Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: GRE_alternate_communist_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/GRE_alternate_strategy_plan.txt

Code:
GRE_alternate_communist_plan = {
	name = Greece Alternate Communist Plan
	desc = Greece will attempt to fight fascism in Europe from the Balkans with communist Yugoslavia
	allowed = {
		original_tag = GRE
	}
	enable = {
		OR = {
			has_country_flag = GRE_AI_RANDOM_COMMUNIST_ALTERNATE
			has_game_rule = {
				rule = GRE_ai_behavior
				option = COMMUNIST_ALTERNATE
			}
		}
	}
	abort = {
		YUG = {
			exists = no
		}
	}
	ai_national_focuses = {
		GRE_reevaluating_the_drachma GRE_force_the_farmers_into_factories GRE_bring_home_the_exiled_republicans GRE_request_communist_support GRE_a_socialist_economy GRE_the_hellenic_army GRE_open_foreign_subsidized_factories GRE_the_backbone_of_our_army GRE_lignite_liquefaction GRE_extracting_more_from_our_soil GRE_open_up_the_country GRE_renegotiate_debt_with_france GRE_nationalized_banks GRE_agricultural_communes GRE_the_hellenic_navy GRE_the_greek_industrial_revolution GRE_soviet_subsidised_railways GRE_appeal_to_the_soviet_union GRE_red_militias GRE_clearing_land_for_industrial_expansion GRE_depose_the_reactionaries GRE_the_hellenic_air_force GRE_increase_our_mining_operations GRE_connecting_our_prefectures GRE_prepare_for_the_great_anti_fascist_war GRE_ally_tito GRE_the_macedonian_farmlands GRE_mobilise_our_economy GRE_clear_the_slums GRE_sophistry_and_science GRE_cooperate_with_foreign_monopolies GRE_dominate_the_bulgarians GRE_attack_the_fascists GRE_academy_of_athens GRE_a_modern_navy GRE_a_long_and_proud_tradition GRE_destroying_our_foes GRE_embracing_modern_warfare GRE_hellenic_armoured_corp GRE_a_land_of_mountains GRE_the_torpedo
	}
	research = {

	}
	ideas = {
		GRE_dimitris_glinos = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: IRQ_political_events.53
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, is_core_of
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.53
	title = IRQ_political_events.53.t
	desc = IRQ_political_events.53.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.53.a
		ai_chance = {
			base = 10
		}
		FROM = {
			IF = {
				limit = {
					tag = KUW
				}
				ROOT = {
					puppet = KUW
				}
				drop_cosmetic_tag = yes
			}
			ELSE = {
				every_owned_state = {
					limit = {
						is_core_of = KUW
					}
					transfer_state_to = ROOT
				}
			}
		}
	}
}
### Entity: Idea
Component: sutomo
Constructs: has_completed_focus, has_government, has_autonomy_state, is_puppet, has_idea
Source: game
File: common/ideas/r56_indonesia.txt

Code:
sutomo = {
	allowed = {
		original_tag = INS
	}
	available = {
		NOT = {
			has_autonomy_state = autonomy_supervised_state
		}
		OR = {
			has_completed_focus = INS_PNI
			AND = {
				is_puppet = yes
				has_government = fascism
			}
		}
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
		modifier = {
			has_idea = INS_political_idea_fascism
			NOT = {
				OR = {
					AND = {
						is_puppet = yes
						NOT = {
							has_government = fascism
						}
					}
					fascism = > 0.7 < 0.15
				}
			}
			add = 20
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_590
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_590 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 590
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 590
	}
}
### Entity: Idea
Component: GER_elite_units
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_elite_units = {
	allowed = {
		always = no
	}
	picture = generic_infantry_bonus
	modifier = {
		special_forces_cap = 0.1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AAPP-6_Special_Operations_Forces.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
APP-6_Special_Operations_Forces.png &#8206;(120 × 75 pixels, file size: 3 KB, MIME type: image/png)
### Entity: National Focus
Tree: isr_focus
Component: ISR_a_resounding_victory
Constructs: prerequisite, has_country_flag, completion_reward, add_political_power, allow_branch, add_popularity
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_a_resounding_victory
	icon = GFX_goal_ISR_flag_6
	relative_position_id = ISR_operation_sinai
	x = 0
	y = 1
	allow_branch = {
		has_country_flag = ISR_suez_contested_event_happened
	}
	prerequisite = {
		focus = ISR_operation_sinai
	}
	cost = 1
	completion_reward = {
		add_popularity = {
			ideology = ISR
			popularity = 0.05
		}
		add_political_power = 50
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_Invite_Soviets
Constructs: prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward, allow_branch, has_capitulated, has_opinion
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_Invite_Soviets
	text = GEN_invite_soviet_planners
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = VNZ_construction_effort_2
	}
	mutually_exclusive = {
		focus = VNZ_Invite_German
	} {
		focus = VNZ_Invite_American
	}
	x = 8
	y = 1
	relative_position_id = VNZ_construction_effort_2
	allow_branch = {
		NOT = {
			original_tag = SOV
		}
	}
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 6
			has_government = communism
		}
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		SOV = {
			exists = yes
			has_capitulated = no
			has_opinion = {
				target = ROOT
				value = > 49
			}
			has_government = communism
		}
		has_government = communism
		NOT = {
			has_war_with = SOV
		}
	}
	completion_reward = {
		SOV = {
			add_ai_strategy = {
				type = support
				id = ROOT
				value = 25
			} {
				type = send_volunteers_desire
				id = ROOT
				value = 100
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
		add_opinion_modifier = {
			target = SOV
			modifier = gen_invited_soviet
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: tsr_manchukuo.22
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_political_power
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo.22
	title = tsr_manchukuo.22.t
	desc = tsr_manchukuo.22.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = tsr_manchukuo.22.a
		ai_chance = {
			base = 10
		}
		add_political_power = 10
		add_opinion_modifier = {
			target = SOV
			modifier = large_increase
		}
	}
}
### Entity: Country History
Country: NMB
Component: NMB_technology
Constructs: set_technology
Source: game
File: history/countries/NMB - Namibia.txt

Code:
# Starting Technologies for NMB
set_technology = {
	infantry_weapons = 1
}
### Entity: Technology
Component: etax_purity
Constructs: has_war, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	path = {
		leads_to_tech = etax_great_leap
		research_cost_coeff = 1
	}
	doctrine = no
	research_cost = 3.0
	start_year = 1940
	army_org_factor = 0.05
	training_time_army_factor = 0.05
	folder = {
		name = etax_folder
		position = {
			x = 8
			y = 6
		}
	}
	categories = {
		r56_special_research_division land_doctrine infantry_tech cat_mobile_warfare cat_mass_assault cat_grand_battle_plan cat_superior_firepower
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 6
			date = > 1940.1.1
		} {
			factor = 7
			date = > 1941.1.1
		} {
			factor = 8
			date = > 1942.1.1
		} {
			add = 1
			has_war = yes
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_intervene_in_czechoslovakia
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_intervene_in_czechoslovakia
	icon = GFX_focus_generic_attack_czechoslovakia
	prerequisite = {
		focus = wuw_HUN_central_military_planning_committee
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_central_military_planning_committee
	dynamic = yes
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = communism
		is_subject = no
		is_in_faction_with = SOV
		CZE = {
			exists = yes
			NOT = {
				has_war_with = SOV
			} {
				is_in_faction_with = SOV
			}
		}
		SOV_comintern_joinable = yes
	}
	bypass = {
		CZE = {
			is_in_faction_with = SOV
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		SOV = {
			country_event = DOD_hungary.120
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.14
Constructs: is_triggered_only, ai_chance, has_government, has_war_with, has_civil_war
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.14
	title = BBA_ethiopia_communist_events.14.t
	desc = BBA_ethiopia_communist_events.14.desc
	picture = GFX_report_event_SOV_purge_aircraft_2
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_communist_events.14.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					NOT = {
						has_government = communism
					} {
						ETH = {
							has_war_with = ITA
						}
					}
					has_civil_war = yes
				}
			}
		}
		ETH = {
			country_event = {
				hours = 1
				id = BBA_ethiopia_communist_events.21
			}
		}
	} {
		name = BBA_ethiopia_communist_events.14.b
		ai_chance = {
			base = 0
			modifier = {
				factor = 10
				OR = {
					NOT = {
						has_government = communism
					}
					has_civil_war = yes
				}
			}
		}
		ETH = {
			country_event = {
				hours = 1
				id = BBA_ethiopia_communist_events.20
			}
		}
	}
}
### Entity: Scripted Effect
Component: GER_seize_gold_reserves_from_polish_states_peacufully
Constructs: limit, has_dynamic_modifier, set_temp_variable, add_to_temp_variable, set_state_flag, add_to_variable, every_controlled_state, is_in_array
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_seize_gold_reserves_from_polish_states_peacufully = {
	if = {
		limit = {
			OR = {
				has_dynamic_modifier = {
					modifier = GER_mefo_bills_modifier
				} {
					modifier = GER_economy_of_conquest_modifier
				}
			}
		}
		set_temp_variable = {
			occupied_state_num_factory = 0
		}
		for_each_scope_loop = {
			array = GER.GER_seize_gold_target_states_array
			if = {
				limit = {
					OR = {
						state = 85 807 86 762 87 98 97
					}
				}
				add_to_temp_variable = {
					occupied_state_num_factory = arms_factory_level
				} {
					occupied_state_num_factory = industrial_complex_level
				} {
					occupied_state_num_factory = building_level@dockyard
				}
				log = [THIS.GetName] was plundered
				set_state_flag = GER_seize_gold_reserves_state_flag
			}
		}
		divide_temp_variable = {
			occupied_state_num_factory = 200
		}
		multiply_temp_variable = {
			occupied_state_num_factory = -1
		}
		custom_effect_tooltip = poland_mefo_bills_tt
		add_to_variable = {
			GER_industrial_consumer_goods_factor = occupied_state_num_factory
		}
		GER_reduce_mefo_bills_penalty = yes
		every_controlled_state = {
			limit = {
				is_in_array = {
					array = GER.GER_seize_gold_target_states_array
					value = THIS
				}
			}
			remove_from_array = {
				array = GER.GER_seize_gold_target_states_array
				value = THIS
			}
		}
	}
}
### Entity: Idea
Component: SWE_swedish_nine_tactic
Constructs: equipment_bonus
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_swedish_nine_tactic = {
	picture = air_support_focus
	allowed = {
		original_tag = SWE
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			naval_strike_attack = 0.05
			air_ground_attack = 0.05
			instant = yes
		}
		cv_small_plane_cas_airframe = {
			naval_strike_attack = 0.05
			air_ground_attack = 0.05
			instant = yes
		}
		small_plane_naval_bomber_airframe = {
			naval_strike_attack = 0.15
			instant = yes
		}
		cv_small_plane_naval_bomber_airframe = {
			naval_strike_attack = 0.15
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_17/medium_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/medium_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_destroyer_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: Idea
Component: communist_revolutionaries
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/_event.txt

Code:
communist_revolutionaries = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_communism_drift_bonus
	modifier = {
		stability_factor = -0.1
	}
}
### Entity: Event
Component: SEA_japan_tokko_arrest_events.2
Constructs: ai_chance, has_completed_focus, limit, has_government, has_country_flag, add_stability, add_opinion_modifier, fire_only_once
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_tokko_arrest_events.2
	title = SEA_japan_tokko_arrest_events.2.t
	desc = SEA_japan_tokko_arrest_events.2.desc
	picture = GFX_report_event_japanese_reply
	trigger = {
		original_tag = JAP
		date = > 1940.06.01 < 1942.07.27
		has_completed_focus = JAP_crackdown_on_foreign_agents
		NOT = {
			has_country_flag = JAP_tokko_arrests_cooldown_flag
		} {
			has_idea = JAP_increased_national_security_lar JAP_increased_national_security_no_lar
		}
		has_civil_war = no
		is_subject = no
		OR = {
			has_government = neutrality fascism
		}
		ENG = {
			exists = yes
			NOT = {
				is_ally_with = ROOT
			}
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = SEA_japan_tokko_arrest_events.2.a
		ai_chance = {
			base = 100
		}
		add_popularity = {
			ideology = ENG
			popularity = -0.05
		}
		add_political_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt JAP_cox_incident_tt generic_skip_one_line_tt
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = ENG_cox_incident_opm
			}
		}
		IF = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			add_timed_idea = {
				idea = JAP_increased_national_security_no_lar
				days = 180
			}
		}
		ELSE = {
			add_timed_idea = {
				idea = JAP_increased_national_security_lar
				days = 180
			}
		}
		hidden_effect = {
			set_country_flag = {
				flag = JAP_tokko_arrests_cooldown_flag
				value = 1
				days = 60
			}
		}
	} {
		name = SEA_japan_tokko_arrest_events.2.b
		ai_chance = {
			base = 0
		}
		add_stability = -0.02
		hidden_effect = {
			set_country_flag = {
				flag = JAP_tokko_arrests_cooldown_flag
				value = 1
				days = 60
			}
		}
	}
}
### Entity: Character
Component: ETH_feodor_konovalov
Constructs: limit, has_government, has_country_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_feodor_konovalov = {
	name = ETH_feodor_konovalov
	allowed_civil_war = {
		OR = {
			has_government = fascism neutrality
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_ETH_feodor_konovalov_small
		}
	}
	advisor = {
		slot = high_command
		ledger = army
		idea_token = ETH_feodor_konovalov
		allowed = {
			OR = {
				original_tag = ETH SOV
			}
		}
		available = {
			OR = {
				has_government = neutrality fascism
			}
			IF = {
				limit = {
					original_tag = ETH
				}
				NOT = {
					has_country_flag = ETH_selassie_left_flag
				}
			}
		}
		traits = {
			army_concealment_1
		}
	}
}
### Entity: Order of Battle
Component: Human Slave Division of Doom
Constructs: division_template
Source: game
File: history/units/WAF_1936.txt

Code:
division = {
	name = Human Slave Division of Doom
	location = 12768
	division_template = Human Slave
	start_experience_factor = 0.3
}
### Entity: Event
Component: englandmod.20
Constructs: is_triggered_only, ai_chance, limit, is_in_faction, create_faction_from_template, add_to_faction, add_ai_strategy
Source: game
File: events/ENF_england_events.txt

Code:
country_event = {
	id = englandmod.20
	title = englandmod.20.t
	desc = englandmod.20.d
	picture = GFX_report_event_german_parade_paris
	is_triggered_only = yes
	option = {
		name = englandmod.20.a
		ai_chance = {
			base = 90
		}
		ENG = {
			if = {
				limit = {
					is_in_faction = no
				}
				create_faction_from_template = {
					template = faction_template_generic_dominance
					name = imperial_fascist_league
					icon = GFX_faction_logo_generic_fascist
				}
			}
		} {
			add_to_faction = VEN
		} {
			country_event = {
				id = englandmod.21
				days = 1
			}
		}
		VEN = {
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = 200
			}
		}
	} {
		name = englandmod.20.b
		ai_chance = {
			base = 10
		}
		ENG = {
			country_event = {
				id = englandmod.22
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_belorussian_army
Constructs: has_completed_focus, division_template, prerequisite, limit, completion_reward, random_owned_controlled_state, has_full_control_of_state, create_unit
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_belorussian_army
	icon = GFX_focus_POL_belarus_army
	prerequisite = {
		focus = POL_plan_east
	}
	x = -1
	y = 1
	relative_position_id = POL_eastern_conscripts
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_completed_focus = POL_complete_plan_east
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		division_template = {
			name = Białoruska Dywizja Milicji
			priority = 1
			division_names_group = POL_INF_01
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 0
					y = 3
				}
			}
			support = {

			}
		}
		random_owned_controlled_state = {
			prioritize = {
				95
			}
			limit = {
				PREV = {
					has_full_control_of_state = PREV
				}
			}
			create_unit = {
				division = name = "Białoruska Dywizja Milicji" division_template = "Białoruska Dywizja Milicji" start_experience_factor = 0.5
				owner = PREV
			} {
				division = name = "Białoruska Dywizja Milicji" division_template = "Białoruska Dywizja Milicji" start_experience_factor = 0.5
				owner = PREV
			}
		}
	}
}
### Entity: Idea
Component: communism_defeated
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/_event.txt

Code:
communism_defeated = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_democratic_drift_bonus
	modifier = {
		stability_factor = 0.1
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_help_from_the_nagas
Constructs: prerequisite, completion_reward, set_technology, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_help_from_the_nagas
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = RAJ_indian_territorial_force
	}
	x = 0
	y = 1
	relative_position_id = RAJ_indian_territorial_force
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_help_from_the_nagas
			ahead_reduction = 1
			uses = 1
			category = recon_tech
		}
		hidden_effect = {
			set_technology = {
				tech_recon_focus_bonus = 1
				popup = no
			}
		}
		custom_effect_tooltip = tech_recon_focus_bonus_tt
	}
}
### Entity: Idea
Component: officers_purged
Constructs: has_government, industrial_capacity_factory, removal_cost, research_bonus, send_volunteer_factor
Source: game
File: common/ideas/r56_soviet.txt

Code:
officers_purged = {
	name = officers_purged
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	research_bonus = {
		land_doctrine = -0.1
		naval_doctrine = -0.1
		air_doctrine = -0.1
	}
	modifier = {
		army_org_factor = -0.5
		army_bonus_air_superiority_factor = -0.05
		send_volunteer_factor = -0.8
		industrial_capacity_factory = -0.2
		training_time_factor = 0.5
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_fortify_austrian_border
Constructs: prerequisite, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_building_construction
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_fortify_austrian_border
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = SWI_ban_national_movement_for_switzerland
	}
	x = 1
	y = 1
	relative_position_id = SWI_ban_national_movement_for_switzerland
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			848 = {
				OWNER = {
					SWI_country_about_to_be_angry = yes
				}
			}
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = > SWI_centralization_bop_balanced
		}
		AUS = {
			exists = no
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		151 = {
			add_building_construction = {
				type = bunker
				level = 2
				province = 3660
				instant_build = yes
			} {
				type = bunker
				level = 2
				province = 661
				instant_build = yes
			}
		}
		3 = {
			add_building_construction = {
				type = bunker
				level = 2
				province = 11623
				instant_build = yes
			}
		}
		848 = {
			OWNER = {
				SWI_add_small_bad_opinion = yes
			}
		}
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.30
Constructs: is_triggered_only, ai_chance, has_government, add_to_faction
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.30
	title = ww_BEL_event_diplomatic.30.t
	desc = ww_BEL_event_diplomatic.30.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.30.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				has_government = fascism
			}
		}
		effect_tooltip = {
			add_to_faction = FROM
		}
		FROM = {
			country_event = {
				id = ww_BEL_event_diplomatic.31
				hours = 6
			}
		}
	} {
		name = ww_BEL_event_diplomatic.30.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 10
				NOT = {
					has_government = fascism
				}
			}
		}
		FROM = {
			country_event = {
				id = ww_BEL_event_diplomatic.32
				hours = 6
			}
		}
	}
}
### Entity: Decision
Component: SLO_forging_slovakias_place_in_the_world_r56
Source: game
File: common/decisions/categories/SLO_decision_categories_r56.txt

Code:
SLO_forging_slovakias_place_in_the_world_r56 = {
	icon = GFX_decision_category_SOV_propaganda
	picture = GFX_decision_cat_generic_austria_hungary
	priority = 2
	allowed = {
		original_tag = SLO
	}
}
### Entity: Shared Focus
Component: GUAY_national_academy_of_sciences
Constructs: shared_focus, prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_national_academy_of_sciences
	icon = GFX_focus_research
	x = 1
	y = 1
	relative_position_id = GUAY_protect_domestic_industries
	available_if_capitulated = no
	prerequisite = {
		focus = GUAY_protect_domestic_industries
	} {
		focus = GUAY_exploit_mineral_wealth
	}
	available = {

	}
	cost = 10
	ai_will_do = {
		factor = 150
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}