Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: PHI_sugar_barons_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/PHI_decision_categories.txt

Code:
PHI_sugar_barons_category = {
	icon = GFX_decision_category_military_operation
	allowed = {
		original_tag = PHI
		has_dlc = No Compromise, No Surrender
	}
	visible = {
		has_completed_focus = PHI_sugar_barons
	}
	priority = 9
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_preemptive_invasion_of_iran
Constructs: prerequisite, limit, completion_reward, is_subject, is_subject_of, is_in_faction_with, has_guaranteed, has_non_aggression_pact_with
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_preemptive_invasion_of_iran
	icon = GFX_focus_generic_attack_iran
	prerequisite = {
		focus = RAJ_indian_gentleman_officers
	}
	x = 2
	y = 2
	relative_position_id = RAJ_indian_gentleman_officers
	cost = 10
	available = {
		threat = > 0.5
		OR = {
			is_subject = no
			is_subject_of = ENG
		}
		NOT = {
			is_in_faction_with = PER
			has_guaranteed = PER
			has_non_aggression_pact_with = PER
		}
	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				is_subject_of = ENG
			}
			ENG = {
				country_event = {
					id = GOE_RAJ_loyalist.03
					hours = 4
					random_hours = 1
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				declare_war_on = {
					target = PER
					type = annex_everything
				}
			}
		}
		else = {
			create_wargoal = {
				type = annex_everything
				target = PER
			}
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_restore_monastic_prerogatives
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_restore_monastic_prerogatives
	icon = GFX_goal_TIB_monasteries
	prerequisite = {
		focus = TAN_rehabilitate_pre_revolutionary_practices TAN_Strenghten_Democracy
	}
	x = -1
	y = 1
	relative_position_id = TAN_rehabilitate_pre_revolutionary_practices
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = TAN_kamby_lama
		add_political_power = 50
		add_stability = 0.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Event
Component: NSB_polish_fascist_events.7
Constructs: is_triggered_only, ai_chance, fire_only_once, set_politics
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_polish_fascist_events.7
	title = NSB_polish_fascist_events.7.t
	desc = NSB_polish_fascist_events.7.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = NSB_polish_fascist_events.7.a
		ai_chance = {
			factor = 10
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = yes
			election_frequency = 60
			long_name = POL_natdem_party_long
			name = POL_natdem_party
		}
		promote_character = POL_roman_dmowski
	}
}
### Entity: Unit Template
Component: GER_MIL_02
Constructs: has_government
Source: game
File: common/units/names_divisions/GER_names_divisions.txt

Code:
GER_MIL_02 = {
	name = Schutztruppe Divisions
	for_countries = {
		GER
	}
	can_use = {
		OR = {
			has_government = neutrality democratic fascism
		}
	}
	division_types = {
		militia
	}
	fallback_name = %d. Schutztruppe-Division
	ordered = {
		1 = {
			%d. Schutztruppe-Division
		}
		2 = {
			%d Schutztruppe-Division
		}
		3 = {
			%d. Schutztruppe-Division
		}
		4 = {
			%d. Schutztruppe-Division
		}
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_revaluation_law
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_revaluation_law
	available = {

	}
	icon = GFX_focus_generic_court
	relative_position_id = URG_prohibition_of_usury
	prerequisite = {
		focus = URG_prohibition_of_usury
	}
	x = -2
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_URG_revaluation_law
			days = 620
		}
	}
}
### Entity: Event
Component: austria.125
Constructs: is_triggered_only, ai_chance, add_political_power, is_ai, random_hours
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.125
	title = austria.125.t
	desc = austria.125.d
	picture = GFX_report_event_AUS_anschluss_map
	is_triggered_only = yes
	option = {
		name = austria.125.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				AUS = {
					is_ai = no
				}
			}
		}
		add_political_power = -50
		AUS = {
			country_event = {
				id = austria.80
				days = 1
				random_hours = 12
			}
		}
	} {
		name = austria.125.b
	}
}
### Entity: Military Industrial Organization
Component: ENG_avro_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, has_avro_mio_flag
Source: game
File: common/military_industrial_organization/organizations/ENG_organization.txt

Code:
ENG_avro_organization = {
	include = generic_heavy_aircraft_organization
	icon = GFX_idea_avro
	allowed = {
		OR = {
			tag = ENG
			AND = {
				tag = BRA
				has_dlc = Trial of Allegiance
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = ENG
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = ENG
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = BRA
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_completed_focus = BRA_invite_foreign_companies
					has_country_flag = has_avro_mio_flag
				}
			}
		}
	}
}
### Entity: Event
Component: mongol_soviet_puppet.9
Constructs: is_triggered_only, create_wargoal
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_soviet_puppet.9
	title = mongol_soviet_puppet.9.t
	desc = mongol_soviet_puppet.9.d
	picture = GFX_report_event_SOV_purge_administration
	is_triggered_only = yes
	option = {
		name = mongol_soviet_puppet.9.a
		ROOT = {
			create_wargoal = {
				target = FROM
				type = topple_government
				expire = 45
			}
		}
	}
}
### Entity: Game Data
Component: union_del_caribe
Constructs: has_any_custom_difficulty_setting, has_cosmetic_tag
Source: game
File: common/achievements/rt56-achievements.txt

Code:
union_del_caribe = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = VEN
	}
	happened = {
		has_cosmetic_tag = VEN_CARIBBEAN
	}
}
### Entity: Idea
Component: SPA_crusade_against_democracy_6
Constructs: army_defence_factor, army_attack_factor
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_crusade_against_democracy_6 = {
	name = SPA_crusade_against_democracy
	picture = SPA_crusade_against_democracy
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_defence_factor = 0.05
		army_attack_factor = 0.05
		army_org_factor = 0.1
		conscription = 0.03
		army_morale_factor = 0.1
		political_power_factor = 0.1
	}
}
### Entity: Character
Component: HUN_gyorgy_jendrassik
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/characters/HUN.txt

Code:
HUN_gyorgy_jendrassik = {
	name = HUN_gyorgy_jendrassik
	portraits = {
		army = {
			large = GFX_portrait_HUN_gyorgy_jendrassik
			small = GFX_idea_HUN_gyorgy_jendrassik
		}
	}
	scientist = {
		traits = {
			scientist_trait_jet_expert
		}
		skills = {
			specialization_air = 2
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = HUN_gyorgy_jendrassik
		ledger = air
		allowed = {
			original_tag = HUN
		}
		available = {
			if = {
				limit = {
					has_dlc = Gotterdammerung
				}
				OR = {
					has_completed_focus = wuw_HUN_undercover_air_maneuvers
					wuw_HUN_does_not_have_trianon = yes
				}
			}
		}
		traits = {
			air_warfare_theorist
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Scripted Effect
Component: SWE_generate_characters_communism
Source: game
File: common/scripted_effects/r56_swe_scripted_effects.txt

Code:
SWE_generate_characters_communism = {
	generate_character = {
		token_base = generic_army_chief_off
		advisor = {
			slot = army_chief
			traits = {
				army_chief_offensive_1
			}
			cost = 50
		}
		portraits = {
			army = {
				small = GFX_idea_generic_army_chief_off
			}
		}
	} {
		token_base = generic_army_chief_def
		advisor = {
			slot = army_chief
			traits = {
				army_chief_defensive_1
			}
			cost = 50
		}
		portraits = {
			army = {
				small = GFX_idea_generic_army_chief_def
			}
		}
	} {
		token_base = generic_navy_chief_decisive_bat
		advisor = {
			slot = navy_chief
			traits = {
				navy_chief_reform_1
			}
			cost = 50
		}
		portraits = {
			army = {
				small = GFX_idea_generic_navy_chief_decisive_bat
			}
		}
	} {
		token_base = generic_army_art
		advisor = {
			slot = high_command
			traits = {
				army_artillery_1
			}
			ledger = army
			cost = 50
		}
		portraits = {
			army = {
				small = GFX_idea_generic_army_art
			}
		}
	} {
		token_base = generic_army_cav
		advisor = {
			slot = high_command
			traits = {
				army_cavalry_1
			}
			ledger = army
			cost = 50
		}
		portraits = {
			army = {
				small = GFX_idea_generic_army_cav
			}
		}
	} {
		token_base = generic_army_log
		advisor = {
			slot = high_command
			traits = {
				army_logistics_2
			}
			ledger = army
			cost = 50
		}
		portraits = {
			army = {
				small = GFX_idea_generic_army_log
			}
		}
	} {
		token_base = generic_navy_fleet_log
		advisor = {
			slot = high_command
			traits = {
				navy_fleet_logistics_1
			}
			ledger = navy
			cost = 50
		}
		portraits = {
			army = {
				small = GFX_idea_generic_navy_fleet_log
			}
		}
	} {
		token_base = generic_air_air_combat_trainer
		advisor = {
			slot = high_command
			traits = {
				air_air_combat_training_2
			}
			ledger = air
			cost = 50
		}
		portraits = {
			army = {
				small = GFX_idea_generic_air_air_combat_trainer
			}
		}
	} {
		token_base = generic_military_theorist
		advisor = {
			slot = theorist
			traits = {
				military_theorist
			}
			ledger = army
			cost = 50
		}
		portraits = {
			army = {
				small = GFX_idea_generic_military_theorist
			}
		}
	} {
		token_base = generic_naval_theorist
		advisor = {
			slot = theorist
			traits = {
				naval_theorist
			}
			ledger = navy
			cost = 50
		}
		portraits = {
			army = {
				small = GFX_idea_generic_naval_theorist
			}
		}
	} {
		token_base = generic_
# ... (truncated)
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/RAJ_1936_GOE.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 111
	}
	location = 10278
	division_template = Rajput Regiment
	start_experience_factor = 0.05
	start_equipment_factor = 0.3
}
### Entity: Faction
Component: war_declaration_threat_50
Source: game
File: common/factions/rules/war_declaration_rules.txt

Code:
war_declaration_threat_50 = {
	type = war_declaration_rules
	ai_will_do = {
		base = 0
	}
	trigger = {
		threat = > 0.5
	}
}
### Entity: Idea
Component: KMT_tumultuous_democracy
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_tumultuous_democracy = {
	picture = generic_democratic_drift_bonus
	cancel = {
		OR = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		democratic_drift = -0.03
		political_power_factor = -0.1
		stability_factor = -0.15
		industrial_capacity_factory = -0.1
	}
}
### Entity: Event
Component: poland.1302
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/Poland.txt

Code:
country_event = {
	id = poland.1302
	title = poland.1302.t
	desc = poland.1302.d
	picture = GFX_report_event_british_inspect_troops
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = poland.1302.a
		ai_chance = {
			factor = 100
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_utilize_the_military
Constructs: prerequisite, completion_reward, has_army_manpower, add_popularity, add_trait, remove_trait
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_utilize_the_military
	icon = GFX_goal_AFG_daouds_coup
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = AFG_form_weekh_zalmian
	}
	relative_position_id = AFG_form_weekh_zalmian
	available = {
		communism = > 0.15
		has_army_manpower = {
			size = > 50000
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_trait = {
			character = r56_AFG_mohammed_daoud_khan
			trait = hidden_sympathies
		}
		custom_effect_tooltip = r56_newline AFG_utilize_the_military_tt
		hidden_effect = {
			remove_trait = {
				character = r56_AFG_mohammed_daoud_khan
				trait = AFG_barakzai_royalist
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_infrastructure_construction
Constructs: prerequisite, limit, add_ideas, completion_reward, add_tech_bonus, add_building_construction
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_infrastructure_construction
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = AFG_expand_telegraph_network
	}
	x = -5
	y = 1
	relative_position_id = AFG_expand_telegraph_network
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		industrial_complex = > 2
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = AFG_infrastructure_investment
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = AFG_infrastructure_construction
			bonus = 0.6
			uses = 1
			category = train_tech
		}
		IF = {
			limit = {
				capital_scope = {
					infrastructure = < 5
				}
			}
			capital_scope = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: SIA_overzealous_industrialization_r56
Constructs: stability_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_overzealous_industrialization_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = usa_great_depression
	modifier = {
		consumer_goods_factor = 0.25
		stability_weekly = -0.004
		stability_factor = -0.08
		production_speed_buildings_factor = 0.16
		production_factory_max_efficiency_factor = -0.12
	}
}
### Entity: Scripted Effect
Component: SWI_on_add_councilors
Constructs: limit, set_character_flag, has_power_balance
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_on_add_councilors = {
	set_character_flag = SWI_councilor
	hidden_effect = {
		ROOT = {
			country_event = {
				id = BBA_switzerland.99
				hours = 1
			}
		}
	}
	if = {
		limit = {
			has_power_balance = {
				id = SWI_centralization_bop
			}
		}
		SWI_move_balance_of_power_based_on_trait = yes
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_expand_zulia_shipping
Constructs: prerequisite, limit, 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_expand_zulia_shipping
	icon = GFX_goal_generic_expand_the_naval_industry
	relative_position_id = VEN_expand_the_navy
	x = 3
	y = 1
	cost = 10
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	prerequisite = {
		focus = VEN_expand_the_navy
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
			}
			prioritize = {
				489
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Decision
Component: BUL_balkan_confederation
Constructs: has_completed_focus, limit, has_government, has_war_with, has_country_flag, has_capitulated, is_subject_of, is_subject
Source: game
File: common/decisions/BUL.txt

Code:
BUL_balkan_confederation = {
	BUL_balkan_confederation_industrial_investment = {
		icon = GFX_decision_generic_factory
		target_trigger = {
			FROM = {
				BUL_is_balkan_nation = yes
				NOT = {
					tag = ROOT
				}
				country_exists = FROM
				has_capitulated = no
				OR = {
					is_subject_of = ROOT
					is_subject = no
				}
			}
		}
		ai_will_do = {
			base = 0.01
			modifier = {
				factor = 5
				FROM = {
					democratic = > 0.2
				}
			} {
				factor = 5
				FROM = {
					tag = GRE
				}
			} {
				factor = 5
				FROM = {
					tag = GRE
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			} {
				factor = 2
				FROM = {
					OR = {
						tag = YUG TUR
					}
				}
			}
		}
		allowed = {
			original_tag = BUL
		}
		available = {
			NOT = {
				has_war_with = FROM
			}
			num_of_civilian_factories_available_for_projects = > 2
		}
		visible = {
			has_completed_focus = BUL_a_balkan_confederation
			has_government = democratic
			country_exists = FROM
			FROM = {
				BUL_is_balkan_nation = yes
				NOT = {
					tag = ROOT
				}
				has_capitulated = no
				OR = {
					is_subject_of = ROOT
					is_subject = no
				}
			}
		}
		cost = 15
		days_re_enable = 365
		days_remove = 120
		modifier = {
			civilian_factory_use = 3
		}
		complete_effect = {
			FROM = {
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
					}
					set_state_flag = BUL_industrial_investement_target
				}
				if = {
					limit = {
						has_country_flag = BUL_bulgarian_capitalists_lobbying_country_flag
					}
					modify_country_flag = {
						flag = BUL_bulgarian_capitalists_lobbying_country_flag
						value = 1
					}
				}
				set_country_flag = {
					flag = BUL_bulgarian_capitalists_lobbying_country_flag
					value = 1
				}
			}
		}
		remove_effect = {
			effect_tooltip = {
				FROM = {
					add_popularity = {
						ideology = democratic
						popularity = 0.1
					}
					if = {
						limit = {
							any_controlled_state = {
								has_state_flag = BUL_industrial_investement_target
							}
						}
						random_owned_controlled_state = {
							limit = {
								has_state_flag = BUL_industrial_investement_target
							}
							add_extra_state_shared_building_slots = 1
							add_building_construction = {
								type = industrial_complex
								
# ... (truncated)
### Entity: National Focus
Tree: lit_focus
Component: LIT_special_forces
Constructs: prerequisite, limit, add_ideas, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction, set_country_flag
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_special_forces
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = LIT_equipment_effort_3
	} {
		focus = LIT_doctrine_effort_2
	} {
		focus = LIT_equipment_effort_2
	}
	x = 0
	y = 1
	relative_position_id = LIT_equipment_effort_3
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = special_forces
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 3
			uses = 1
			category = r56_jaeger_infantry_tech r56_marines_infantry_tech r56_mountain_infantry_tech r56_paratroops_infantry_tech r56_shock_infantry_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 1.0
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
		hidden_effect = {
			set_country_flag = cite_an_airborne_unit_flag
		}
		unlock_decision_tooltip = {
			decision = cite_an_airborne_unit
			show_effect_tooltip = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: State History
Component: 571
Constructs: add_core_of
Source: game
File: history/states/571-TS 13.txt

Code:
state = {
	id = 571
	name = STATE_571
	manpower = 1317157
	state_category = town
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
			arms_factory = 1
		}
		victory_points = {
			10696 3
		}
		add_core_of = SOV
		1939.1.1 = {
			buildings = {
				arms_factory = 2
			}
		}
	}
	provinces = {
		1709 1800 1835 4700 7800 10568 10626 10696 12546 12580 12652
	}
	local_supplies = 8.0
}
### Entity: Operation
Component: operation_rescue_general
Constructs: has_any_general_captured_by, release_captured_generals_from, has_equipment
Source: game
File: common/operations/00_operations.txt

Code:
operation_rescue_general = {
	icon = GFX_operations_rescue_captured_operative
	map_icon = GFX_operations_rescue_captured_operative_map
	name = operation_rescue_general
	desc = operation_rescue_general_desc
	priority = 1
	days = 35
	network_strength = 30
	operatives = 1
	visible = {
		has_any_general_captured_by = FROM
	}
	available = {

	}
	requirements = {
		has_any_general_captured_by = FROM
	}
	equipment = {

	}
	risk_chance = 0.1
	experience = 2
	cost_multiplier = 0
	outcome_execute = {
		FROM = {
			release_captured_generals_from = ROOT
		}
	}
	outcome_potential = {
		FROM = {
			release_captured_generals_from = ROOT
		}
	}
	phases = {
		infiltration_border = {
			base = 25
		}
		infiltration_paradrop = {
			base = 25
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0
			}
		}
	} {
		free_general_free_in_transit = {
			base = 33
		}
		free_general_assault_holding_area = {
			base = 33
		}
		free_general_disguise_and_extract = {
			base = 33
		}
	} {
		exfiltration_air_pickup = {
			base = 15
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0
			}
		}
		exfiltration_border = {
			base = 30
		}
		exfiltration_go_to_ground = {
			base = 30
		}
	}
}
### Entity: Country History
Country: GAM
Component: GAM_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/GAM - The Gambia.txt

Code:
# Misc for GAM
capital = 701
set_convoys = 10
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}