Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: CSA_MNT_01
Source: game
File: common/units/names_divisions/CSA_names_divisions.txt

Code:
CSA_MNT_01 = {
	name = Mountain Division
	for_countries = {
		CSA
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %d Mountain Division
	ordered = {
		1 = {
			%dst 'Smoky Mountains' Division
		}
		2 = {
			%dnd 'Cold Mountain' Division
		}
		3 = {
			%drd 'Stone Mountain' Division
		}
		4 = {
			%dth 'Mountain Lions' Division
		}
		5 = {
			%dth Mountain  Division
		}
		6 = {
			%dth Mountain  Division
		}
		7 = {
			%dth Mountain  Division
		}
		8 = {
			%dth Mountain  Division
		}
		9 = {
			%dth Mountain  Division
		}
		10 = {
			%dth Mountain  Division
		}
	}
}
### Entity: Character
Component: GER_joseph_goebbels
Constructs: has_completed_focus, limit, has_government, has_country_flag, has_dlc, has_autonomy_state
Source: game
File: common/characters/GER.txt

Code:
GER_joseph_goebbels = {
	name = GER_joseph_goebbels
	portraits = {
		civilian = {
			large = GFX_portrait_GER_joseph_goebbels
			small = GFX_portrait_GER_joseph_goebbels_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = joseph_goebbels
		allowed = {
			original_tag = GER
		}
		available = {
			has_country_flag = GER_reinstated_nazi_leadership
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
					has_completed_focus = GER_ascension_of_goebbels
				}
			}
		}
		visible = {
			has_country_flag = GER_reinstated_nazi_leadership
		}
		traits = {
			GER_reich_minister_of_propaganda
		}
		do_effect = {
			NOT = {
				has_government = fascism
			}
		}
		ai_will_do = {
			base = 0
		}
	}
}
### Entity: Technology
Component: super_heavy_tank
Constructs: limit, enable_equipments, enable_subunits, has_dlc, research_cost
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	path = {
		leads_to_tech = sp_armored_lc_high_impact_obliterator_cannon_tech
		research_cost_coeff = 1
	} {
		leads_to_tech = sp_armored_lc_naval_engine_conversion_tech
		research_cost_coeff = 1
	} {
		leads_to_tech = sp_armored_lc_transmission_improvements_tech
		research_cost_coeff = 1
	} {
		leads_to_tech = sp_armored_lc_specialized_field_manuals_tech
		research_cost_coeff = 1
	}
	enable_equipments = {
		super_heavy_tank_equipment_1
	}
	enable_subunits = {
		super_heavy_armor
	}
	on_research_complete = {
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_PROJECT
				PROJECT = sp_land_land_cruiser
			}
		}
	}
	research_cost = 3
	start_year = 1941
	folder = {
		name = armour_folder
		position = {
			x = 9
			y = 8
		}
	}
	sub_technologies = {
		super_heavy_td super_heavy_art super_heavy_spaa
	}
	ai_will_do = {
		factor = 0
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules cat_heavy_armor mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Decision
Component: MON_stance_of_mongolian_army
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/MON_decision_categories.txt

Code:
MON_stance_of_mongolian_army = {
	icon = army_reform
	picture = GFX_decision_cat_picture_spr_civil_war_offensives
	allowed = {
		original_tag = MON
	}
	priority = 50
	available = {
		has_completed_focus = MON_organize_army_inspection
	}
	visible = {
		has_completed_focus = MON_organize_army_inspection
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_free_prestes
Constructs: has_completed_focus, prerequisite, has_war_with, completion_reward, add_popularity, add_ai_strategy
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_free_prestes
	icon = GFX_focus_BRA_free_prestes
	x = 0
	y = 1
	relative_position_id = BRA_infilitrate_the_military
	prerequisite = {
		focus = BRA_infilitrate_the_military BRA_radicalize_the_proletariat
	}
	mutually_exclusive = {
		focus = BRA_revive_the_anl
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		NOT = {
			has_war_with = SOU
			has_completed_focus = BRA_launch_the_revolution
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		custom_effect_tooltip = BRA_revive_the_anl_tt BRA_free_prestes_tt
		hidden_effect = {
			add_ai_strategy = {
				type = befriend
				id = SOV
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_rewrite_the_constitution
Constructs: prerequisite, remove_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_rewrite_the_constitution
	icon = GFX_goal_cuba_rewrite_the_constitution
	cost = 5
	prerequisite = {
		focus = CUB_confederation_of_cuban_workers
	} {
		focus = CUB_reduce_american_influence
	}
	relative_position_id = CUB_confederation_of_cuban_workers
	x = -1
	y = 1
	completion_reward = {
		remove_ideas = CUB_batistas_influence
		add_political_power = 50
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_military_maneuvers
Constructs: prerequisite, completion_reward, add_to_variable, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_military_maneuvers
	icon = GFX_goal_wargaming
	prerequisite = {
		focus = CZE_legacy_of_legions CZE_reorganize_general_staff
	} {
		focus = CZE_military_education
	}
	x = -1
	y = 1
	relative_position_id = CZE_reorganize_general_staff
	cost = 5
	ai_will_do = {
		factor = 7
	}
	completion_reward = {
		custom_effect_tooltip = CZE_modify_bm_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_bm_army_org_factor = 0.025
			tooltip = army_org_factor_tt
		}
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Event
Component: EAI_DM_borders.7
Constructs: limit, is_ai, is_puppet_of, is_fully_controlled_by, is_owned_by, set_state_controller
Source: game
File: events/EAI_diplomacy.txt

Code:
country_event = {
	id = EAI_DM_borders.7
	hidden = yes
	mean_time_to_happen = {
		days = 20
	}
	trigger = {
		original_tag = EGY
		is_ai = yes
		ENG = {
			is_ai = yes
		}
		is_puppet_of = ENG
		any_of_scopes = {
			array = controlled_states
			is_fully_controlled_by = ROOT
			NOT = {
				is_owned_by = ROOT
			}
		}
	}
	immediate = {
		for_each_scope_loop = {
			array = controlled_states
			if = {
				limit = {
					is_fully_controlled_by = ROOT
					NOT = {
						is_owned_by = ROOT
					}
				}
				ENG = {
					set_state_controller = PREV
				}
			}
		}
	}
	option = {

	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_invite_american_corporations
Constructs: prerequisite, has_war_with, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_invite_american_corporations
	icon = GFX_focus_generic_american_investments
	cost = 10
	prerequisite = {
		focus = CUB_secure_united_states_political_support
	}
	relative_position_id = CUB_secure_united_states_political_support
	x = -2
	y = 1
	ai_will_do = {
		factor = 1
	}
	available = {
		country_exists = USA
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = USA
			}
			has_war_with = USA
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
			}
		}
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = CUB_general_motors CUB_standard_oil_california
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: GEN_cheaper_amphib
Constructs: has_mastery_level, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/_event.txt

Code:
GEN_cheaper_amphib = {
	allowed = {
		always = no
	}
	cancel = {
		NOT = {
			has_mastery_level = {
				amount = 5
				sub_doctrine = marines_1
			}
		}
	}
	picture = generic_fascism_drift_bonus
	equipment_bonus = {
		amphibious_mechanized_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_sorel_industries
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_sorel_industries
	icon = GFX_goal_proving_grounds
	prerequisite = {
		focus = QUE_sorel_steel_and_foundry QUE_saguenay_aluminum
	} {
		focus = QUE_abitibi_gold_rush
	}
	relative_position_id = QUE_sorel_steel_and_foundry
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				468
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: axis_minors_bulgaria.63
Constructs: is_triggered_only
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.63
	title = axis_minors_bulgaria.63.t
	desc = axis_minors_bulgaria.63.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.63.a
	}
}
### Entity: Order of Battle
Component: 9. Landsturmregiment
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_neutrality.txt

Code:
division = {
	name = 9. Landsturmregiment
	location = 6488
	division_template = Landsturmregiment
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_war_measures_in_the_east
Constructs: prerequisite, limit, is_major, completion_reward, has_civil_war, is_subject, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_war_measures_in_the_east
	icon = GFX_SOV_war_measures_in_the_east_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_development_aid_for_eastern_allies
	}
	x = 0
	y = 1
	relative_position_id = SOV_development_aid_for_eastern_allies
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SOV_war_measures_scope_tt
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
				capital_scope = {
					is_on_continent = asia
				}
				is_major = no
			}
			country_event = {
				id = NSB_soviet_foreign_politics_events.11
				hours = 2
				random_hours = 1
			}
			custom_effect_tooltip = if_they_accept
			effect_tooltip = {
				add_timed_idea = {
					idea = SOV_war_measures_allies
					days = 1095
				}
			}
		}
	}
}
### Entity: Country History
Country: RAS
Component: RAS_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/RAS - Madras States.txt

Code:
# Politics & Parties for RAS
set_politics = {
	ruling_party = neutrality
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 30
	communism = 5
	neutrality = 60
	fascism = 5
}
### Entity: Idea
Component: GRE_debt_to_the_ifc_3
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_debt_to_the_ifc_3 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = communism fascism
			}
		}
	}
	picture = gre_debt_to_the_ifc
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		consumer_goods_factor = 0.1
	}
}
### Entity: Effect Reference
Construct: force_operative_detection
Constructs: force_operative_detection, add_autonomy
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
force_operative_detection
|
Your operatives/spies will be detected
|

|

Operation.instant
|
Instantly finishes all operations
|
Affects AI
|

agency.keepexcessoperatives
|

|

|

deleteallunits(delall) [country]
|
Delete all armies and fleets of the specified countries.
|
deleteallunits SPR
|

deleteallunitsbut(delallbut) [country]
|
Delete all countries' armies and fleets, with the exception of one country.
|
delallbut SPR
|

add_autonomy [<Target Country Tag>] [num]
|
Changes a country's autonomy level
|
add_autonomy PHI -200
|
### Entity: Idea
Component: MEK_mt
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEK_mt = {
	ledger = army
	picture = generic_army_europe_3
	allowed = {
		original_tag = MEK
	}
	traits = {
		military_theorist
	}
}
### Entity: Character
Component: GEN_hans_frank
Source: game
File: common/characters/GEN.txt

Code:
GEN_hans_frank = {
	name = GEN_hans_frank
	portraits = {
		civilian = {
			large = GFX_portrait_GER_hans_frank
			small = GFX_portrait_GER_hans_frank_small
		}
	}
	country_leader = {
		ideology = nazism
		traits = {
			GER_governor_general_trait
		}
		expire = 1987.1.1.1
		id = -1
	}
}
### Entity: Raid
Component: GER_statue_of_liberty_bombing
Constructs: has_completed_focus, limit, has_government, has_war_with, add_war_support, has_country_flag, fire_only_once, has_dlc
Source: game
File: common/raids/air_raids_custom.txt

Code:
GER_statue_of_liberty_bombing = {
	days_to_prepare = 30
	category = air_raids
	custom_map_icon = GFX_raid_type_icon_other_raid
	ai_will_do = {
		base = 5
	}
	command_power = 15
	allowed = {
		has_dlc = Gotterdammerung
		OR = {
			original_tag = GER JAP
		}
	}
	fire_only_once = yes
	visible = {
		OR = {
			AND = {
				original_tag = GER
				has_completed_focus = GER_amerikabomber
			} {
				original_tag = JAP
				has_completed_focus = JAP_project_z_bomber_project
			}
		}
	}
	show_target = {
		has_war_with = USA
		358 = {
			is_owned_and_controlled_by = USA
		}
	}
	available = {

	}
	target_type = {
		building = {
			type = landmark_statue_of_liberty
		}
	}
	target_icon = GFX_statue_of_liberty_icon
	launch_sound = raid_launch_air
	arrow = {
		type = air
	}
	unit_requirements = {
		equipment = {
			type = {
				strategic_bomber
			}
			amount = {
				min = 75
			}
		}
	}
	starting_point = {
		types = {
			air_base
		}
	}
	success_factors = {
		success = {
			base = 0.7
			experience = {
				weight = 0.05
				start_weight = -0.05
				reference = 1.0
			}
			air_agility = {
				reference = 100.0
				weight = 0.05
				start_weight = -0.05
			}
			reliability = {
				reference = 1
				weight = 0.05
				start_weight = -0.1
			}
			air_defence = {
				reference = 100
				weight = 0.05
				start_weight = -0.05
			}
			air_superiority = {
				reference = 1
				weight = 0.1
				start_weight = -0.1
			}
			anti_air = {
				reference = 5
				weight = -0.1
			}
			interception = {
				reference = 500
				weight = -0.2
			}
			intel = {
				weight = 0.2
				reference = 100
			}
		}
		critical = {
			base = 0.1
		}
	}
	success_levels = {
		failure = {
			victim_effects = {
				var:target_state = {
					damage_building = {
						type = landmark_statue_of_liberty
						damage = 0.05
						province = var:ROOT.target_province
					}
				}
			}
			actor_effects = {
				raid_damage_units = {
					plane_loss = 65
				}
				raid_add_unit_experience = 0.05
				var:actor_country = {
					add_war_support = -0.05
				}
			}
			visual_effect = {
				entity = raid_failed_entity
				animation = attack
			}
		}
		limited_success = {
			victim_effects = {
				var:target_state = {
					damage_building = {
						type = landmark_statue_of_liberty
						damage = 0.15
						province = var:ROOT.target_province
						repair_speed_modifier = -0.05
					}
				}
			}
			actor_effects = {
				raid_dam
# ... (truncated)
### Entity: National Focus
Tree: saf_focus
Component: SAF_expand_the_simons_town_base
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_expand_the_simons_town_base
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = SAF_protect_the_trade SAF_disrupt_the_trade
	}
	x = 0
	y = 2
	relative_position_id = SAF_seaward_defence_force
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = SAF_expand_the_simons_town_base_DY
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = SAF_expand_the_simons_town_base_NB
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = coastal_bunker
				province = 12589
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				681
			}
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			set_state_flag = SAF_expand_the_simons_town_base_DY
		}
		if = {
			limit = {
				681 = {
					is_controlled_by = ROOT
				}
			}
			681 = {
				add_building_construction = {
					type = coastal_bunker
					province = 12589
					level = 2
					instant_build = yes
				}
				set_state_flag = SAF_expand_the_simons_town_base_NB
			}
		}
	}
}
### Entity: AI Strategy
Component: SOV_right_opposition_plan
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/SOV_alternate_strategy_plan.txt

Code:
SOV_right_opposition_plan = {
	name = SOV right opposition plan
	desc = 
	allowed = {
		original_tag = SOV
	}
	enable = {
		OR = {
			has_country_flag = SOV_AI_RANDOM_COMMUNIST_RIGHT_OPPOSITION
			has_game_rule = {
				rule = SOV_ai_behavior
				option = RIGHT_OPPOSITION
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SOV_desperate_measures SOV_lessons_of_war SOV_an_adaptable_army SOV_the_socialist_bulwark SOV_shift_to_armaments_production SOV_fourth_five_year_plan SOV_the_power_of_the_peasantry SOV_the_path_of_marxism_leninism SOV_the_right_opposition SOV_the_need_for_policy_changes SOV_reverse_the_collectivization_process SOV_covert_support_for_spanish_poum SOV_eliminate_the_left SOV_infiltrate_the_nkvd SOV_divert_attention_towards_military SOV_organize_uprisings_in_the_country SOV_undermine_stalins_authority SOV_clandestine_cells SOV_the_plan_for_the_coup SOV_dissent_in_the_party SOV_coup_detat SOV_infrastructure_effort_nsb SOV_heavy_industry SOV_finish_the_five_year_plan SOV_right_purges SOV_curtailment_of_the_collective_farms SOV_back_to_the_nep SOV_planned_economy SOV_paced_industrialization SOV_the_trade_union_as_labor_organizer SOV_a_sustainable_economy SOV_a_new_theory_of_revolution SOV_administrative_reforms SOV_strengthen_the_mobilization_plan SOV_third_five_year_plan SOV_national_specialists SOV_strengthen_the_mobilization_plan SOV_restore_cossack_units SOV_rehabilitated_military SOV_military_reorganization SOV_incorporate_local_organizations SOV_international_revolutionary_marxist_centre SOV_the_comintern SOV_policy_of_collective_security SOV_anti_fascist_policies SOV_seek_a_defense_pact_with_the_allies SOV_for_the_common_good SOV_victory_over_devastation SOV_the_enemies_of_the_people SOV_socialist_humanism SOV_addressing_internal_affairs SOV_expand_the_agitprop SOV_the_komsomol SOV_the_enemies_of_the_people SOV_proclaim_soviet_hegemony
	}
	research = {

	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: GRE_red_militias_2
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/greece.txt

Code:
GRE_red_militias_2 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = smersh
	removal_cost = -1
	modifier = {
		communism_drift = 0.1
		political_power_factor = 0.05
		conscription = 0.02
		army_morale_factor = 0.08
	}
}
### Entity: Idea
Component: POR_advanced_light_aircraft
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/portugal.txt

Code:
POR_advanced_light_aircraft = {
	picture = generic_air_bonus
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	equipment_bonus = {
		small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		cv_small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		cv_small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
		cv_small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: Idea
Component: HAN_abi
Source: game
File: common/ideas/hanover.txt

Code:
HAN_abi = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = HAN
	}
	traits = {
		air_bomber_interception_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_diplomatic_balance
Constructs: prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_diplomatic_balance
	icon = GFX_goal_generic_neutrality_focus
	cost = 5
	prerequisite = {
		focus = PER_increase_funds_for_the_army
	}
	mutually_exclusive = {
		focus = PER_pro_german_diplomacy
	}
	x = 0
	y = 2
	relative_position_id = PER_increase_funds_for_the_army
	ai_will_do = {
		factor = 70
	}
	completion_reward = {
		add_stability = 0.15
		add_ideas = neutrality_idea
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Misc Config
Component: load_aat2
Constructs: load_aat2
Source: game
File: common/frontend/backgrounds/base_backgrounds.txt

Code:
load_aat2 = {
	dlc_allowed = Arms Against Tyranny
}
### Entity: Event
Component: EYE_swiss.16
Constructs: is_triggered_only, give_guarantee
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.16
	title = EYE_swiss.16.t
	desc = EYE_swiss.16.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = EYE_swiss.16.a
		FROM = {
			give_guarantee = ROOT
		}
	}
}
### Entity: AI Strategy
Component: ENG_defend_alexandria_reduced
Constructs: has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_defend_alexandria_reduced = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		is_historical_focus_on = yes
		has_war_with = ITA
		controls_state = 448 451
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		area = north_east_africa
		value = 10
	} {
		type = put_unit_buffers
		ratio = 0.02
		states = {
			447
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_demand_king_haakons_rise_to_power
Constructs: prerequisite, add_ideas, add_war_support, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_demand_king_haakons_rise_to_power
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = NOR_send_the_storting_home
	} {
		focus = NOR_assure_the_population
	}
	x = 1
	y = 1
	relative_position_id = NOR_send_the_storting_home
	cost = 5
	available = {
		democratic = < 0.75
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.15
		add_war_support = 0.1
		add_political_power = 50
		add_ideas = {
			NOR_king_haakon_vii_ns
		}
	}
}