Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: spa_focus
Component: SPA_the_spanish_miracle
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_the_spanish_miracle
	available = {
		OR = {
			is_in_faction_with = ENG USA
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_improve_living_standards
	} {
		focus = SPA_domestic_industrial_developments
	}
	icon = GFX_focus_spa_the_spanish_miracle
	x = 1
	y = 1
	relative_position_id = SPA_improve_living_standards
	cost = 20
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPA_the_spanish_miracle_2civ
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = SPA_the_spanish_miracle_2mil
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
				}
				is_core_of = ROOT
			}
			set_state_flag = SPA_the_spanish_miracle_2civ
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPA_the_spanish_miracle_2civ
				}
			}
			set_state_flag = SPA_the_spanish_miracle_2civ
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPA_the_spanish_miracle_2civ
				}
			}
			set_state_flag = SPA_the_spanish_miracle_2civ
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
				}
				is_core_of = ROOT
			}
			set_state_flag = SPA_the_spanish_miracle_2mil
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ALight_tank_anti-tank.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Light_tank_anti-tank.png &#8206;(76 × 42 pixels, file size: 5 KB, MIME type: image/png)
### Entity: National Focus
Tree: sia_focus
Component: SIA_demand_repatriation
Constructs: prerequisite, completion_reward, is_ally_with
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_demand_repatriation
	icon = GFX_goal_generic_demand_territory
	x = 0
	y = 1
	relative_position_id = SIA_joint_asian_military_command
	prerequisite = {
		focus = SIA_joint_asian_military_command
	}
	cost = 5
	ai_will_do = {
		factor = 200
	}
	available = {
		any_war_score = > 8
		is_ally_with = JAP
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		JAP = {
			country_event = {
				id = siam.36
			}
		}
	}
}
### Entity: Event
Component: poland.63
Constructs: is_triggered_only, add_equipment_to_stockpile, add_political_power, add_timed_idea, add_tech_bonus
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.63
	title = poland.63.t
	desc = poland.63.d
	picture = GFX_report_event_polish_mansion
	is_triggered_only = yes
	option = {
		name = poland.63.a
		POL = {
			add_political_power = -50
			add_equipment_to_stockpile = {
				type = light_tank_equipment_1
				amount = 60
				producer = FRA
			} {
				type = light_tank_equipment_2
				amount = 5
				producer = FRA
			}
			add_timed_idea = {
				idea = POL_Outsourced_Production
				days = 365
			}
		}
		FRA = {
			add_political_power = 50
		}
	} {
		name = poland.63.c
		add_political_power = 50
		add_tech_bonus = {
			name = POL_French_Investments
			bonus = 0.25
			uses = 1
			category = industry
		}
		FRA = {
			add_political_power = 25
		}
	}
}
### Entity: Character
Component: PHI_lewis_c_beebe
Constructs: has_war_with, has_country_flag, has_dlc, is_ally_with
Source: game
File: common/characters/PHI.txt

Code:
PHI_lewis_c_beebe = {
	name = PHI_lewis_c_beebe
	portraits = {
		army = {
			small = GFX_portrait_PHI_lewis_c_beebe_small
		}
	}
	advisor = {
		slot = high_command
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		available = {
			OR = {
				is_ally_with = USA
				AND = {
					has_country_flag = PHI_recently_broke_USA_alliance
					NOT = {
						has_war_with = USA
					}
				}
			}
		}
		idea_token = PHI_lewis_c_beebe
		ledger = army
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Modding Documentation
Construct: Particles
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## Update.Particles
* Type: Boolean
* Not available in release build
### Entity: Idea
Component: MAN_self_sufficient_military_idea
Constructs: removal_cost
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_self_sufficient_military_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = MAN_sufficient_army
	modifier = {
		army_morale_factor = 0.08
		attrition = -0.05
	}
}
### Entity: Idea
Component: scrm
Constructs: research_bonus
Source: game
File: common/ideas/r56_italy.txt

Code:
scrm = {
	allowed = {
		original_tag = ITA
	}
	research_bonus = {
		support_tech = 0.15
	}
	traits = {
		support_equipment_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: AFG_neutral_influence
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_neutral_influence = {
	allowed = {
		tag = AFG
	}
	removal_cost = -1
	picture = generic_neutrality_drift_bonus
	modifier = {
		neutrality_drift = 0.02
		neutrality_acceptance = 25
	}
}
### Entity: Idea
Component: ISR_nationalized_institutions
Constructs: stability_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_nationalized_institutions = {
	picture = HOL_motors_production
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		stability_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
		production_speed_buildings_factor = 0.05
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_guided_democracy
Constructs: prerequisite, add_stability, completion_reward, has_war_support, set_country_flag
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_guided_democracy
	icon = GFX_focus_INS_guided_democracy
	available = {
		neutrality = > 0.6
		has_war_support = > 0.5
	}
	prerequisite = {
		focus = INS_political_stabilization
	}
	mutually_exclusive = {
		focus = INS_support_tan_malakas_coup INS_vice_presidential_edict
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 3
			INS_check_plan_revolution_unaligned = yes
		}
	}
	x = 10
	y = 0
	relative_position_id = INS_vice_presidential_edict
	cost = 5
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		set_country_flag = INS_no_more_political_chaos
		custom_effect_tooltip = INS_no_more_political_chaos_tt
		add_stability = 0.1
	}
}
### Entity: State History
Component: 791
Constructs: add_core_of
Source: game
File: history/states/791-Valladolid.txt

Code:
state = {
	id = 791
	name = STATE_791
	resources = {
		tungsten = 10.0
		coal = 2
	}
	history = {
		owner = SPR
		victory_points = {
			11825 3
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
		add_core_of = SPR
	}
	provinces = {
		903 3820 4024 6936 9700 9827 9846 9872 11684 11806 11809 11825 13227
	}
	manpower = 713628
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_amnesty_for_political_opponents
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_amnesty_for_political_opponents
	icon = GFX_goal_generic_foreign_diplomacy
	prerequisite = {
		focus = SOV_civil_war_peoples_virtue
	}
	x = 1
	y = 1
	relative_position_id = SOV_civil_war_peoples_virtue
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = SOV_amnesty_for_political_opponents
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: SOM_awt
Source: game
File: common/ideas/somalia.txt

Code:
SOM_awt = {
	ledger = air
	picture = generic_air_african_2
	allowed = {
		original_tag = SOM
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Character
Component: ETH_alemework_beyene
Constructs: has_dlc
Source: game
File: common/characters/ETH.txt

Code:
ETH_alemework_beyene = {
	instance = {
		allowed = {
			has_dlc = By Blood Alone
		}
		name = ETH_alemework_beyene
		portraits = {
			civilian = {
				large = GFX_portrait_ETH_alemework_beyene
			}
			army = {
				small = GFX_portrait_ETH_alemework_beyene_small
			}
		}
		country_leader = {
			ideology = anarchist_communism
			expire = 1965.1.1.1
			traits = {
				gallant_doctor
			}
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		name = ETH_alemework_beyene
		portraits = {
			civilian = {
				large = GFX_Portrait_Africa_Generic_1
			}
		}
		country_leader = {
			ideology = anarchist_communism
			expire = 1965.1.1.1
			traits = {

			}
			id = -1
		}
	}
}
### Entity: Idea
Component: EAI_DD_10/anti_air_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/anti_air_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_air_equipment = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: Event
Component: lar_spheres_of_influence.3
Constructs: is_triggered_only, ai_chance, add_state_claim
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_spheres_of_influence.3
	title = lar_spheres_of_influence.3.t
	desc = lar_spheres_of_influence.3.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = lar_spheres_of_influence.3.a
		ai_chance = {
			factor = 80
		}
		add_state_claim = 34 6 977 980 8 7 35 36
	}
}
### Entity: Scripted Effect
Component: EAI_difficulty_reinforcements
Constructs: add_equipment_to_stockpile, limit, has_war_with, has_country_flag, has_capitulated, has_global_flag, is_ai, has_civil_war
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_update.txt

Code:
EAI_difficulty_reinforcements = {
	if = {
		limit = {
			has_capitulated = no
			OR = {
				has_country_flag = EAI_reinforcements_mode
				AND = {
					has_global_flag = EAI_dynamic_reinforcements_mode
					NOT = {
						has_country_flag = EAI_disable_dynamic_reinforcements_mode
					}
					any_enemy_country = {
						is_ai = no
					}
				}
			}
			NOT = {
				has_civil_war = yes
			}
			surrender_progress = > 0
		}
		if = {
			limit = {
				has_equipment = {
					infantry_equipment = < 250
				}
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 5000
			}
		} {
			limit = {
				has_tech = tech_support
				has_equipment = {
					support_equipment = < 250
				}
			}
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = 1000
			}
		} {
			limit = {
				has_tech = gw_artillery
				has_equipment = {
					artillery_equipment = < 250
				}
			}
			add_equipment_to_stockpile = {
				type = artillery_equipment
				amount = 1000
			}
		} {
			limit = {
				has_tech = motorised_infantry
				has_equipment = {
					motorized_equipment = < 250
				}
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment
				amount = 1000
			}
		} {
			limit = {
				has_tech = mechanised_infantry
				has_equipment = {
					mechanized_equipment = < 250
				}
			}
			add_equipment_to_stockpile = {
				type = mechanized_equipment
				amount = 250
			}
		} {
			limit = {
				OR = {
					has_tech = basic_light_tank_chassis improved_light_tank_chassis advanced_light_tank_chassis
				}
				has_equipment = {
					light_tank_chassis = < 250
				}
			}
			add_equipment_to_stockpile = {
				type = light_tank_chassis
				amount = 250
			}
		} {
			limit = {
				OR = {
					has_tech = basic_light_tank_chassis improved_light_tank_chassis advanced_light_tank_chassis
				}
				has_equipment = {
					light_tank_destroyer_chassis = < 250
				}
			}
			add_equipment_to_stockpile = {
				type = light_tank_destroyer_chassis
				amount = 250
			}
		} {
			limit = {
				OR = {
					has_tech = basic_light_tank_chassis improved_light_tank_chassis advanced_light_tank_chassis
				}
				has_equipment = {
					light_tank_artillery_chassis = < 250
				}
			}
			add_equipment_to_stockpile = {
				type = light_tank_artillery_chassis
				amount = 250
			}
		} {
			limit = {
				OR = {
					has_tech = basic_light_tank_chassis improved_light_tank_chassis 
# ... (truncated)
### Entity: Event
Component: mtg_britain.101
Constructs: is_triggered_only, limit, has_country_flag, check_variable, set_variable, is_subject_of, add_to_variable
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.101
	title = mtg_britain.101.t
	desc = mtg_britain.101.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_britain.101.a
		if = {
			limit = {
				NOT = {
					check_variable = {
						var = ENG_imperial_conference_federation_answers
						value = 1
						compare = greater_than_or_equals
					}
				}
			}
			set_variable = {
				var = ENG_imperial_conference_federation_answers
				value = 0
			}
		} {
			limit = {
				check_variable = {
					var = ENG_imperial_conference_federation_answers
					value = ENG_imperial_conference_number_of_subjects
					compare = equals
				}
				NOT = {
					any_country = {
						OR = {
							tag = CAN SAF RAJ AST NZL
						}
						has_country_flag = ENG_rejected_federation
					}
				}
			}
			country_event = {
				id = mtg_britain.103
				hours = 6
			}
		} {
			limit = {
				RAJ = {
					is_subject_of = ENG
					has_country_flag = ENG_rejected_federation
				}
				check_variable = {
					var = ENG_imperial_conference_federation_answers
					value = ENG_imperial_conference_number_of_subjects
					compare = equals
				}
				NOT = {
					any_country = {
						OR = {
							tag = CAN SAF AST NZL
						}
						has_country_flag = ENG_rejected_federation
					}
				}
			}
			country_event = {
				id = mtg_britain.104
				hours = 6
			}
		} {
			limit = {
				check_variable = {
					var = ENG_imperial_conference_federation_answers
					value = ENG_imperial_conference_number_of_subjects
					compare = equals
				}
				any_country = {
					OR = {
						tag = CAN SAF AST NZL
					}
					has_country_flag = ENG_rejected_federation
				}
			}
			country_event = {
				id = mtg_britain.105
				hours = 6
			}
		}
		add_to_variable = {
			var = ENG_imperial_conference_federation_answers
			value = 1
		}
		ENG_imperial_conference_clear_in_progress_flags = yes
	}
}
### Entity: Unit Template
Component: ITA_CAV_04
Source: game
File: common/units/names_divisions/ITA_names_divisions.txt

Code:
ITA_CAV_04 = {
	name = Savari Squadron Groups
	for_countries = {
		ITA
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %do Gruppo Squadroni Savari
	ordered = {
		1 = {
			%do Gruppo Squadroni Savari
		}
		2 = {
			%do Gruppo Squadroni Savari
		}
		3 = {
			%do Gruppo Squadroni Savari
		}
	}
}
### Entity: Character
Component: indies_rep_hoei_kan
Constructs: autonomy_gain, democratic_drift, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
indies_rep_hoei_kan = {
	sprite = 13
	random = no
	autonomy_gain = 0.1
	democratic_drift = 0.03
	neutrality_drift = 0.03
	production_factory_max_efficiency_factor = 0.05
}
### Entity: Character
Component: CHL_miguel_serrano
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/CHL.txt

Code:
CHL_miguel_serrano = {
	name = CHL_miguel_serrano
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_miguel_serrano_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_miguel_serrano
		allowed = {
			original_tag = CHL
		}
		available = {
			has_government = fascism
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CHL_endorse_the_constitution CHL_look_to_tradition
				}
			}
			has_government = fascism
		}
		traits = {
			JUNO_national_socialist_occultist
		}
	}
}
### Entity: Country History
Country: KAZ
Component: KAZ_politics
Constructs: set_popularities
Source: game
File: history/countries/KAZ - Kazakhstan.txt

Code:
# Politics & Parties for KAZ
set_popularities = {
	democratic = 60
	communism = 40
}
### Entity: Idea
Component: small_arms_limited
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/canada.txt

Code:
small_arms_limited = {
	picture = generic_infantry_equipment_manufacturer_1
	allowed = {
		original_TAG = CAN
		has_dlc = Together for Victory
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_subjegate_romania
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, is_subject, has_subject, is_ally_with, is_subject_of
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_subjegate_romania
	icon = GFX_focus_generic_attack_romania
	prerequisite = {
		focus = CZE_facilitate_a_strong_hungary
	}
	cost = 10
	relative_position_id = CZE_facilitate_a_strong_hungary
	x = 0
	y = 1
	available = {
		is_subject = no
		has_subject = HUN
		ROM = {
			exists = yes
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		ROM = {
			OR = {
				exists = no
				is_subject_of = ROOT
			}
		}
	}
	completion_reward = {
		ROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = threatened_us_opinion_modifier
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			country_event = MUN_czech.1053
		}
		effect_tooltip = {
			custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
			add_named_threat = {
				threat = 5
				name = CZE_demanded_overlordship_ROM
			}
			puppet = ROM
			create_wargoal = {
				type = puppet_wargoal_focus
				target = ROM
			}
			76 = {
				add_core_of = HUN
			}
			84 = {
				add_claim_by = HUN
			}
			83 = {
				add_claim_by = HUN
			}
			82 = {
				add_claim_by = HUN
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_13
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_13 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 13
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 13
	}
}
### Entity: State History
Component: 557
Constructs: add_core_of
Source: game
File: history/states/557-Mauritania.txt

Code:
state = {
	id = 557
	name = STATE_557
	manpower = 225000
	state_category = pastoral
	history = {
		owner = FRA
		add_core_of = MRT
		victory_points = {
			5034 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		5034 5077 7992 8058 10814
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_national_bank
Constructs: completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_national_bank
	icon = GFX_focus_usa_reestablish_the_gold_standard
	x = 9
	y = 0
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = MEX_banco_de_mexico
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_naval_air_support
Constructs: prerequisite, limit, completion_reward, set_technology, cancel_if_invalid, add_to_variable, has_dlc, has_tech
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_naval_air_support
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = IRQ_purchase_alternative_aricraft IRQ_purchase_british_aircraft
	}
	x = 1
	y = 1
	relative_position_id = IRQ_purchase_british_aircraft
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		air_experience = 15
		custom_effect_tooltip = generic_skip_one_line_tt
		IRQ_modify_air_force_modifier_version = yes
		add_to_variable = {
			IRQ_air_nav_efficiency = 0.1
			tooltip = air_nav_efficiency_tt
		}
		IF = {
			limit = {
				has_dlc = By Blood Alone
			}
			IF = {
				limit = {
					NOT = {
						has_tech = air_torpedoe_1
					}
				}
				set_technology = {
					air_torpedoe_1 = 1
					popup = yes
				}
			}
		}
		ELSE = {
			IF = {
				limit = {
					NOT = {
						has_tech = naval_bomber1
					}
				}
				set_technology = {
					naval_bomber1 = 1
					popup = yes
				}
			}
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.09
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.09
	title = BBA_ethiopia_communist_events.09.t
	desc = BBA_ethiopia_communist_events.09.desc
	picture = GFX_report_event_generic_rifles
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_communist_events.09.a
		ai_chance = {
			base = 10
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 10000
			producer = SOV
		}
	}
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.19
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.19
	title = NSB_soviet_fascist_tsarist.16.t
	desc = NSB_soviet_fascist_tsarist.19.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.19.a
		FROM = {
			add_to_faction = ROOT
			country_event = NSB_soviet_fascist_tsarist.20
		}
	} {
		name = NSB_soviet_fascist_tsarist.19.b
		FROM = {
			country_event = NSB_soviet_fascist_tsarist.21
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_mountaineer_tech_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_mountaineer_tech_focus = {
	date = > 1940.1.1
	check_variable = {
		EAI_FOCUS/LAND/spec_ops = global.EAI_MNT_SPEC_OPS
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_go_left
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_go_left
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = POL_authoritarianism
	}
	mutually_exclusive = {
		focus = POL_go_right
	}
	x = 3
	y = 1
	relative_position_id = POL_authoritarianism
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = communist_influence
			days = 720
		}
	}
}