Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: den_focus
Component: DEN_Crush_the_Rebellion
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject_of, is_in_faction_with, has_non_aggression_pact_with, random_other_country
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Crush_the_Rebellion
	icon = GFX_goal_centralize_power
	cost = 5
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	available = {
		any_other_country = {
			owns_state = 100
			NOT = {
				is_subject_of = DEN
				is_in_faction_with = DEN
				has_non_aggression_pact_with = DEN
			}
		}
	}
	bypass = {
		any_other_country = {
			owns_state = 100
			is_subject_of = DEN
			is_in_faction_with = DEN
			has_non_aggression_pact_with = DEN
			NOT = {
				tag = ICE
			}
		}
	}
	prerequisite = {
		focus = DEN_Reassurences_from_Reyklavik
	}
	mutually_exclusive = {
		focus = DEN_Consolidate_Iceland
	}
	x = 2
	y = 2
	relative_position_id = DEN_King_Christian_Coup
	completion_reward = {
		hidden_effect = {
			random_other_country = {
				limit = {
					owns_state = 100
				}
				save_global_event_target_as = ICE_controller
			}
		}
		create_wargoal = {
			target = event_target:ICE_controller
			type = annex_everything
		}
		clear_global_event_target = ICE_controller
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_defense_act
Constructs: add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_defense_act
	icon = GFX_focus_SWE_defense_act
	x = 3
	y = 0
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SWE_defense_act_tt
		country_event = {
			id = AAT_Sweden.1
		}
		add_stability = 0.03
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_extend_italian_claims
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_claim_by
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_extend_italian_claims
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = AUS_renew_claims_in_italy
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = AUS_renew_claims_in_italy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		controls_state = 39 850
	}
	bypass = {
		controls_state = 160 159 736 852 163
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		160 = {
			add_claim_by = ROOT
		}
		159 = {
			add_claim_by = ROOT
		}
		736 = {
			add_claim_by = ROOT
		}
		852 = {
			add_claim_by = ROOT
		}
		163 = {
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt AUS_extend_italian_claims_tt
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_crack_down_of_foreign_merchants
Constructs: prerequisite, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_crack_down_of_foreign_merchants
	icon = GFX_focus_SIA_crack_down_of_foreign_merchants
	x = 2
	y = 0
	relative_position_id = SIA_demand_the_return_of_lost_territory
	prerequisite = {
		focus = SIA_pan_thaiism
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_idea = idea_SIA_pan_thaiism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_SIA_pan_thaiism
			add_idea = idea_SIA_pan_thaiism_2
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_liberation_of_the_proletariat
Constructs: prerequisite, limit, has_government, is_major, completion_reward, is_subject, every_other_country, is_on_continent
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_liberation_of_the_proletariat
	prerequisite = {
		focus = BUL_carry_the_revolution_abroad
	}
	icon = GFX_focus_ger_great_red_menace
	relative_position_id = BUL_carry_the_revolution_abroad
	x = 0
	y = 1
	cost = 10
	available = {
		has_government = communism
		is_subject = no
	}
	completion_reward = {
		custom_effect_tooltip = BUL_liberation_of_the_proletariat_tt
		every_other_country = {
			limit = {
				OR = {
					AND = {
						is_major = yes
						capital_scope = {
							is_on_continent = europe
						}
					}
					is_neighbor_of = ROOT
				} {
					has_government = fascism neutrality
				}
				NOT = {
					is_in_faction_with = ROOT
				}
			}
			hidden_effect = {
				ROOT = {
					create_wargoal = {
						type = topple_government
						target = PREV
						expire = 730
					}
				}
			}
		}
	}
}
### Entity: Technology
Component: marines3
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	marine = {
		max_organisation = 5
	}
	research_cost = 2.0
	start_year = 1943
	folder = {
		name = infantry_folder
		position = {
			x = 3
			y = @1943
		}
	}
	categories = {
		marine_tech cat_special_forces_generic
	}
	ai_will_do = {
		factor = 0.7
		modifier = {
			factor = 3
			tag = USA
		} {
			factor = 3
			tag = JAP
		}
	}
}
### Entity: Character
Component: AFG_abdul_hai_habibi
Constructs: has_completed_focus
Source: game
File: common/characters/AFG.txt

Code:
AFG_abdul_hai_habibi = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_abdul_hai_habibi
		allowed = {
			original_tag = AFG
		}
		visible = {
			NOT = {
				has_completed_focus = AFG_against_kabul
			}
		}
		available = {
			has_completed_focus = AFG_reform_1
		}
		traits = {
			education_reformer
		}
	}
	name = AFG_abdul_hai_habibi
	portraits = {
		army = {
			small = GFX_portrait_AFG_abdul_hai_habibi_small
		}
	}
}
### Entity: Idea
Component: VEN_arnoldo_gabaldon_teachings
Constructs: removal_cost
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_arnoldo_gabaldon_teachings = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_agrarian_reform
	modifier = {
		attrition = -0.1
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_start_aircraft_purchase
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_start_aircraft_purchase
	icon = GFX_goal_multiple_bombers
	prerequisite = {
		focus = PRU_fly_with_the_sun
	}
	relative_position_id = PRU_fly_with_the_sun
	x = -2
	y = 1
	cost = 2
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		air_experience = 40
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_libargent
Constructs: prerequisite, has_war, limit, has_government, completion_reward, has_army_manpower, has_guaranteed, is_ally_with
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_libargent
	icon = GFX_focus_ARG_women_in_industry
	relative_position_id = HON_gran_colombia
	prerequisite = {
		focus = HON_gran_colombia
	}
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			strength_ratio = {
				tag = ARG
				ratio = > 1.5
			}
		} {
			add = 15
			has_war = no
			has_army_manpower = {
				size = > 350000
			}
			any_other_country = {
				NOT = {
					has_guaranteed = ARG
					is_ally_with = ARG
				}
			}
		} {
			add = 15
			any_other_country = {
				NOT = {
					has_guaranteed = CHL
					is_ally_with = CHL
				}
			}
		}
	}
	will_lead_to_war_with = ARG CHL
	available = {
		has_army_manpower = {
			size = > 450000
		}
		r56_script_i_am_sane = yes
		ARG = {
			r56_script_target_is_sane = yes
		}
		CHL = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		ARG = {
			r56_script_standard_bypass = yes
		}
		CHL = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				ARG = {
					exists = yes
					NOT = {
						has_government = communism
					}
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = ARG
				expire = 0
			}
		} {
			limit = {
				CHL = {
					exists = yes
					NOT = {
						has_government = communism
					}
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = CHL
				expire = 0
			}
		}
		else_if = {
			limit = {
				is_faction_leader = yes
				ARG = {
					exists = yes
					has_government = communism
				}
			}
			ARG = {
				country_event = generic.5
			}
		} {
			limit = {
				is_faction_leader = yes
				CHL = {
					exists = yes
					has_government = communism
				}
			}
			CHL = {
				country_event = generic.5
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_victory_through_firepower
Constructs: prerequisite, completion_reward, add_to_variable, add_doctrine_cost_reduction, add_tech_bonus, artillery_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_victory_through_firepower
	icon = GFX_goal_generic_army_artillery2
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = AFG_army_modernization
	}
	relative_position_id = AFG_army_modernization
	mutually_exclusive = {
		focus = AFG_study_the_blitzkrieg
	}
	completion_reward = {
		custom_effect_tooltip = AFG_firepower_tt r56_newline r56_newline
		add_to_variable = {
			AFG_artillery_attack = 0.05
		} {
			AFG_artillery_defence = 0.05
		} {
			AFG_army_organization = 0.05
		}
		add_doctrine_cost_reduction = {
			name = army_doc_bonus
			cost_reduction = 0.75
			uses = 1
			category = cat_superior_firepower
		}
		add_tech_bonus = {
			name = artillery_bonus
			bonus = 0.5
			uses = 2
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_claim_lands_of_the_bohemian_crown
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, has_game_rule
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_claim_lands_of_the_bohemian_crown
	icon = GFX_focus_CZE_our_royal_claims
	prerequisite = {
		focus = CZE_semi_constitutional_monarchy
	}
	cost = 5
	relative_position_id = CZE_semi_constitutional_monarchy
	x = 2
	y = 1
	offset = {
		x = -2
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_petition_the_nobles
		}
	}
	completion_reward = {
		add_ideas = CZE_bohemian_imperial_claims
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_modern_destroyers
Constructs: prerequisite, completion_reward, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_modern_destroyers
	icon = GFX_goal_generic_navy_anti_submarine
	prerequisite = {
		focus = BUL_light_vessels
	}
	relative_position_id = BUL_light_vessels
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		navy_experience = 5
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			uses = 1
			category = dd_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_pressure_the_south
Constructs: prerequisite, limit, every_country, has_war_with, add_war_support, completion_reward, is_subject, is_ally_with
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_pressure_the_south
	icon = GFX_focus_generic_total_war
	prerequisite = {
		focus = TIB_join_the_comintern TIB_join_the_chinese
	}
	relative_position_id = TIB_join_the_comintern
	x = 3
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
		any_other_country = {
			OR = {
				original_tag = NEP BHU
			}
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	will_lead_to_war_with = NEP BHU
	completion_reward = {
		add_war_support = 0.05
		every_country = {
			limit = {
				OR = {
					tag = NEP BHU
				}
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
				}
			}
			country_event = {
				id = generic.20
				hours = 18
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_vessels_of_the_future_war
Constructs: prerequisite, add_war_support, completion_reward, is_subject_of, is_subject, is_in_faction_with, add_manpower, add_tech_bonus
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_vessels_of_the_future_war
	icon = GFX_focus_generic_tank_production
	prerequisite = {
		focus = MON_support_the_red_army_focus
	}
	x = 0
	y = 1
	relative_position_id = MON_support_the_red_army_focus
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {
		OR = {
			is_subject_of = SOV
			AND = {
				is_subject = no
				is_in_faction_with = SOV
			}
		}
	}
	completion_reward = {
		add_war_support = 0.05
		add_manpower = 2000
		add_tech_bonus = {
			name = POL_study_foreign_tanks
			bonus = 1
			uses = 1
			category = armor
		}
		unlock_decision_tooltip = MON_form_revolutionary_tank_division
		MON_soviet_medium_influence_decrease_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH FOCUS_FILTER_INFLUENCE_DECREASE
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_repurpose_small_industries
Constructs: prerequisite, limit, add_ideas, completion_reward, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_repurpose_small_industries
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = FIN_railways_and_infrastructure
	}
	x = 0
	y = 2
	relative_position_id = FIN_railways_and_infrastructure
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = FIN_repurposed_small_industries
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				150
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_fortify_river_traun
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_fortify_river_traun
	icon = GFX_goal_generic_mountain_fortification
	relative_position_id = AUS_cement_the_jansa_plan
	x = -1
	y = 1
	prerequisite = {
		focus = AUS_cement_the_jansa_plan
	}
	bypass = {
		NOT = {
			custom_trigger_tooltip = {
				tooltip = AUS_controls_traun
				controls_province = 11651 3684 6691
			}
		}
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = AUS_controls_traun
			controls_province = 11651 3684 6691
		}
	}
	cost = 5
	completion_reward = {
		4 = {
			add_building_construction = {
				type = bunker
				level = 3
				province = 11651
				instant_build = yes
			}
		}
		152 = {
			add_building_construction = {
				type = bunker
				level = 2
				province = 3684
				instant_build = yes
			}
		}
		1054 = {
			add_building_construction = {
				type = bunker
				level = 2
				province = 6691
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: oyen
Constructs: has_government, is_subject_of
Source: game
File: common/ideas/r56_indonesia.txt

Code:
oyen = {
	allowed = {
		original_tag = INS
	}
	available = {
		OR = {
			is_subject_of = HOL
			has_government = democratic
		}
	}
	traits = {
		air_chief_ground_support_2
	}
}
### Entity: Character
Component: RAJ_GOE_sam_manekshaw
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_sam_manekshaw = {
	name = RAJ_GOE_sam_manekshaw
	portraits = {
		army = {
			large = GFX_portrait_RAJ_sam_manekshaw
			small = GFX_portrait_RAJ_sam_manekshaw_small
		}
	}
	advisor = {
		slot = high_command
		ledger = army
		idea_token = RAJ_GOE_sam_manekshaw
		allowed = {
			original_tag = RAJ
		}
		traits = {
			surveyor
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			infantry_officer loyalty_to_india
		}
		skill = 2
		attack_skill = 3
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 1
	}
}
### Entity: Order of Battle
Component: 1 Ch'iping Lu
Constructs: division_template
Source: game
File: history/units/r56_XSM_1936.txt

Code:
division = {
	name = 1 Ch'iping Lu
	location = 3742
	division_template = Tuli Ch'iping Lü
	start_experience_factor = 0.5
	start_equipment_factor = 0.5
}
### Entity: Character
Component: union_organizer
Source: game
File: common/country_leader/r56_traits.txt

Code:
union_organizer = {
	random = no
	sprite = 13
	economy_cost_factor = -0.5
	industrial_concern_cost_factor = -0.1
	local_resources_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: GER_der_fuhrer
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_der_fuhrer = {
	random = no
	weekly_casualties_war_support = 0.001
	ai_desired_divisions_factor = 0.2
	political_power_factor = 0.1
	compliance_growth = -0.02
	resistance_target = 0.05
}
### Entity: Idea
Component: HUN_pan_ugric_volunteer_force
Constructs: send_volunteer_divisions_required, send_volunteers_tension, send_volunteer_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_pan_ugric_volunteer_force = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = ast_volunteer_defence_corps
	modifier = {
		send_volunteer_divisions_required = -0.4
		send_volunteers_tension = -0.5
		send_volunteer_factor = 0.1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_path_through_iraq
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction_with, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_path_through_iraq
	icon = GFX_focus_PER_path_through_iraq
	prerequisite = {
		focus = PER_war_plan_cambyses
	}
	x = 0
	y = 1
	relative_position_id = PER_war_plan_cambyses
	cost = 5
	will_lead_to_war_with = IRQ
	available = {
		has_government = neutrality
		is_subject = no
		IRQ = {
			exists = yes
			is_subject = no
		}
		NOT = {
			has_war_with = IRQ
			is_in_faction_with = IRQ
		}
	}
	bypass = {
		IRQ = {
			OR = {
				exists = no
				is_subject = yes
				has_war_with = ROOT
			}
		}
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = IRQ
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		ROOT = {
			create_wargoal = {
				target = IRQ
				type = annex_everything
			}
		}
	}
}
### Entity: Technology
Component: antiair1
Constructs: has_war_with, research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	anti_air = {
		air_attack = 0.1
	}
	anti_air_brigade = {
		air_attack = 0.1
	}
	anti_air_battery = {
		air_attack = 0.1
	}
	mot_anti_air_brigade = {
		air_attack = 0.1
	}
	category_self_propelled_anti_air = {
		air_attack = 0.15
	}
	tech_air_damage_factor = -0.02
	path = {
		leads_to_tech = antiair2
		research_cost_coeff = 1
	}
	research_cost = 1
	start_year = 1939
	folder = {
		name = artillery_folder
		position = {
			x = @anti_air
			y = 4
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				tag = JAP ENG USA
			} {
				has_war_with = JAP USA ENG
			}
			factor = 5
		}
	}
	categories = {
		artillery cat_anti_air mio_cat_all_artillery_equipment
	}
	special_project_specialization = {
		specialization_land specialization_air
	}
}
### Entity: Idea
Component: RCG_mt
Source: game
File: common/ideas/republic_of_congo.txt

Code:
RCG_mt = {
	ledger = army
	picture = generic_army_african_6
	allowed = {
		original_tag = RCG
	}
	traits = {
		military_theorist
	}
}
### Entity: Event
Component: austria.9
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, save_global_event_target_as
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.9
	title = austria.9.t
	desc = austria.9.d
	is_triggered_only = yes
	picture = GFX_report_event_AUS_schuschnigg
	option = {
		name = austria.9.a
		effect_tooltip = {
			AUS = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_increase
				}
			}
		}
		diplomatic_relation = {
			country = AUS
			relation = guarantee
		}
		AUS = {
			country_event = austria.10
		}
		custom_effect_tooltip = AUS_protect_austria
		save_global_event_target_as = AUS_west_protector
	} {
		name = austria.9.b
		ai_chance = {
			base = 0
		}
		AUS = {
			country_event = austria.11
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_government
Source: game
File: common/scripted_localisation/bftb_scripted_localisation.txt

Code:
defined_text = {
	name = GetLukovPartisans
	text = {
		trigger = {
			has_government = communism
		}
		localization_key = BUL_hristo_lukov_death_partisans_communism
	} {
		localization_key = BUL_hristo_lukov_death_partisans_other
	}
}
### Entity: Shared Focus
Component: ARAB_organize_army_structure
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, unlock_decision_tooltip, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_arab_minor_military_shared.txt

Code:
shared_focus = {
	id = ARAB_organize_army_structure
	icon = GFX_focus_chi_army_reform
	prerequisite = {
		focus = ARAB_establish_a_general_staff
	}
	x = 0
	y = 1
	relative_position_id = ARAB_establish_a_general_staff
	cost = 10
	ai_will_do = {
		factor = 5
	}
	cancel_if_invalid = yes
	complete_tooltip = {
		unlock_decision_tooltip = ABC_training_exercise
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.4
			uses = 1
			category = land_doctrine
		}
	}
	completion_reward = {
		unlock_decision_tooltip = ABC_training_exercise
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.4
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: poland.19
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, set_country_flag
Source: game
File: events/Poland.txt

Code:
country_event = {
	id = poland.19
	title = poland.19.t
	desc = poland.19.d
	picture = GFX_report_event_poland_funeral
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = poland.19.a
		ai_chance = {
			factor = 50
		}
		add_stability = -0.2
		add_war_support = -0.1
		POL_sanation_left_opposition_remove = yes
		set_country_flag = walery_slawek_is_dead
	}
}
### Entity: Event
Component: news.409
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.409
	title = news.409.t
	desc = news.409.desc
	picture = GFX_news_event_074
	major = yes
	is_triggered_only = yes
	option = {
		name = news.409.a
		trigger = {
			OR = {
				TAG = CHI
				is_in_faction_with = CHI
			}
		}
	} {
		name = news.409.b
		trigger = {
			OR = {
				TAG = JAP
				is_in_faction_with = JAP
			}
		}
	} {
		name = news.409.c
		trigger = {
			NOT = {
				TAG = CHI JAP
				is_in_faction_with = JAP CHI
			}
		}
	}
}
### Entity: Decision
Component: CHI_the_lingguang_incident_cat
Constructs: has_dlc, has_global_flag
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_the_lingguang_incident_cat = {
	icon = GFX_decision_category_jap_intervene_in_china
	picture = GFX_decision_cat_picture_generic_border_conflicts
	allowed = {
		has_dlc = No Compromise, No Surrender
		OR = {
			original_tag = CHI GXC GDC
		}
	}
	visible = {
		has_global_flag = lingguang_incident_active
	}
	priority = 100
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_67
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_67 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 67
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 67
	}
}