Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: BRA_anm_organization
Constructs: has_completed_focus, production_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_BRA_organization.txt

Code:
BRA_anm_organization = {
	name = bra_naval_manu_1
	include = generic_battle_line_ship_organization
	icon = GFX_idea_amn
	allowed = {
		original_TAG = BRA
	}
	available = {
		OWNER = {
			OR = {
				has_completed_focus = SMB_construct_naval_bases BRA_R56_florianismo
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_battle_line_ship_builders
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: Idea
Component: NORDIC_sending_investments_ns
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_sending_investments_ns = {
	picture = man_five_year_plan_industry
	modifier = {
		civilian_factory_use = 3
	}
}
### Entity: Character
Component: SIA_sindhu_kamalanavin
Source: game
File: common/characters/SIA.txt

Code:
SIA_sindhu_kamalanavin = {
	advisor = {
		slot = high_command
		idea_token = SIA_sindhu_kamalanavin
		ledger = army
		allowed = {
			original_tag = SIA
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 5.0
		}
	}
	name = Sindhu Kamalanavin
	portraits = {
		army = {
			large = GFX_portrait_SIA_sindh_kamalanavin
			small = GFX_portrait_SIA_sindh_kamalanavin_small
		}
	}
}
### Entity: Character
Component: ELS_humberto_costa
Source: game
File: common/characters/ELS.txt

Code:
ELS_humberto_costa = {
	advisor = {
		slot = high_command
		idea_token = ELS_humberto_costa
		ledger = air
		allowed = {
			original_tag = ELS
		}
		traits = {
			air_air_superiority_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Humberto Costa
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_2
		}
	}
}
### Entity: Idea
Component: MEX_bolivarian_agitation
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_bolivarian_agitation = {
	name = MEX_bolivarian_agitation
	picture = generic_communism_drift_bonus
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = no
	}
	modifier = {
		communism_drift = 0.05
	}
	cancel = {
		MEX = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: Idea
Component: AFG_islamic_cooperation_idea
Constructs: stability_factor, has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_islamic_cooperation_idea = {
	picture = raj_marginalized_muslim_community_happy
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		fascism_drift = 0.05
		consumer_goods_factor = -0.1
	}
}
### Entity: Event
Component: LIT_events.103
Constructs: is_triggered_only, add_opinion_modifier, create_wargoal, take_state_focus
Source: game
File: events/NSB_Lithuania.txt

Code:
country_event = {
	id = LIT_events.103
	title = LIT_events.103.t
	desc = LIT_events.103.d
	picture = GFX_report_event_molotov_signing_pact
	is_triggered_only = yes
	option = {
		name = LIT_events.103.a
		create_wargoal = {
			type = take_state_focus
			target = POL
			expire = 0
			generator = {
				784
			}
		}
		add_opinion_modifier = {
			target = SOV
			modifier = partitioned_poland_refused
		}
		reverse_add_opinion_modifier = {
			target = SOV
			modifier = partitioned_poland_refused
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_socialist_science
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_socialist_science
	icon = GFX_goal_SOV_education_initiative
	cost = 8
	x = 0
	y = 1
	relative_position_id = LUX_expand_benelux
	prerequisite = {
		focus = LUX_expand_benelux
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_ideas = r56_LUX_socialist_science
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: XSM_ma_dongjing
Source: game
File: common/characters/XSM.txt

Code:
XSM_ma_dongjing = {
	name = XSM_ma_dongjing
	portraits = {
		army = {
			large = GFX_kr_portrait_asia_generic_land_9
			small = GFX_kr_portrait_asia_generic_land_9_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = XSM_ma_dongjing
		allowed = {
			original_tag = NXM
		}
		visible = {

		}
		available = {

		}
		traits = {
			prince_of_terror
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_International_Theorists
Constructs: prerequisite, add_ideas, completion_reward, has_stability, add_research_slot
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_International_Theorists
	icon = GFX_goal_communist_brain
	cost = 10
	available = {
		OR = {
			AND = {
				has_stability = > 0.8
				communism = > 0.5
			} {
				has_stability = > 0.5
				communism = > 0.8
			}
			has_stability = > 0.95
			communism = > 0.95
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = DEN_International_Volunteers
	}
	x = -6
	y = 4
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		add_ideas = den_international_theorists_idea
		add_research_slot = 1
	}
}
### Entity: Idea
Component: MPL_universities
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_universities = {
	allowed = {
		always = no
	}
	picture = jap_duplicate_research
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.075
	}
}
### Entity: Effect Reference
Construct: set_faction_upgrade
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_faction_upgrade

* Supported Scopes: COUNTRY
* Supported Targets: none

Set either a member upgrade for the specified tag
### Entity: Event
Component: generic.16
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/Generic.txt

Code:
country_event = {
	id = generic.16
	title = generic.16.t
	desc = generic.16.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = generic.16.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = rejected_demands
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_cut_ties_with_the_church
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_cut_ties_with_the_church
	icon = GFX_focus_ARG_state_atheism
	prerequisite = {
		focus = AUS_a_new_beginning
	}
	mutually_exclusive = {

	}
	x = 2
	y = 2
	relative_position_id = AUS_a_new_beginning
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = generic_remove_as_political_advisor_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		show_ideas_tooltip = AUS_heinrich_maier AUS_theodor_innitzer
		AUS_display_right_communism_spirit = yes
		add_to_variable = {
			AUS_austromarxism_stability_factor = 0.05
			tooltip = stability_factor_tt
		} {
			AUS_austromarxism_research_speed_factor = 0.05
			tooltip = research_speed_factor_tt
		}
	}
}
### Entity: Event
Component: cityfall.52
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.52
	title = cityfall.52.t
	desc = cityfall.52.d
	picture = GFX_news_event_fall_of_new_york2
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_newyork_chi
	}
	option = {
		name = cityfall.52.a
		trigger = {
			NOT = {
				TAG = USA CHI
			}
		}
	} {
		name = cityfall.52.b
		trigger = {
			TAG = CHI
		}
	} {
		name = cityfall.52.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: Unit Template
Component: CHI_MAR_01
Source: game
File: common/units/names_divisions/CHI_names_divisions.txt

Code:
CHI_MAR_01 = {
	name = Marine Unit
	for_countries = {
		CHI PRC SHX GXC YUN XSM SIK KHM NXM KUM GSM GDC SIC XIC HBC SND
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d Luzhan Dui Shi
	ordered = {
		1 = {
			%d Luzhan Dui Shi
		}
		2 = {
			%d Luzhan Dui Shi
		}
		3 = {
			%d Luzhan Dui Shi
		}
		4 = {
			%d Luzhan Dui Shi
		}
		5 = {
			%d Luzhan Dui Shi
		}
		6 = {
			%d Luzhan Dui Shi
		}
		7 = {
			%d Luzhan Dui Shi
		}
		8 = {
			%d Luzhan Dui Shi
		}
		9 = {
			%d Luzhan Dui Shi
		}
		10 = {
			%d Luzhan Dui Shi
		}
	}
}
### Entity: Faction
Component: faction_goal_control_bermuda
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_bermuda = {
	name = control_bermuda_goal_name
	description = control_bermuda_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = ENG
				is_in_faction_with = ENG
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 696
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		696 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 696
			}
			add_faction_initiative = 1
		}
		696 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			331 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 1
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
	}
}
### Entity: Technology
Component: advanced_heavy_spaa
Constructs: enable_equipments, research_cost, has_tech, is_researching_technology
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		heavy_tank_aa_equipment_3
	}
	research_cost = 0.5
	start_year = 1943
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 0
			OR = {
				has_tech = modern_spaa
				can_research = modern_spaa
				is_researching_technology = main_battle_tank
			}
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Invite_Select_Communist_Ministers
Constructs: has_completed_focus, prerequisite, completion_reward, is_historical_focus_on, has_game_rule, add_popularity, set_party_name
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Invite_Select_Communist_Ministers
	icon = GFX_focus_generic_russian_deal_communist
	cost = 5
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		} {
			factor = 0
			communism = < 0.15
		} {
			add = 1000
			has_game_rule = {
				rule = DEN_AI_BEHAVIOR
				option = REPUBLIC
			}
		}
	}
	available = {
		has_completed_focus = DEN_Popular_Front_against_Fascism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	prerequisite = {
		focus = DEN_Encourage_Collective_Bargaining
	} {
		focus = DEN_Public_Investments
	}
	x = 1
	y = 2
	relative_position_id = DEN_Social_Democratic_Majority
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		set_party_name = {
			ideology = democratic
			name = Socialdemokratiet - SF
			long_name = Socialdemokratiet - Socialistisk Folkeparti
		}
		custom_effect_tooltip = available_political_advisor available_political_advisor
		show_ideas_tooltip = DEN_Villy_Fuglsang DEN_aksel_larsen
	}
}
### Entity: Character
Component: r56w_trait_leader_lycofluarop
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_leader_lycofluarop = {
	random = no
	land_night_attack = 0.9
}
### Entity: Event
Component: cityfall.21
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.21
	title = cityfall.21.t
	desc = cityfall.21.d
	picture = GFX_news_event_romanian_soldiers
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_washington_mex
	}
	option = {
		name = cityfall.21.a
		trigger = {
			NOT = {
				TAG = MEX USA
			}
		}
	} {
		name = cityfall.21.b
		trigger = {
			TAG = MEX
		}
	} {
		name = cityfall.21.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: Character
Component: CUB_sergio_carbo
Source: game
File: common/characters/CUB.txt

Code:
CUB_sergio_carbo = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = CUB_sergio_carbo
		ledger = air
		allowed = {
			original_tag = CUB
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = Sergio Carbo
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_2
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_develop_capital
Constructs: limit, completion_reward, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_develop_capital
	icon = GFX_goal_generic_construct_civ_factory
	x = 14
	y = 0
	relative_position_id = CHI_sea_secure_internal_politics
	cost = 5
	ai_will_do = {
		base = 4
	}
	available = {

	}
	bypass = {
		capital_scope = {
			NOT = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	dynamic = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		capital_scope = {
			IF = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Joint Focus
Component: HABSBURG_economic_cooperation_policy
Constructs: prerequisite, joint_focus, completion_reward, cancel_if_invalid, is_faction_leader, is_in_faction_with, is_subject, is_subject_of
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_economic_cooperation_policy
	dynamic = yes
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = HABSBURG_part_of_something_bigger
	}
	relative_position_id = HABSBURG_part_of_something_bigger
	x = 0
	y = 1
	cost = 10
	text_icon = NORDIC_focus_style
	cancel_if_invalid = yes
	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 = 3
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = HABSBURG_economy_dynamic_modifier
		}
	}
	completion_reward_joint_originator = {
		hidden_effect = {
			set_global_flag = AH_joint_economy_spirit_activated_flag
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_focus_on_infantry
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_focus_on_infantry
	icon = GFX_goal_infantry_offensive
	prerequisite = {
		focus = MON_rely_on_soviet_tactics
	}
	x = 1
	y = 1
	relative_position_id = MON_rely_on_soviet_tactics
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = MON_the_mongolian_infantry
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: oma_focus
Component: OMA_establish_the_rial
Constructs: prerequisite, remove_ideas, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/oman.txt

Code:
focus = {
	id = OMA_establish_the_rial
	icon = GFX_focus_ETH_adopt_the_lira
	prerequisite = {
		focus = GEN_begin_industrial_buildup
	}
	x = 35
	y = 1
	cost = 10
	allow_branch = {
		tag = OMA
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 120
		custom_effect_tooltip = generic_skip_one_line_tt
		remove_ideas = OMA_reliant_on_the_rupee
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 100
			date = > 1940.3.24
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_focus_on_positional_advantage
Constructs: prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_focus_on_positional_advantage
	icon = GFX_focus_CHI_positional_advantage
	x = -1
	y = 1
	relative_position_id = CHI_interception_detection
	prerequisite = {
		focus = CHI_interception_detection
	}
	cost = 10
	ai_will_do = {
		factor = 4
	} {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_ROCAF_tt
		add_to_variable = {
			CHI_ROCAF_air_intercept_efficiency = 0.15
			tooltip = air_intercept_efficiency_tt
		} {
			CHI_ROCAF_air_range_factor = -0.1
			tooltip = air_range_factor_tt
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_collectivize_the_means_of_production
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_collectivize_the_means_of_production
	icon = GFX_goal_generic_land_seizure
	prerequisite = {
		focus = QUE_communist_uprising
	}
	relative_position_id = QUE_communist_uprising
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_ideas = QUE_quebecois_collectivism
		add_stability = 0.05
		add_political_power = 50
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_create_the_united_kingdom_of_spain
Constructs: prerequisite, limit, completion_reward, is_subject_of, unlock_decision_category_tooltip, set_cosmetic_tag, set_capital, set_portraits
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_create_the_united_kingdom_of_spain
	prerequisite = {
		focus = PRU_return_to_europe
	}
	icon = GFX_focus_spa_no_compromise_on_carlist_ideals
	relative_position_id = PRU_look_to_the_past
	x = -4
	y = 14
	cost = 10
	available = {
		OR = {
			AND = {
				SPR = {
					exists = yes
					is_subject_of = ROOT
				}
			} {
				custom_trigger_tooltip = {
					tooltip = PRU_all_spanish_cores_controlled_by_self_or_puppet_tt
					OR = {
						controls_state = 166
						any_country = {
							is_subject_of = ROOT
							controls_state = 166
						}
					} {
						controls_state = 791
						any_country = {
							is_subject_of = ROOT
							controls_state = 791
						}
					} {
						controls_state = 167
						any_country = {
							is_subject_of = ROOT
							controls_state = 167
						}
					} {
						controls_state = 169
						any_country = {
							is_subject_of = ROOT
							controls_state = 169
						}
					} {
						controls_state = 788
						any_country = {
							is_subject_of = ROOT
							controls_state = 788
						}
					} {
						controls_state = 792
						any_country = {
							is_subject_of = ROOT
							controls_state = 792
						}
					} {
						controls_state = 172
						any_country = {
							is_subject_of = ROOT
							controls_state = 172
						}
					} {
						controls_state = 168
						any_country = {
							is_subject_of = ROOT
							controls_state = 168
						}
					} {
						controls_state = 41
						any_country = {
							is_subject_of = ROOT
							controls_state = 41
						}
					} {
						controls_state = 174
						any_country = {
							is_subject_of = ROOT
							controls_state = 174
						}
					} {
						controls_state = 178
						any_country = {
							is_subject_of = ROOT
							controls_state = 178
						}
					} {
						controls_state = 177
						any_country = {
							is_subject_of = ROOT
							controls_state = 177
						}
					} {
						controls_state = 793
						any_country = {
							is_subject_of = ROOT
							controls_state = 793
						}
					} {
						controls_state = 173
						any_country = {
							is_subject_of = ROOT
							controls_state = 173
						}
					} {
						controls_state = 171
						any_country = {
							is_subject_of = ROOT
							controls_state = 171
						}
					} {
						controls_state = 170
						any_country = {
							is_subject_of = ROOT
							controls_state = 170
						}
					} {
	
# ... (truncated)
### Entity: Idea
Component: rehabilitated_military_focus
Constructs: removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
rehabilitated_military_focus = {
	name = rehabilitated_military_focus
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_morale_bonus
	modifier = {
		land_reinforce_rate = 0.02
		army_morale_factor = 0.1
	}
}
### Entity: AI Strategy
Component: ENG_ConvoyEscort_1
Source: game
File: common/ai_navy/taskforce/ENG_taskforce_templates.txt

Code:
ENG_ConvoyEscort_1 = {
	allowed = {
		original_tag = ENG
	}
	ai_will_do = {
		factor = 5
	}
	mission = {
		convoy_escort
	}
	min_composition = {
		destroyer = {
			amount = 5
		}
	}
	optimal_composition = {
		light_cruiser = {
			amount = 1
		}
		destroyer = {
			amount = 12
		}
	}
}