Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: que_focus
Component: QUE_form_national_harbour_board
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_form_national_harbour_board
	icon = GFX_goal_naval_treaty
	x = -4
	y = 2
	prerequisite = {
		focus = QUE_merchant_marine
	}
	relative_position_id = QUE_marine_industries
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = QUE_national_harbour_board
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: HBC_wu_peifu
Constructs: has_government, is_literally_china
Source: game
File: common/characters/HBC.txt

Code:
HBC_wu_peifu = {
	name = HBC_wu_peifu
	portraits = {
		civilian = {
			small = GFX_portrait_HBC_wu_peifu_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = HBC_wu_peifu
		allowed = {
			is_literally_china = yes
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			CHI_jade_marshal
		}
	}
}
### Entity: Event
Component: erwache_news.2
Constructs: is_triggered_only
Source: game
File: events/ERW_erwache.txt

Code:
news_event = {
	id = erwache_news.2
	title = erwache_news.2.t
	desc = erwache_news.2.d
	picture = GFX_news_event_german_inspect_troops
	major = yes
	is_triggered_only = yes
	option = {
		name = erwache_news.2.a
		trigger = {
			TAG = GER
		}
	} {
		name = erwache_news.2.b
		trigger = {
			TAG = SOV
		}
	} {
		name = erwache_news.2.c
		trigger = {
			OR = {
				TAG = GER SOV
			}
		}
	}
}
### Entity: Event
Component: r56_afghanistan.73
Constructs: is_triggered_only, add_state_core
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.73
	title = r56_afghanistan.73.t
	desc = r56_afghanistan.73.d
	picture = GFX_report_event_AFG_raj_border
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.73.a
		add_state_core = 445 444
		custom_effect_tooltip = AFG_gets_pakistan_press
		hidden_effect = {
			AFG = {
				transfer_state = 442 444 445
			}
		}
	}
}
### Entity: Event
Component: ethiopia.1008
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_ethiopia.txt

Code:
country_event = {
	id = ethiopia.1008
	title = The Djibouti Question
	desc = Djibouti has been under foreign rule for far too long. These lands are rightfully ours.
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 10
		}
		name = Make a formal claim over Djibouti
		268 = {
			OWNER = {
				country_event = {
					id = france.13371
					days = 1
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: JAP_government_faction_is_tier_3_at_least
Constructs: has_idea
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_government_faction_is_tier_3_at_least = {
	OR = {
		has_idea = JAP_government_faction_tier_3 JAP_government_faction_tier_4
	}
}
### Entity: National Focus
Component: wuw_HUN_march_south
Constructs: prerequisite, limit, has_government, every_country, owns_state, has_war_with, completion_reward, is_subject
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_march_south
	icon = GFX_focus_generic_attack_yugoslavia
	prerequisite = {
		focus = wuw_HUN_revenge_for_the_romanian_humiliations wuw_HUN_the_second_northern_campaign
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_the_second_northern_campaign
	will_lead_to_war_with = YUG TRA SER
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
		has_government = communism
		NOT = {
			AND = {
				owns_state = 764 45
			}
		}
	}
	bypass = {
		AND = {
			owns_state = 764 45
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				NOT = {
					is_claimed_by = ROOT
				}
				OR = {
					state = 764 45
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_country = {
			limit = {
				AND = {
					OR = {
						owns_state = 764 45
					}
					NOT = {
						OR = {
							has_war_with = ROOT
							original_tag = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_claimed_state
					target = PREV
				}
			}
		}
	}
}
### Entity: Event
Component: AST_union_control_events.2
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_union_control_events.2
	title = AST_union_control_events.2.t
	desc = AST_union_control_events.2.desc
	picture = GFX_report_event_PHI_communism_in_philippines
	is_triggered_only = yes
	option = {
		name = AST_union_control_events.2.a
	}
}
### Entity: Decision
Component: ITA_colonial_management_dec_cat
Constructs: has_completed_focus, division_template, add_equipment_to_stockpile, stability_factor, has_war, limit, add_ideas, owns_state
Source: game
File: common/decisions/ITA.txt

Code:
ITA_colonial_management_dec_cat = {
	ITA_train_irregulars = {
		icon = GFX_decision_generic_prepare_civil_war
		allowed = {
			tag = ITA
		}
		available = {
			has_war = yes
			NOT = {
				has_global_flag = second_italo_ethiopian_war_flag
			}
			any_controlled_state = {
				OR = {
					is_core_of = LBA ERI SOM ETH
				}
			}
		}
		visible = {
			has_completed_focus = ITA_ministry_of_italian_africa
		}
		ai_hint_pp_cost = 50
		custom_cost_trigger = {
			command_power = > 49
			has_political_power = > 49
		}
		custom_cost_text = decision_cost_CP_50_pp_50
		days_remove = ITA_colonial_management_days
		days_re_enable = ITA_colonial_management_cd
		complete_effect = {
			hidden_effect = {
				add_command_power = -50
				add_political_power = -50
			}
		}
		remove_effect = {
			if = {
				limit = {
					NOT = {
						has_template = Truppe Irregolari a Cavallo
					}
				}
				if = {
					limit = {
						NOT = {
							has_country_flag = ITA_improved_irregular_templates_flag
						}
					}
					division_template = {
						name = Truppe Irregolari a Cavallo
						division_names_group = ITA_CAV_05
						is_locked = yes
						regiments = {
							cavalry = {
								x = 0
								y = 0
							} {
								x = 0
								y = 1
							} {
								x = 1
								y = 0
							} {
								x = 1
								y = 1
							}
						}
						priority = 0
					}
				}
				else = {
					division_template = {
						name = Truppe Irregolari a Cavallo
						division_names_group = ITA_CAV_05
						is_locked = yes
						regiments = {
							cavalry = {
								x = 0
								y = 0
							} {
								x = 0
								y = 1
							} {
								x = 1
								y = 0
							} {
								x = 1
								y = 1
							} {
								x = 2
								y = 0
							} {
								x = 2
								y = 1
							}
						}
						support = {
							recon = {
								x = 0
								y = 0
							}
						}
						priority = 0
					}
				}
			} {
				limit = {
					NOT = {
						has_template = Truppe Irregolari di Cammelli
					}
				}
				if = {
					limit = {
						NOT = {
							has_country_flag = ITA_improved_irregular_templates_flag
						}
					}
					division_template = {
						name = Truppe Irregolari di Cammelli
						division_names_group = ITA_CAM_02
						is_locked = yes
						regiments = {
							camelry = {
								x = 0
								y = 0
							} {
								x = 0
								y = 1
							} {
								x = 1
								y = 0
							} {
# ... (truncated)
### Entity: Idea
Component: r56_LUX_volunteers
Constructs: send_volunteers_tension, send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_volunteers = {
	picture = generic_volunteer_expedition_bonus
	modifier = {
		send_volunteers_tension = -0.5
		send_volunteer_divisions_required = -1.0
		send_volunteer_size = 2
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_guarantees
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_guarantees
	icon = GFX_goal_support_democracy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_distance_den
	}
	available = {
		controls_state = 100
	}
	x = 15
	y = 4
	completion_reward = {
		country_event = SCA_iceland.3
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_land_development
Constructs: completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_land_development
	icon = GFX_focus_generic_steel
	x = 2
	y = 0
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				271
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = steel_mill
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_salary_raise
Constructs: prerequisite, add_war_support, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_salary_raise
	icon = GFX_goal_generic_foreign_diplomacy
	prerequisite = {
		focus = EST_social_security
	}
	relative_position_id = EST_social_security
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.15
		}
		add_war_support = 0.15
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Unit Template
Component: IRQ_INF_01
Source: game
File: common/units/names_divisions/IRQ_names_divisions.txt

Code:
IRQ_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		IRQ
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = Iraqi al-Mushati al-%dr
	ordered = {
		1 = {
			Iraqi al-Mushati al-%di
		}
		2 = {
			Iraqi al-Mushati al-%di
		}
		3 = {
			Iraqi al-Mushati al-%di
		}
		4 = {
			Iraqi al-Mushati al-%di
		}
		5 = {
			Iraqi al-Mushati al-%di
		}
		6 = {
			Iraqi al-Mushati al-%di
		}
		7 = {
			Iraqi al-Mushati al-%di
		}
		8 = {
			Iraqi al-Mushati al-%di
		}
		9 = {
			Iraqi al-Mushati al-%di
		}
		10 = {
			Iraqi al-Mushati al-%di
		}
		12 = {
			Iraqi al-Mushati al-%dr
		}
		13 = {
			Iraqi al-Mushati al-%dr
		}
		14 = {
			Iraqi al-Mushati al-%dr
		}
		15 = {
			Iraqi al-Mushati al-%dr
		}
		16 = {
			Iraqi al-Mushati al-%dr
		}
		17 = {
			Iraqi al-Mushati al-%dr
		}
		18 = {
			Iraqi al-Mushati al-%dr
		}
		19 = {
			Iraqi al-Mushati al-%dr
		}
		20 = {
			Iraqi al-Mushati al-%dr
		}
	}
}
### Entity: Idea
Component: MOR_communist_guy
Constructs: has_government
Source: game
File: common/ideas/morocco.txt

Code:
MOR_communist_guy = {
	picture = generic_political_advisor_arab_3
	allowed = {
		original_tag = MOR
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_anti_air_research
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_anti_air_research
	icon = GFX_focus_SWE_let_fly_all_guns
	prerequisite = {
		focus = PER_construct_air_bases
	}
	x = 0
	y = 1
	relative_position_id = PER_construct_air_bases
	cost = 10
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = PER_anti_air_research_boost
			bonus = 0.5
			uses = 2
			category = cat_anti_air
		} {
			name = PER_anti_air_research_boost
			bonus = 0.5
			uses = 1
			category = radar_tech
		}
	}
}
### Entity: Unit Template
Component: EGY_DD_HISTORICAL
Source: game
File: common/units/names_ships/EGY_ship_names.txt

Code:
EGY_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		EGY
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = ERN 
	fallback_name = Destroyer%d
	unique = {
		Domiat Ibrahim-El-Awal El Qaher El Fateh Sham
	}
}
### Entity: Character
Component: CAN_robert_leckie
Source: game
File: common/characters/CAN.txt

Code:
CAN_robert_leckie = {
	name = CAN_robert_leckie
	portraits = {
		army = {
			small = GFX_idea_CAN_robert_leckie
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = CAN_robert_leckie
		ledger = air
		allowed = {
			original_tag = CAN
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_the_rashad_mission
Constructs: prerequisite, limit, has_government, has_war_with, is_major, add_opinion_modifier, completion_reward, is_in_faction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_the_rashad_mission
	icon = GFX_goal_generic_befriend_italy
	relative_position_id = EGY_radicalize_the_iron_guard
	x = 0
	y = 1
	cost = 5
	available = {
		is_in_faction = no
		is_subject = no
		any_other_country = {
			is_major = yes
			has_government = fascism
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > 0
			}
		}
	}
	prerequisite = {
		focus = EGY_radicalize_the_iron_guard
	}
	bypass = {
		any_other_country = {
			has_government = fascism
			is_faction_leader = yes
			is_in_faction_with = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				ITA = {
					OR = {
						has_government = fascism neutrality
					}
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ITA
						has_war_with = ROOT
					}
				}
			}
			add_ai_strategy = {
				type = alliance
				id = ITA
				value = 100
			}
			ITA = {
				add_opinion_modifier = {
					target = EGY
					modifier = medium_increase
				}
				country_event = {
					id = generic.2
				}
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: Event
Component: turkey.17
Constructs: is_triggered_only
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.17
	title = turkey.17.t
	desc = turkey.17.d
	picture = GFX_report_event_stalin_meeting
	is_triggered_only = yes
	option = {
		name = turkey.17.a
	}
}
### Entity: Decision
Component: fascism_on_the_rise
Constructs: has_completed_focus, has_government, has_country_flag, has_dlc, is_ai, has_civil_war, has_cosmetic_tag
Source: game
File: common/decisions/categories/00_decision_categories.txt

Code:
fascism_on_the_rise = {
	icon = generic_fascism
	allowed = {
		NOT = {
			AND = {
				has_dlc = Man the Guns
				OR = {
					original_tag = USA MEX ENG
				}
			} {
				has_dlc = No Step Back
				OR = {
					original_tag = EST LAT LIT POL
				}
			} {
				has_dlc = By Blood Alone
				OR = {
					original_tag = SWI ITA
				}
			} {
				has_dlc = Arms Against Tyranny
				OR = {
					original_tag = SWE FIN
				}
			} {
				has_dlc = Gotterdammerung
				OR = {
					original_tag = AUS BEL HUN
				}
			} {
				has_dlc = Graveyard of Empires
				OR = {
					original_tag = PER AFG
				}
			} {
				has_dlc = Thunder at Our Gates
				OR = {
					original_tag = AST
				}
			}
		}
	}
	visible = {
		NOT = {
			AND = {
				original_tag = FIN
				is_ai = yes
				EST = {
					has_completed_focus = EST_national_pride_in_finland
				}
			}
		} {
			AND = {
				has_dlc = La Resistance
				POR = {
					has_completed_focus = POR_the_empire_of_brazil
				}
				tag = BRA
				has_government = neutrality
				has_civil_war = yes
				AND = {
					has_country_flag = POR_brazil_supports_monarchism_flag
					has_cosmetic_tag = EOB_empire_brazil_neutrality
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: print_variables
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## print_variables

* Supported Scopes: any
* Supported Targets: none

```
prints all variables in scope and temp variables to a file
Example: print_variables = {
file = log_file
text = header_text
append = yes
print_global = yes
var_list = { a b c } #optional
}
```
### Entity: National Focus
Tree: por_focus
Component: POR_protect_the_strategic_ports_r56
Constructs: prerequisite, limit, has_country_flag, completion_reward, add_building_construction, add_extra_state_shared_building_slots, add_dynamic_modifier, every_state
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_protect_the_strategic_ports_r56
	prerequisite = {
		focus = POR_continue_the_naval_expansion
	}
	icon = GFX_goal_generic_nested_fortifications
	cost = 6
	x = -3
	y = 1
	relative_position_id = POR_continue_the_naval_expansion
	ai_will_do = {
		base = 1
	}
	available = {
		698 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		697 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		698 = {
			if = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			else = {
				add_extra_state_shared_building_slots = 1
			}
			add_dynamic_modifier = {
				modifier = r56_logistical_buildup
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		697 = {
			if = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			else = {
				add_extra_state_shared_building_slots = 1
			}
			add_dynamic_modifier = {
				modifier = r56_logistical_buildup
			}
		}
		if = {
			limit = {
				has_country_flag = POR_released_colonies_flag
			}
			navy_experience = 20
		}
		else = {
			every_state = {
				limit = {
					is_controlled_by_ROOT_or_ally = yes
					OR = {
						state = 702 296 297 705 321 729 721
					}
				}
				add_dynamic_modifier = {
					modifier = r56_logistical_buildup
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Soviet_Economic_Assistance
Constructs: shared_focus, prerequisite, has_government, add_opinion_modifier, completion_reward, has_opinion, add_popularity, add_offsite_building
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Soviet_Economic_Assistance
	icon = GFX_goal_generic_commie_investments
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 30
			has_government = SOV
		}
	}
	available = {
		SOV = {
			has_opinion = {
				target = ROOT
				value = > 49
			}
			has_government = communism
			surrender_progress = < 0.25
		}
		OR = {
			has_government = communism democratic
		}
	}
	prerequisite = {
		focus = RAJ_Protectionist_Tariffs RAJ_International_Division_of_Labour
	}
	x = -4
	y = 3
	relative_position_id = RAJ_Establish_the_Planning_Commission
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_offsite_building = {
			type = industrial_complex
			level = 2
		} {
			type = arms_factory
			level = 2
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_opinion_modifier = {
			target = SOV
			modifier = industrial_aid_delivered
		}
	}
}
### Entity: State History
Component: 1088
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1088-American Samoa.txt

Code:
state = {
	id = 1088
	name = STATE_1088
	manpower = 11908
	state_category = tiny_island
	history = {
		add_core_of = SAM
		owner = USA
		add_to_array = {
			state_victory_points = 13080
		}
		victory_points = {
			13080 1
		}
		buildings = {
			infrastructure = 1
			13080 = {
				naval_base = 3
			}
		}
	}
	provinces = {
		13080
	}
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: ITA_add_reggianes_exports_templates
Constructs: create_equipment_variant
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_add_reggianes_exports_templates = {
	create_equipment_variant = {
		name = Re.2000
		type = small_plane_airframe_1
		parent_version = 0
		modules = {
			fixed_main_weapon_slot = heavy_mg_2x
			engine_type_slot = engine_1_1x
		}
		icon = GFX_ITA_fighter1_medium
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_collectivization_of_transport
Constructs: add_equipment_to_stockpile, prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_collectivization_of_transport
	icon = GFX_focus_generic_railroad
	x = 0
	y = 1
	relative_position_id = BRA_collectivization_of_agriculture
	prerequisite = {
		focus = BRA_collectivization_of_agriculture
	}
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = train_equipment
			amount = 30
			producer = BRA
		}
		add_tech_bonus = {
			name = ETH_mass_transit
			bonus = 1
			uses = 1
			category = train_tech
		}
		add_ideas = ETH_mass_transit_idea
	}
}
### Entity: Idea
Component: VEN_heavy_tank_designer
Constructs: research_bonus
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_heavy_tank_designer = {
	picture = generic_tank_manufacturer_2
	allowed = {
		original_tag = VEN
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		heavy_tank_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: foreign_politics
Constructs: has_completed_focus, limit, add_ideas, owns_state, fire_only_once, set_technology, is_subject_of, is_in_faction_with
Source: game
File: common/decisions/NaW_NOR_decisions.txt

Code:
foreign_politics = {
	NOR_share_military_tactics_with_iceland = {
		icon = generic_army_support
		allowed = {
			original_tag = NOR
		}
		available = {
			ICE = {
				owns_state = 100
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
				has_capitulated = no
			}
			has_capitulated = no
			has_completed_focus = NOR_army NOR_develop_naval_tactics NOR_merge_the_air_wings
			command_power = > 20
		}
		visible = {
			original_tag = NOR
			ICE = {
				exists = yes
				owns_state = 100
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
			OR = {
				has_completed_focus = NOR_army NOR_develop_naval_tactics NOR_merge_the_air_wings
			}
		}
		target_trigger = {
			FROM = {
				tag = ICE
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
		fire_only_once = yes
		cost = 0
		days_remove = 14
		complete_effect = {
			add_command_power = -20
		}
		remove_effect = {
			ICE = {
				add_doctrine_cost_reduction = {
					name = land_doc_bonus
					cost_reduction = 0.5
					uses = 1
					category = land_doctrine
				} {
					name = naval_doc_bonus
					cost_reduction = 0.5
					uses = 1
					category = naval_doctrine
				} {
					name = air_doc_bonus
					cost_reduction = 0.5
					uses = 1
					category = air_doctrine
				}
				army_experience = 10
				navy_experience = 10
				air_experience = 10
			}
		}
		ai_will_do = {
			base = 10
			modifier = {
				factor = 2
				has_war_together_with = ICE
			}
		}
	}
	NOR_share_specialized_tactics_with_iceland = {
		icon = generic_army_support
		allowed = {
			original_tag = NOR
		}
		available = {
			ICE = {
				owns_state = 100
				is_subject_of = ROOT
				has_capitulated = no
			}
			has_capitulated = no
			has_completed_focus = NOR_ski_infantry
			command_power = > 20
		}
		visible = {
			original_tag = NOR
			ICE = {
				exists = yes
				owns_state = 100
				is_subject_of = ROOT
			}
			has_completed_focus = NOR_army
		}
		target_trigger = {
			FROM = {
				tag = ICE
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
		fire_only_once = yes
		cost = 0
		days_remove = 14
		complete_effect = {
			add_command_power = -20
		}
		remove_effect = {
			ICE = {
				add_ideas = ICE_norwegian_advisors
				custom_effect_tooltip = NOR_ski_infantry_tt
				hidden_effect = {
					set_technology = {
						NOR_mountain_tactics = 1
					
# ... (truncated)