army_spec_cap
	special_forces_attack_factor = XSM_warlord_army_spec_attack
	army_armor_attack_factor = XSM_warlord_army_armor_attack
	production_speed_bunker_factor = XSM_warlord_army_fort
	army_artillery_attack_factor = XSM_warlord_army_arty
	terrain_penalty_reduction = XSM_warlord_army_terrain
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.33
Constructs: is_triggered_only, set_nationality
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.33
	title = NSB_soviet_fascist_tsarist.32.t
	desc = NSB_soviet_fascist_tsarist.33.desc
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.33.a
		effect_tooltip = {
			SOV_andrey_vlasov = {
				set_nationality = GER
			}
		}
	}
}
### Entity: Joint Focus
Component: HABSBURG_securing_the_consumer_rights
Constructs: prerequisite, joint_focus, completion_reward, is_faction_leader, is_in_faction_with, is_subject, is_subject_of, add_to_variable
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_securing_the_consumer_rights
	dynamic = yes
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = HABSBURG_increase_scientific_cooperation
	}
	relative_position_id = HABSBURG_increase_scientific_cooperation
	x = 1
	y = 1
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_subject_puppeteer_faction_leader_or_member_trigger_tt
			OR = {
				AND = {
					is_faction_leader = yes
					any_allied_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
				} {
					is_faction_leader = no
					OR = {
						AND = {
							is_in_faction_with = HUN
							HUN = {
								is_faction_leader = yes
							}
						} {
							is_in_faction_with = AUS
							AUS = {
								is_faction_leader = yes
							}
						}
					}
				} {
					OR = {
						original_tag = HUN AUS
					}
					any_subject_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
					is_subject = no
				} {
					is_subject = yes
					OR = {
						is_subject_of = HUN AUS
					}
				}
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		effect_tooltip = {
			custom_effect_tooltip = HABSBURG_modify_economy_ns_intro
			add_to_variable = {
				global.HABSBURG_economy_consumer_goods_factor = -0.05
				tooltip = consumer_goods_factor_tt
			} {
				global.HABSBURG_economy_production_speed_industrial_complex_factor = 0.05
				tooltip = production_speed_industrial_complex_factor_tt
			}
		}
	}
	completion_reward_joint_originator = {
		hidden_effect = {
			custom_effect_tooltip = HABSBURG_modify_economy_ns_intro
			add_to_variable = {
				global.HABSBURG_economy_consumer_goods_factor = -0.05
				tooltip = consumer_goods_factor_tt
			} {
				global.HABSBURG_economy_production_speed_industrial_complex_factor = 0.05
				tooltip = production_speed_industrial_complex_factor_tt
			}
		}
	}
}
### Entity: Country History
Country: TOG
Component: TOG_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/TOG - Togo.txt

Code:
# Politics & Parties for TOG
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: Event
Component: mandate_palestine.503
Constructs: is_triggered_only, add_stability, add_manpower, random_hours
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.503
	title = mandate_palestine.503.t
	desc = mandate_palestine.503.d
	is_triggered_only = yes
	picture = GFX_report_event_MPL_bus
	option = {
		name = mandate_palestine.503.a
		454 = {
			add_manpower = -2
		}
		add_stability = -0.05
		hidden_effect = {
			country_event = {
				id = mandate_palestine.504
				days = 1
				hours = 6
				random_hours = 6
			}
		}
	}
}
### Entity: Order of Battle
Component: 2 Syrian Infantry
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SYR_revolt.txt

Code:
division = {
	name = 2 Syrian Infantry
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 7671
	division_template = Syrian Infantry
	start_experience_factor = 0.2
	start_equipment_factor = 0.9
}
### Entity: Character
Component: JAP_tomoyuki_yamashita
Source: game
File: common/characters/JAP.txt

Code:
JAP_tomoyuki_yamashita = {
	name = JAP_tomoyuki_yamashita
	portraits = {
		army = {
			small = GFX_idea_tomoyuki_yamashita
			large = GFX_portrait_JAP_tomoyuki_yamashita
		}
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = tomoyuki_yamashita
		ledger = army
		allowed = {
			original_tag = JAP
		}
		ai_will_do = {
			base = 2.5
		}
		traits = {
			grand_battle_plan_expert
		}
		on_add = {
			JAP_small_army_faction_gain = yes
		}
		on_remove = {
			JAP_small_army_faction_loss = yes
		}
	}
	corps_commander = {
		traits = {
			brilliant_strategist politically_connected trickster trait_engineer
		}
		skill = 5
		attack_skill = 4
		defense_skill = 5
		planning_skill = 3
		logistics_skill = 4
		legacy_id = 0
	}
}
### Entity: National Focus
Component: pakistani_focus_tree
Constructs: has_completed_focus, every_owned_state, prerequisite, has_war, limit, random_country, add_ideas, has_government
Source: game
File: common/national_focus/pakistan.txt

Code:
focus_tree = {
	id = pakistani_focus_tree
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = PAK
		}
	}
	continuous_focus_position = {
		x = 1000
		y = 1000
	}
	default = no
	focus = {
		id = PAK_Birth_of_a_Nation
		icon = GFX_focus_generic_diplomatic_treaty
		cost = 5
		x = 12
		y = 0
		ai_will_do = {
			factor = 100
		}
		completion_reward = {
			add_stability = 0.1
		}
	} {
		id = PAK_General_Election
		icon = GFX_focus_AFG_pashtunistan_referendum
		cost = 5
		prerequisite = {
			focus = PAK_Birth_of_a_Nation
		}
		bypass = {
			has_government = democratic
		}
		mutually_exclusive = {
			focus = PAK_Organize_a_Coup
		}
		x = 15
		y = 1
		ai_will_do = {
			factor = 45
		}
		completion_reward = {
			add_popularity = {
				ideology = democratic
				popularity = 0.1
			}
			custom_effect_tooltip = new_advisors_tt
			show_ideas_tooltip = PAK_Liaquat_Ali_Khan
		}
	} {
		id = PAK_Cement_Leaders_Rule
		icon = GFX_goal_generic_election_rigged
		cost = 5
		prerequisite = {
			focus = PAK_General_Election
		}
		available = {
			neutrality = > 0.4
		}
		mutually_exclusive = {
			focus = PAK_Multipartism
		}
		x = 0
		y = 1
		relative_position_id = PAK_General_Election
		ai_will_do = {
			factor = 60
		}
		completion_reward = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.1
			}
			if = {
				limit = {
					NOT = {
						has_government = neutrality
					}
				}
				set_politics = {
					ruling_party = neutrality
					last_election = 1936.03.14
					election_frequency = 48
					elections_allowed = no
				}
			}
		}
	} {
		id = PAK_Allah_and_State
		icon = GFX_goal_islam_and_state
		cost = 10
		prerequisite = {
			focus = PAK_Cement_Leaders_Rule
		}
		x = 0
		y = 2
		relative_position_id = PAK_General_Election
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_ideas = PAK_Allah_and_State
		}
	} {
		id = PAK_Pakistani_Nationalism
		icon = GFX_focus_AFG_pakistan_cold_war
		cost = 10
		prerequisite = {
			focus = PAK_Allah_and_State
		}
		x = 1
		y = 3
		relative_position_id = PAK_General_Election
		ai_will_do = {
			factor = 3
		}
		completion_reward = {
			swap_ideas = {
				remove_idea = PAK_Allah_and_State
				add_idea = PAK_Islam_Nationalism
			}
		}
	} {
		id = PAK_Work_for_Pakistan
		icon = GFX_goal_generic_strenght_through_industry
		cost = 10
		prerequisite = {
			focus = PAK_Pakistani_Nationalism
		}
		x = 1
		y = 4
# ... (truncated)
### Entity: Achievement
Component: the_lion_that_roared
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
the_lion_that_roared = {
	id = 158
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = ETH
	}
	happened = {
		has_country_flag = ETH_forced_ITA_peace_achievement
	}
}
### Entity: Doctrine
Component: new_operational_integrity
Constructs: limit, xp_cost, has_variable, set_variable, add_to_variable
Source: game
File: common/doctrines/grand_doctrines/air_grand_doctrines.txt

Code:
new_operational_integrity = {
	folder = air
	name = GRAND_DOCTRINE_OPERATIONAL_INTEGRITY
	description = GRAND_DOCTRINE_OPERATIONAL_INTEGRITY_DESC
	icon = GFX_doctrine_operational_destruction_medium
	available = {
		always = yes
	}
	xp_cost = 100
	xp_type = air
	ai_will_do = {
		base = 1
	}
	tracks = {
		fighter_aircraft strike_aircraft medium_aircraft heavy_aircraft
	}
	air_interception_detect_factor = 0.2
	air_superiority_efficiency = 0.1
	milestones = {
		{
			category_fighter = {
				air_agility = 0.1
			}
			air_mission_xp_gain_factor = 0.15
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = fighters_milestone_var
						}
					}
					set_variable = {
						fighters_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						fighters_milestone_var = 1
					}
				}
			}
		} {
			air_ace_generation_chance_factor = 0.1
			army_bonus_air_superiority_factor = 0.1
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = strikers_milestone_var
						}
					}
					set_variable = {
						strikers_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						strikers_milestone_var = 1
					}
				}
			}
		} {
			category_tac_bomber = {
				air_bombing = 0.2
			}
			category_heavy_fighter = {
				air_agility = 0.1
			}
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = mediums_milestone_var
						}
					}
					set_variable = {
						mediums_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						mediums_milestone_var = 1
					}
				}
			}
		} {
			air_strategic_bomber_defence_factor = 0.15
			strategic_bomb_visibility = -0.4
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = heavies_milestone_var
						}
					}
					set_variable = {
						heavies_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						heavies_milestone_var = 1
					}
				}
			}
		}
	}
}