Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: ww_congo.33
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, add_political_power, add_country_leader_role
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.33
	title = ww_congo.33.t
	desc = ww_congo.33.desc
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ww_congo.33.a
		ai_chance = {
			factor = 50
		}
		add_political_power = 100
		add_stability = -0.05
		add_war_support = -0.05
	} {
		name = ww_congo.33.b
		ai_chance = {
			factor = 50
		}
		add_country_leader_role = {
			character = COG_cristophe_gbenye
			promote_leader = yes
			country_leader = {
				ideology = marxism
				expire = 1980.1.1.1
				traits = {
					revolutionary_general
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_war_support = 0.05
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_provincial_elections
Constructs: completion_reward, add_political_power, is_subject, cancel_if_invalid, add_autonomy_ratio, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_provincial_elections
	icon = GFX_goal_generic_forceful_treaty
	x = 6
	y = 0
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		OR = {
			AND = {
				threat = > 0.1
				is_subject = yes
			}
			is_subject = no
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 100
		add_autonomy_ratio = {
			value = 0.1
			localization = RAJ_provincial_elections
		}
		swap_ideas = {
			add_idea = RAJ_princely_states_election
			remove_idea = RAJ_princely_states
		}
	}
}
### Entity: Idea
Component: TUR_disorganised_armed_forces_9
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces_9 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		army_org_factor = -0.08
		training_time_factor = 0.25
		air_accidents_factor = 0.15
		minimum_training_level = -0.1
	}
}
### Entity: Wiki Documentation
Construct: h_Asia_and_Australia[edit]
Source: wiki
File: wiki/Countries.html

Doc:
Asia and Australia[edit]
Asia[edit]

&#160;Bhutan

&#160;British Raj

&#160;Communist China

&#160;Guanxi Clique

&#160;India

&#160;Iraq

&#160;Israel

&#160;Japan

&#160;Jordan

&#160;Lebanon

&#160;Manchukuo

&#160;Mongolia

&#160;Nationalist China

&#160;Nepal

&#160;North Korea

&#160;Oman

&#160;Pakistan

&#160;Palestine

&#160;Persia

&#160;Saudi Arabia

&#160;Shanxi

&#160;Sinkiang

&#160;South Korea

&#160;Syria

&#160;Tannu Tuva

&#160;Tibet

&#160;Xibei San Ma

&#160;Yemen

&#160;Yunnan

Southeast Asia and Oceania[edit]

&#160;Australia

&#160;Indochina

&#160;Indonesia

&#160;New Zealand

&#160;Philippines

&#160;Siam
### Entity: Modifier Reference
Component: r56_AUS_crownland
Constructs: has_war_with, compliance_gain, is_controlled_by, remove_trigger, is_core_of
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_AUS_crownland = {
	icon = GFX_decision_generic_monarchy
	local_manpower = 0.25
	local_factories = 0.15
	local_resources = 0.2
	compliance_gain = 0.15
	enable = {
		is_controlled_by = AUS
	}
	remove_trigger = {
		OR = {
			is_core_of = AUS
			AND = {
				NOT = {
					is_controlled_by = AUS
				}
				controller = {
					NOT = {
						has_war_with = AUS
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_healthcare_subsidization
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_healthcare_subsidization
	icon = GFX_goal_medicine
	relative_position_id = AUS_democracy_of_the_proletariat
	x = -1
	y = 1
	prerequisite = {
		focus = AUS_democracy_of_the_proletariat
	} {
		focus = AUS_revive_the_schutzbund
	}
	cost = 5
	completion_reward = {
		add_ideas = AUS_healthcare_subsidization
	}
}
### Entity: Idea
Component: KMT_westernization_ns
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_westernization_ns = {
	removal_cost = -1
	picture = FRA_motorized_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		research_speed_factor = 0.3
	}
}
### Entity: State History
Component: 590
Constructs: add_core_of
Source: game
File: history/states/590-Northern Kazakhstan.txt

Code:
state = {
	id = 590
	name = STATE_590
	manpower = 980533
	state_category = pastoral
	history = {
		owner = SOV
		add_core_of = KAZ SOV
		victory_points = {
			4333 1
		}
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		1223 1229 1309 1375 1391 1418 1662 1680 1694 4232 4238 4281 4309 4333 4850 7298 7326 7383 7407 7425 7741 7874 10211 10239 10308 10633 12152 12619
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_industrial_workers_reforms_r56
Constructs: prerequisite, limit, completion_reward, add_political_power, add_popularity, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_industrial_workers_reforms_r56
	prerequisite = {
		focus = SIA_prioritize_socioeconomic_progress_r56
	}
	icon = GFX_goal_generic_industrial_democracy
	cost = 6
	ai_will_do = {
		base = 1
	}
	x = -1
	y = 1
	relative_position_id = SIA_prioritize_socioeconomic_progress_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	available = {
		SIA_prioritize_socioeconomic_progress_r56_branch_trigger = yes
	}
	completion_reward = {
		add_political_power = -45
		add_popularity = {
			ideology = democratic
			popularity = -0.04
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_idea = SIA_prioritize_socioeconomic_progress_r56_idea
			}
			swap_ideas = {
				remove_idea = SIA_prioritize_socioeconomic_progress_r56_idea
				add_idea = SIA_industrial_workers_reforms_r56_idea
			}
		}
		else = {
			swap_ideas = {
				remove_idea = SIA_bottom_up_societal_modernization_r56_idea
				add_idea = SIA_prioritize_socioeconomic_progress_2_r56_idea
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_ATTACHE_USA_attache_improve_relations_ENG
Constructs: has_war_with, has_opinion, is_in_array
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_attache_strategies.txt

Code:
EAI_DIPLO_ATTACHE_USA_attache_improve_relations_ENG = {
	enable = {
		tag = ENG
		has_war_with = GER
		has_opinion = {
			target = USA
			value = < 30
		}
		NOT = {
			is_in_array = {
				EAI_attache_senders = ENG.id
			}
		}
	}
	abort = {
		NOT = {
			AND = {
				has_opinion = {
					target = USA
					value = < 40
				}
				NOT = {
					is_in_array = {
						EAI_attache_senders = ENG.id
					}
				}
			}
		}
	}
	reversed = yes
	ai_strategy = {
		type = diplo_action_desire
		id = USA
		target = improve_relation
		value = 30000
	}
}
### Entity: Scripted Trigger
Component: EAI_MILITARY_army_shortage_MAJOR
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_MILITARY_army_shortage_MAJOR = {
	OR = {
		check_variable = {
			EAI_fielded_eq_ratio = < 0.8
		}
		EAI_reserve_manpower_less_than_10p = yes
	}
}
### Entity: Event
Component: bftb_greece.191
Constructs: is_triggered_only, ai_chance, add_timed_idea, add_to_variable, has_opinion, set_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.191
	title = bftb_greece.191.t
	desc = bftb_greece.191.desc
	picture = GFX_report_event_gre_athens
	is_triggered_only = yes
	option = {
		name = bftb_greece.191.a
		ai_chance = {
			base = 5
		}
		add_timed_idea = {
			idea = GRE_moderate_investment
			days = 75
		}
		custom_effect_tooltip = GRE_increased_influence_tt
		hidden_effect = {
			GRE = {
				add_to_variable = {
					var = GRE_soviet_influence_over_greek_government
					value = 25
				}
			} {
				country_event = {
					id = bftb_greece.187
					days = 2
				}
			}
		}
	} {
		name = bftb_greece.191.b
		ai_chance = {
			base = 5
		}
		GRE = {
			country_event = {
				id = bftb_greece.194
				days = 2
			}
		}
	} {
		name = bftb_greece.191.c
		ai_chance = {
			base = 0.1
			modifier = {
				factor = 25
				has_opinion = {
					target = GRE
					value = < -25
				}
			}
		}
		GRE = {
			country_event = {
				id = bftb_greece.195
				days = 2
			}
		}
		hidden_effect = {
			GRE = {
				set_country_flag = GRE_soviets_rebuffed
			}
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_guarantee_the_american_dream
Constructs: prerequisite, add_war_support, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_guarantee_the_american_dream
	icon = GFX_focus_usa_guarantee_the_american_dream
	x = 0
	y = 2
	prerequisite = {
		focus = USA_old_age_pension_act
	} {
		focus = USA_accumulated_wealth_tax_act
	}
	relative_position_id = USA_union_representation_act
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
	}
}
### Entity: Event
Component: news.229
Constructs: is_triggered_only, has_war_with, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.229
	title = news.229.t
	desc = news.229.d
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	option = {
		name = news.229.a
		trigger = {
			OR = {
				tag = ENG
				has_war_with = GER
				is_in_faction_with = ENG
			}
		}
	} {
		name = news.229.b
		trigger = {
			OR = {
				is_in_faction_with = GER
				has_war_with = GRE
			}
		}
	} {
		name = news.229.c
		trigger = {
			NOT = {
				OR = {
					tag = ENG
					has_war_with = GER GRE
					is_in_faction_with = ENG GER
				}
			}
		}
	}
}
### Entity: Character
Component: GNB_ncm
Source: game
File: common/characters/GNB.txt

Code:
GNB_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = GNB_ncm
		allowed = {
			original_tag = GNB
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Order of Battle
Component: The Rats of Tobruk
Constructs: division_template
Source: game
File: history/units/AST_TFV_rats_australia.txt

Code:
division = {
	name = The Rats of Tobruk
	location = 12406
	division_template = Rats of Tobruk
	start_experience_factor = 0.3
}
### Entity: AI Strategy
Component: naval_carrier_light
Source: game
File: common/ai_equipment/ENG_naval.txt

Code:
naval_carrier_light = {
	category = naval
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		naval_carrier_light
	}
	priority = {
		factor = 50
		modifier = {
			factor = 0
			has_War = no
		}
	}
	CVL_carrier = {
		name = argus_class
		priority = {
			factor = 1
		}
		role_icon_index = 7
		history = yes
		target_variant = {
			match_value = 500.0
			type = ship_hull_carrier_conversion_ca
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = carrier_ship_engine
				fixed_ship_secondaries_slot = empty
			}
		}
		allowed_modules = {
			ship_anti_air ship_dp_secondaries ship_fire_control_system cruiser_ship_engine carrier_ship_engine ship_radar ship_deck_space ship_carrier_armor
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_befriend_turkey
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, add_timed_idea
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_befriend_turkey
	icon = GFX_focus_generic_befriend_turkey
	prerequisite = {
		focus = ITA_war_with_greece ITA_befriend_greece
	}
	mutually_exclusive = {
		focus = ITA_claims_on_turkey_bba
	}
	x = 2
	y = 0
	relative_position_id = ITA_claims_on_turkey_bba
	cost = 10
	available = {
		country_exists = TUR
		NOT = {
			has_war_with = TUR
		}
	}
	search_filters = {

	}
	completion_reward = {
		TUR = {
			add_opinion_modifier = {
				target = ITA
				modifier = ita_diplomacy_focus
			}
			if = {
				limit = {
					ROOT = {
						has_government = fascism
					}
				}
				add_timed_idea = {
					idea = fascist_influence
					days = 1095
				}
			} {
				limit = {
					ROOT = {
						has_government = democratic
					}
				}
				add_timed_idea = {
					idea = democratic_influence
					days = 1095
				}
			} {
				limit = {
					ROOT = {
						has_government = communism
					}
				}
				add_timed_idea = {
					idea = communist_influence
					days = 1095
				}
			}
			country_event = {
				id = generic.1
			}
		}
		activate_targeted_decision = {
			target = TUR
			decision = ITA_pressure_country_government_balkan
		} {
			target = TUR
			decision = ITA_promote_ideology_rallies_balkan
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.188
			}
		}
	}
}
### Entity: Effect Reference
Construct: remove_power_balance_modifier
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_power_balance_modifier

* Supported Scopes: any
* Supported Targets: none

```
removes static modifier from power balance

Example:
remove_power_balance_modifier = {
	id = power_balance_id
	modifier = static_modifier_id # this must be defined in the static modifier database
}
```
### Entity: Character
Component: YUN_long_yun
Source: game
File: common/characters/YUN.txt

Code:
YUN_long_yun = {
	name = YUN_long_yun
	portraits = {
		civilian = {
			large = GFX_portrait_yun_long_yun
		}
		army = {
			small = GFX_portrait_YUN_long_yun_small
			large = GFX_portrait_yun_long_yun
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: AI Strategy
Component: USA_avoid_med_for_escort
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_avoid_med_for_escort = {
	allowed = {
		original_tag = USA
	}
	enable = {
		date = < 1945.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 30
		value = 500
	} {
		type = naval_avoid_region
		id = 168
		value = 500
	} {
		type = naval_avoid_region
		id = 69
		value = 500
	} {
		type = naval_avoid_region
		id = 202
		value = 500
	} {
		type = naval_avoid_region
		id = 232
		value = 500
	} {
		type = naval_avoid_region
		id = 29
		value = 500
	} {
		type = naval_avoid_region
		id = 169
		value = 500
	}
}
### Entity: Unit Template
Component: MEK_MAR_01
Source: game
File: common/units/names_divisions/MEK_names_divisions.txt

Code:
MEK_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		MEK
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. Seelande-Division
	ordered = {
		1 = {
			%d. Seelande-Division
		}
		2 = {
			%d. Seelande-Division
		}
		3 = {
			%d. Seelande-Division
		}
		4 = {
			%d. Seelande-Division
		}
		5 = {
			%d. Seelande-Division
		}
		6 = {
			%d. Seelande-Division
		}
		7 = {
			%d. Seelande-Division
		}
		8 = {
			%d. Seelande-Division
		}
		9 = {
			%d. Seelande-Division
		}
		10 = {
			%d. Seelande-Division
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_get_service_by_requirement
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_get_service_by_requirement = {
	EAI_LAW_wants_service_by_requirement = yes
	EAI_LAW_available_service_by_requirement = yes
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_petition_the_supreme_court
Constructs: completion_reward, add_popularity, add_timed_idea
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_petition_the_supreme_court
	icon = GFX_focus_generic_court
	x = 46
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = PHI_petition_the_supreme_court_communism_timed_idea
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: LIE_customs_union_idea
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_customs_union_idea = {
	picture = NOR_printing_money
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		trade_opinion_factor = 0.1
		production_speed_buildings_factor = 0.05
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_large_navy
Constructs: prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_large_navy
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = COG_cruiser_effort
	}
	x = 47
	y = 3
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = fleet_in_being_bonus
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_join_comintern
Constructs: prerequisite, has_war_with, completion_reward, has_capitulated, is_in_faction, is_subject, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_join_comintern
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = ROM_basing_rights_for_soviet_union
	}
	x = 0
	y = 4
	relative_position_id = ROM_a_deal_with_the_devil
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			SOV = {
				has_capitulated = yes
			}
		}
	}
	available = {
		SOV_comintern_joinable = yes
		is_in_faction = no
		is_subject = no
		NOT = {
			any_other_country = {
				is_in_faction_with = SOV
				has_war_with = ROM
			}
		}
	}
	bypass = {
		is_in_faction_with = SOV
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		SOV = {
			country_event = generic.2
		}
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_reassess_continental_commitments
Constructs: prerequisite, limit, remove_ideas, has_government, add_war_support, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_reassess_continental_commitments
	prerequisite = {
		focus = ENG_the_kings_party
	}
	available = {
		is_subject = no
		NOT = {
			has_war_together_with = FRA
		}
	}
	icon = GFX_goal_generic_position_armies
	x = -1
	y = 1
	relative_position_id = ENG_the_kings_party
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		remove_ideas = ENG_the_war_to_end_all_wars
		add_war_support = 0.05
		FRA = {
			if = {
				limit = {
					NOT = {
						is_in_faction_with = ENG
					}
				}
				add_opinion_modifier = {
					target = ENG
					modifier = ENG_reassessed_continental_committments_bad
				}
			}
		}
		POL = {
			if = {
				limit = {
					NOT = {
						is_in_faction_with = ENG
					}
				}
				add_opinion_modifier = {
					target = ENG
					modifier = ENG_reassessed_continental_committments_bad
				}
			}
		}
		CZE = {
			if = {
				limit = {
					NOT = {
						is_in_faction_with = ENG
					}
				}
				add_opinion_modifier = {
					target = ENG
					modifier = ENG_reassessed_continental_committments_bad
				}
			}
		}
		HOL = {
			if = {
				limit = {
					NOT = {
						is_in_faction_with = ENG
					}
				}
				add_opinion_modifier = {
					target = ENG
					modifier = ENG_reassessed_continental_committments_bad
				}
			}
		}
		BEL = {
			if = {
				limit = {
					NOT = {
						is_in_faction_with = ENG
					}
				}
				add_opinion_modifier = {
					target = ENG
					modifier = ENG_reassessed_continental_committments_bad
				}
			}
		}
		LUX = {
			if = {
				limit = {
					NOT = {
						is_in_faction_with = ENG
					}
				}
				add_opinion_modifier = {
					target = ENG
					modifier = ENG_reassessed_continental_committments_bad
				}
			}
		}
		GER = {
			if = {
				limit = {
					OR = {
						has_government = fascism neutrality
					}
				}
				add_opinion_modifier = {
					target = ENG
					modifier = ENG_reassessed_continental_committments_good
				}
			}
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_improve_inter_armies_communication
Constructs: prerequisite, add_ideas, completion_reward, set_technology
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_improve_inter_armies_communication
	icon = GFX_goal_generic_radar
	cost = 10
	prerequisite = {
		focus = VIN_new_rifles_for_a_new_army
	}
	completion_reward = {
		set_technology = {
			radio = 1
		}
		add_ideas = VIN_improve_inter_armies_communication
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 60
	y = 2
}
### Entity: Achievement
Component: two_arms_against_tyranny
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_global_flag
Source: game
File: common/achievements.txt

Code:
two_arms_against_tyranny = {
	id = 182
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = FIN
	}
	happened = {
		tag = FIN
		has_global_flag = capitulated_soviet_with_only_finland_and_another_nordic
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/UKR_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 100
	}
	location = 501
	division_template = Strelkovaya Diviziya
	start_experience_factor = 0.2
	start_equipment_factor = 0.85
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_80
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_80 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 80
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 80
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_region_106
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_region_106 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_regions^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_COMBINED_regions = 106
		}
	}
	abort_when_not_enabled = yes yes
	ai_strategy = {
		type = strike_force_home_base
		id = 106
		value = 10000
	} {
		type = naval_avoid_region
		id = 106
		value = -200
	} {
		type = strategic_air_importance
		id = 106
		value = 25000
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_revitalising_the_danube_flotilla
Constructs: has_completed_focus, prerequisite, completion_reward, set_technology
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_revitalising_the_danube_flotilla
	icon = GFX_goal_CZE_revitalising_the_danube_flotilla
	x = -13
	y = 0
	available = {
		has_completed_focus = CZE_R56_devalue_the_koruna
	}
	bypass = {

	}
	cost = 5
	prerequisite = {

	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 10
		set_technology = {
			basic_battery = 1
		}
	}
}
### Entity: Trigger Reference
Construct: is_preparing_operation
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_preparing_operation

* Supported Scopes: COUNTRY
* Supported Targets: any

```
checks if preparing a specific operation.
Example: 
is_preparing_operation = { 
 target = ITA 
 operation = operation_infiltrate_armed_forces_navy}
```