Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: AAT_Sweden.2
Constructs: is_triggered_only, retire_country_leader, add_country_leader_role, clr_country_flag, set_country_flag, random_list, random_days
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.2
	title = AAT_Sweden.2.t
	desc = AAT_Sweden.2.desc
	picture = GFX_report_event_german_troops_paris
	is_triggered_only = yes
	option = {
		name = AAT_Sweden.2.a
		retire_country_leader = yes
		SWE_fallen_riksdag = {
			add_country_leader_role = {
				country_leader = {
					ideology = liberalism
					expire = 1965.1.1.1
					traits = {
						SWE_fallen_riksdag_trait
					}
				}
				promote_leader = yes
			}
		}
		clr_country_flag = SWE_1936_per_albin_is_pm
		set_country_flag = SWE_1936_fallen_riksdag
		hidden_effect = {
			random_list = {
				seed = random
				1 = {
					country_event = {
						id = AAT_Sweden.4
						days = 12
						random_days = 6
					}
				}
				99 = {

				}
			}
		}
	}
}
### Entity: Technology
Component: basic_train
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	enable_equipments = {
		train_equipment_1
	}
	research_cost = 1.5
	start_year = 1920
	folder = {
		name = r56_vechicles_folder
		position = {
			x = 0
			y = 1
		}
	}
	path = {
		leads_to_tech = wartime_train
		research_cost_coeff = 1
	} {
		leads_to_tech = r56_gw_railway_gun
		research_cost_coeff = 1
	} {
		leads_to_tech = armored_train
		research_cost_coeff = 1
	} {
		leads_to_tech = r56_flexible_railnetwork
		research_cost_coeff = 1
	}
	categories = {
		train_tech
	}
	ai_will_do = {
		factor = 0
		modifier = {
			num_of_factories = > 15
			factor = 100
		} {
			factor = 1
			date = > 1936.1.1
		} {
			factor = 5
			date = > 1937.1.1
		} {
			factor = 10
			date = > 1938.1.1
		}
	}
}
### Entity: Event
Component: mongol_greater_mongolia.41
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.41
	title = mongol_greater_mongolia.41.t
	desc = mongol_greater_mongolia.41.d
	picture = GFX_report_event_chinese_japanese_handshake
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol_greater_mongolia.41.a
	}
}
### Entity: Misc Config
Component: non_fascist_controlled_states_on_my_continent
Constructs: has_government, limit
Source: game
File: common/collections/collections.txt

Code:
non_fascist_controlled_states_on_my_continent = {
	input = collection:states_on_my_continent
	operators = {
		limit = {
			controller = {
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	name = COLLECTION_NON_FASCIST_STATES_MY_CONTINENT
}
### Entity: Order of Battle
Component: air_wing_43
Source: game
File: history/units/HUN_1939_air_legacy.txt

Code:
air_wings = {
	43 = {
		fighter_equipment_0 = {
			owner = HUN
			creator = ITA
			amount = 36
		} {
			owner = HUN
			creator = ITA
			version_name = CR.42
			amount = 36
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_new_industrial_city_development_policy
Constructs: prerequisite, limit, completion_reward, is_owned_by, has_state_category, cancel_if_invalid, every_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_new_industrial_city_development_policy
	icon = GFX_focus_generic_modernize_industry
	prerequisite = {
		focus = JAP_establish_nippon_hassoden JAP_establish_synthetic_fuel_joint_venture JAP_build_the_nishotaki_and_miyanaka_dams
	}
	relative_position_id = JAP_establish_synthetic_fuel_joint_venture
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		any_core_state = {
			is_owned_by = ROOT
			has_state_category = city
		}
	}
	bypass = {
		NOT = {
			any_core_state = {
				is_owned_by = ROOT
				has_state_category = city
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_fully_controlled_by = PREV
				has_state_category = city
			}
			add_extra_state_shared_building_slots = 1
			add_dynamic_modifier = {
				modifier = JAP_regional_development
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_industry_air_damage_factor = -0.05
			tooltip = industry_air_damage_factor_tt
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_pan_pacific_trade_union_secretariat
Constructs: prerequisite, completion_reward, is_subject, create_faction
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_pan_pacific_trade_union_secretariat
	icon = GFX_focus_generic_spur_communist_revolutions
	prerequisite = {
		focus = PHI_maritime_communism
	}
	mutually_exclusive = {
		focus = PHI_comitern
	}
	relative_position_id = PHI_maritime_communism
	x = -1
	y = 2
	cost = 10
	available = {
		is_subject = no
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		create_faction = Pan_pacific_trade_union_secretariat
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: URG_horacio_arredondo
Source: game
File: common/characters/URG.txt

Code:
URG_horacio_arredondo = {
	advisor = {
		slot = political_advisor
		idea_token = URG_horacio_arredondo
		allowed = {
			original_tag = URG
		}
		traits = {
			popular_figurehead
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_utilize_the_intellectuals
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_utilize_the_intellectuals
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_integrate_the_requetes SPA_confirm_the_fueros
	}
	icon = GFX_focus_research
	x = 3
	y = 1
	relative_position_id = SPA_integrate_the_requetes
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Scripted Effect
Component: increase_occupation_cost_effect
Constructs: limit, add_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/FRA_scripted_effects.txt

Code:
increase_occupation_cost_effect = {
	if = {
		limit = {
			has_idea = FRA_occupation_costs_3
		}
		swap_ideas = {
			remove_idea = FRA_occupation_costs_3
			add_idea = FRA_occupation_costs_4
		}
	}
	else_if = {
		limit = {
			has_idea = FRA_occupation_costs_2
		}
		swap_ideas = {
			remove_idea = FRA_occupation_costs_2
			add_idea = FRA_occupation_costs_3
		}
	} {
		limit = {
			has_idea = FRA_occupation_costs_1
		}
		swap_ideas = {
			remove_idea = FRA_occupation_costs_1
			add_idea = FRA_occupation_costs_2
		}
	} {
		limit = {
			NOT = {
				has_idea = FRA_occupation_costs_1 FRA_occupation_costs_2 FRA_occupation_costs_3 FRA_occupation_costs_4
			}
		}
		add_ideas = FRA_occupation_costs_1
		hidden_effect = {
			GER = {
				GER_set_consumer_goods_war_reparations = yes
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_specialization
Constructs: prerequisite, limit, add_ideas, completion_reward, add_to_variable, add_tech_bonus, random_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_specialization
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = ITA_superaereo
	}
	mutually_exclusive = {
		focus = ITA_standardization
	}
	x = 1
	y = 1
	relative_position_id = ITA_superaereo
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		add_to_variable = {
			ITA_military_industry_air_equipment_upgrade_xp_cost = -0.5
		} {
			ITA_iri_consumer_goods_factor = 0.02
		}
		custom_effect_tooltip = ITA_specialization_ra_tt ITA_ricostruzione_industriale_cg_penalty_tt
		hidden_effect = {
			add_ideas = ITA_hidden_specialization_ns
		}
		air_experience = 15
		add_tech_bonus = {
			name = ITA_specialization
			bonus = 0.5
			uses = 2
			category = air_equipment
		}
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		ITA_improve_regia_aeronautica_dm_effect = yes
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_the_army_in_exile
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, has_capitulated, add_manpower, add_offsite_building
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_the_army_in_exile
	icon = GFX_goal_infantry_flames
	relative_position_id = EGY_organize_the_egyptian_resistance
	x = -1
	y = 1
	cost = 10
	available = {
		has_capitulated = yes
	}
	available_if_capitulated = yes
	prerequisite = {
		focus = EGY_organize_the_egyptian_resistance
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_ARMY_XP FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 20
		add_manpower = 5000
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 3000
			producer = EGY
		}
		add_offsite_building = {
			type = arms_factory
			level = 2
		}
	}
}
### Entity: Character
Component: PUE_fascist_guy
Constructs: has_government
Source: game
File: common/characters/PUE.txt

Code:
PUE_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = PUE_fascist_guy
		allowed = {
			original_tag = PUE
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_2
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_strengthen_horthys_reign
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, has_country_leader, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_strengthen_horthys_reign
	icon = GFX_focus_HUN_strengthen_horthys_reign
	prerequisite = {
		focus = wuw_HUN_continue_the_regency
	}
	mutually_exclusive = {
		focus = wuw_HUN_undermine_the_admiral
	}
	x = -2
	y = 1
	relative_position_id = wuw_HUN_continue_the_regency
	cost = 5
	ai_will_do = {
		factor = 15
	}
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = wuw_HUN_end_the_regency
			} {
				has_completed_focus = wuw_HUN_end_the_white_terror
			} {
				has_completed_focus = wuw_HUN_undermine_the_admiral
			}
		}
	}
	offset = {
		x = 2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_strengthen_horthys_reign
		}
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = HUN_miklos_horthy
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		HUN_miklos_horthy = {
			swap_country_leader_traits = {
				remove = HUN_the_regent
				add = HUN_the_regent_2
				ideology = oligarchism
			}
		}
		show_ideas_tooltip = HUN_kalman_daranyi
		hidden_effect = {
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Character
Component: JUNO_nationalizing_foreign_minister
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_nationalizing_foreign_minister = {
	sprite = 13
	random = no
	local_resources_factor = 0.2
	opinion_gain_monthly_factor = 0.05
	resistance_damage_to_garrison = -0.05
	trade_opinion_factor = -0.05
	consumer_goods_factor = -0.05
}
### Entity: Scripted Effect
Component: EAI_set_stockpile_variables
Constructs: limit, set_variable, add_to_variable, has_navy_size
Source: game
File: common/scripted_effects/EAI_MISC_effects.txt

Code:
EAI_set_stockpile_variables = {
	set_variable = {
		EAI_stockpile_infantry_equipment = Prev.num_equipment@infantry_equipment
	} {
		EAI_str_ratio_infantry_equipment = Prev.num_equipment_in_armies@infantry_equipment
	} {
		EAI_stockpile_support_equipment = Prev.num_equipment@support_equipment
	} {
		EAI_str_ratio_support_equipment = Prev.num_equipment_in_armies@support_equipment
	} {
		EAI_stockpile_motorized_equipment = Prev.num_equipment@motorized_equipment
	} {
		EAI_str_ratio_motorized_equipment = Prev.num_equipment_in_armies@motorized_equipment
	} {
		EAI_stockpile_mechanized_equipment = Prev.num_equipment@mechanized_equipment
	} {
		EAI_str_ratio_mechanized_equipment = Prev.num_equipment_in_armies@mechanized_equipment
	} {
		EAI_stockpile_artillery_equipment = Prev.num_equipment@artillery_equipment
	} {
		EAI_str_ratio_artillery_equipment = Prev.num_equipment_in_armies@artillery_equipment
	} {
		EAI_stockpile_rocket_artillery_equipment = Prev.num_equipment@rocket_artillery_equipment
	} {
		EAI_str_ratio_rocket_artillery_equipment = Prev.num_equipment_in_armies@rocket_artillery_equipment
	} {
		EAI_stockpile_motorized_rocket_equipment = Prev.num_equipment@motorized_rocket_equipment
	} {
		EAI_str_ratio_motorized_rocket_equipment = Prev.num_equipment_in_armies@motorized_rocket_equipment
	} {
		EAI_stockpile_anti_tank_equipment = Prev.num_equipment@anti_tank_equipment
	} {
		EAI_str_ratio_anti_tank_equipment = Prev.num_equipment_in_armies@anti_tank_equipment
	} {
		EAI_stockpile_anti_air_equipment = Prev.num_equipment@anti_air_equipment
	} {
		EAI_str_ratio_anti_air_equipment = Prev.num_equipment_in_armies@anti_air_equipment
	} {
		EAI_stockpile_light_tank_chassis = Prev.num_equipment@light_tank_chassis
	} {
		EAI_str_ratio_light_tank_chassis = Prev.num_equipment_in_armies@light_tank_chassis
	} {
		EAI_stockpile_light_tank_artillery_chassis = Prev.num_equipment@light_tank_artillery_chassis
	} {
		EAI_str_ratio_light_tank_artillery_chassis = Prev.num_equipment_in_armies@light_tank_artillery_chassis
	} {
		EAI_stockpile_light_tank_destroyer_chassis = Prev.num_equipment@light_tank_destroyer_chassis
	} {
		EAI_str_ratio_light_tank_destroyer_chassis = Prev.num_equipment_in_armies@light_tank_destroyer_chassis
	} {
		EAI_stockpile_light_tank_aa_chassis = Prev.num_equipment@light_tank_aa_chassis
	} {
		EAI_str_ratio_light_tank_aa_chassis = Prev.num_equipment_in_ar
# ... (truncated)
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_falangist_veterans
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, is_historical_focus_on, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_falangist_veterans
	icon = GFX_goal_generic_axis_build_infantry
	prerequisite = {
		focus = MEX_focus_spanish_civil_war_refugees
	}
	mutually_exclusive = {
		focus = MEX_focus_support_spains_loyalists
	}
	x = -1
	y = 1
	relative_position_id = MEX_focus_spanish_civil_war_refugees
	cost = 5
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			is_historical_focus_on = yes
		}
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_STABILITY FOCUS_FILTER_MEX_CHURCH_AUTHORITY
	}
	completion_reward = {
		unlock_decision_tooltip = MEX_decision_support_spanish_fascists
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_doctrine_cost_reduction = {
			name = tooltip_falangist_veterans_doctrine_knowledge
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine air_doctrine
		}
		if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			every_other_country = {
				limit = {
					original_tag = SPR
					has_government = fascism
				}
				ROOT = {
					add_opinion_modifier = {
						target = PREV
						modifier = falangist_veterans_opinion
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = falangist_veterans_opinion
				}
			} {
				limit = {
					original_tag = SPA
					has_government = fascism
				}
				ROOT = {
					add_opinion_modifier = {
						target = PREV
						modifier = falangist_veterans_opinion
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = falangist_veterans_opinion
				}
			}
		} {
			limit = {
				has_dlc = La Resistance
			}
			add_opinion_modifier = {
				target = SPA
				modifier = falangist_veterans_opinion
			}
			SPA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = falangist_veterans_opinion
				}
			}
		} {
			limit = {
				NOT = {
					OR = {
						has_global_flag = trotsky_exile_mexico flag_mexico_invited_trotsky_to_government
					}
				}
			}
			set_global_flag = trotsky_not_welcome_in_mexico
		}
		MEX_increase_church_power = yes
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_reclaim_cyprus
Constructs: prerequisite, completion_reward, is_in_faction_with, add_state_core
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_reclaim_cyprus
	icon = GFX_focus_generic_attack_cyprus
	text = GRE_reclaim_cyprus
	prerequisite = {
		focus = GRE_prepare_expansion
	}
	mutually_exclusive = {
		focus = GRE_purchase_cyprus
	}
	x = -1
	y = 2
	relative_position_id = GRE_prepare_expansion
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		NOT = {
			ENG = {
				is_in_faction_with = GRE
			}
		}
	}
	completion_reward = {
		ENG = {
			country_event = greece.25
		}
		add_state_core = 183
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: AI Strategy
Component: default_major_SF_marines
Constructs: is_major, has_doctrine
Source: game
File: common/ai_strategy/default.txt

Code:
default_major_SF_marines = {
	enable = {
		is_major = yes
		OR = {
			has_doctrine = marines_1 marines_2
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = marines
		value = 2
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_88
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_88 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 88
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 88
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_recruit_young_officers
Constructs: prerequisite, has_government, completion_reward, add_command_power
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_recruit_young_officers
	icon = GFX_focus_generic_military_academy
	relative_position_id = CHL_commence_the_counter_revolution
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_commence_the_counter_revolution
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_command_power = 25
		army_experience = 15
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_recruit_young_officers_tt
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_new_republic
Constructs: prerequisite, has_country_flag, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_new_republic
	icon = GFX_goal_VEN_democratic
	x = -13
	y = 1
	relative_position_id = VEN_1935_elections
	cost = 5
	available = {
		has_country_flag = VEN_gallegos
	}
	prerequisite = {
		focus = VEN_1935_elections
	}
	mutually_exclusive = {
		focus = VEN_marcos_jimenez VEN_isaias_angarita VEN_eleazar_contreras
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		country_event = {
			hours = 12
			id = venezuela.22
		}
	}
}
### Entity: Scripted Effect
Component: SOV_promote_to_country_leader_rykov
Constructs: add_country_leader_role, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_promote_to_country_leader_rykov = {
	add_country_leader_role = {
		character = SOV_aleksey_rykov
		country_leader = {
			ideology = marxism
			traits = {
				labor_defense_organizer
			}
			expire = 1965.1.1.1
		}
		promote_leader = yes
	}
	SOV = {
		set_country_flag = SOV_rykov_country_leader_flag
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_build_infra2
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_building_construction, build_railway
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_build_infra2
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = HON_build_civfact1 HON_build_milfact2
	}
	x = 35
	y = 3
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		build_railway = {
			path = {
				8017 12865 2031
			}
		}
	}
}
### Entity: Modifier Reference
Component: african_union_executive_council_modifier
Constructs: stability_factor, political_power_gain
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
african_union_executive_council_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_constitutional_guarantees
	political_power_gain = -0.1
	stability_factor = 0.05
}
### Entity: Character
Component: CAR_ncm
Source: game
File: common/characters/CAR.txt

Code:
CAR_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = CAR_ncm
		allowed = {
			original_tag = CAR
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Event
Component: kmt.204
Constructs: remove_ideas, has_government, has_war_with, has_country_flag, fire_only_once, is_puppet_of, add_timed_idea, set_country_flag
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.204
	title = kmt.204.t
	desc = kmt.204.d
	picture = GFX_report_event_japanese_transport_soldiers
	trigger = {
		tag = CHI
		has_country_flag = no_transfer_tr
		NOT = {
			has_country_flag = treasure_ransacked
		}
		event_target:KMT_treasure_state = {
			controller = {
				has_war_with = ROOT
				OR = {
					tag = JAP
					is_puppet_of = JAP
				}
				has_government = fascism
			}
		}
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 0
	}
	option = {
		name = kmt.204.a
		add_timed_idea = {
			idea = kmt_national_treasure_ransacked
			days = 900
		}
		remove_ideas = kmt_defend_the_treasures
		set_country_flag = treasure_ransacked
	}
}
### Entity: Idea
Component: ITA_battaglia_del_grano
Constructs: removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_battaglia_del_grano = {
	removal_cost = -1
	picture = generic_agrarian_reform
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.15
		political_power_factor = -0.15
		out_of_supply_factor = -0.1
	}
}