Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: KMT_manchurian_treaty
Constructs: stability_factor, has_war_with, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_manchurian_treaty = {
	removal_cost = -1
	picture = generic_pp_unity_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_war_with = JAP
	}
	on_remove = {

	}
	modifier = {
		stability_factor = -0.05
	}
	targeted_modifier = {
		tag = JAP
		cic_to_target_factor = 0.05
		mic_to_target_factor = 0.05
		trade_cost_for_target_factor = -0.2
	}
}
### Entity: Unit Template
Component: search_filters
Source: game
File: common/units/equipment/plane_filters.txt

Code:
search_filters = {
	name = transport_planes
	values = {
		transport_plane_equipment
	}
}
### Entity: Character
Component: infantry_equipment_producer_mass_1
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
infantry_equipment_producer_mass_1 = {
	random = no
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: bftb_turkey.79
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.79
	title = bftb_turkey.79.t
	desc = bftb_turkey.79.desc
	picture = GFX_report_event_tur_inonu_diplomacy
	is_triggered_only = yes
	option = {
		name = bftb_turkey.79.a
		ai_chance = {
			base = 10
		}
		diplomatic_relation = {
			country = TUR
			relation = non_aggression_pact
			active = yes
		}
		hidden_effect = {
			set_country_flag = TUR_soviet_turkish_pact
			TUR = {
				country_event = {
					id = bftb_turkey.80
					hours = 6
				}
			}
		}
	} {
		name = bftb_turkey.79.b
		ai_chance = {
			base = 0
		}
		TUR = {
			country_event = {
				id = bftb_turkey.81
				hours = 8
			}
		}
	}
}
### Entity: National Focus
Component: ah_cruiser_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_cruiser_effort
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = ah_large_navy ah_flexible_navy
	}
	x = 0
	y = 1
	relative_position_id = ah_large_navy
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = ca_tech
		}
	}
}
### Entity: Character
Component: CHI_he_yingqin
Constructs: has_completed_focus, has_war
Source: game
File: common/characters/CHI.txt

Code:
CHI_he_yingqin = {
	name = CHI_he_yingqin
	portraits = {
		army = {
			large = GFX_portrait_chi_he_yingqin
			small = GFX_idea_CHI_he_yingqin
		}
	}
	advisor = {
		slot = army_chief
		idea_token = CHI_he_yingqin
		allowed = {
			original_tag = CHI
		}
		traits = {
			army_chief_maneuver_1
		}
		cost = 100
		ai_will_do = {
			base = 3
			modifier = {
				factor = 2
				has_war = yes
			}
		}
	}
	corps_commander = {
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 3
		traits = {
			organizer
		}
		visible = {
			has_completed_focus = CHI_crackdown_on_corruption_in_recruitment
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_ready_for_war
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_ready_for_war
	prerequisite = {
		focus = BUL_fortify_the_bulgarian_skies
	} {
		focus = BUL_mobilize_the_nation
	} {
		focus = BUL_patriotic_boom_among_the_populace
	}
	relative_position_id = BUL_mobilize_the_nation
	icon = GFX_focus_BUL_prussia_of_the_balkans
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 50
	}
	cancel_if_invalid = no
	completion_reward = {
		add_ideas = BUL_ready_for_war
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: csa_focus
Component: CSA_secure_the_neutral_states
Constructs: prerequisite, has_war, has_government, completion_reward, has_army_manpower, is_subject, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/csa.txt

Code:
focus = {
	id = CSA_secure_the_neutral_states
	available = {
		r56_script_i_am_sane = yes
		num_of_factories = > 50
		has_army_manpower = {
			size = > 600000
		}
		has_government = fascism
		USB = {
			r56_script_target_is_sane = yes
			is_subject = no
		}
		is_subject = no
	}
	bypass = {
		USB = {
			r56_script_standard_bypass = yes
		}
	}
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = CSA_war_powers_act
	}
	relative_position_id = CSA_war_powers_act
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0.01
			has_war = yes
		}
	}
	x = -5
	y = 1
	cost = 10
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = USB
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: AI Strategy
Component: ENG_supply_for_tobruk_push
Constructs: is_historical_focus_on, is_controlled_by, is_ai, build_building
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_supply_for_tobruk_push = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		is_historical_focus_on = yes
		date = > 1940.7.1 < 1943.6.1
		451 = {
			is_controlled_by = ITA
		}
		ITA = {
			is_ai = yes
		}
		452 = {
			any_province_building_level = {
				province = {
					id = 10061
				}
				building = naval_base
				level = < 1
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = naval_base
		target = 10061
		value = 500
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_experiment_with_airborne_divisions
Constructs: prerequisite, limit, completion_reward, has_dlc, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_experiment_with_airborne_divisions
	prerequisite = {
		focus = POR_grant_autonomy_to_the_air_force
	}
	icon = GFX_focus_generic_paratrooper
	x = 0
	y = 1
	relative_position_id = POR_grant_autonomy_to_the_air_force
	cost = 5
	ai_will_do = {
		base = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = POR_experiment_with_airborne_divisions
				cost_reduction = 0.5
				uses = 2
				category = cat_paratroopers_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = POR_experiment_with_airborne_divisions
				ahead_reduction = 1
				bonus = 1
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_tech_bonus = {
			name = POR_experiment_with_airborne_divisions
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = para_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: EAI_DEBUG_milestones_log_end_too_early
Source: game
File: common/scripted_effects/EAI_DEBUG_effects.txt

Code:
EAI_DEBUG_milestones_log_end_too_early = {
	log = *ENDED TOO EARLY*
}
### Entity: Effect Reference
Construct: set_mio_flag
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_mio_flag

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: none

```
Set flag in the military industrial organization in scope.
ex:
var:my_mio_var = {
  set_mio_flag = my_flag
  set_mio_flag = {
    flag = my_flag (mandatory)
	value = 3 (optional, default = 1)
    days = 12 (optional, default = 0. if > 0, the flag will be deleted after this number of days)
  }
}
```
### Entity: Event
Component: belgium.24
Constructs: create_country_leader, has_war, remove_ideas, has_government, has_country_flag, fire_only_once, add_political_power, has_country_leader
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.24
	title = belgium.24.t
	desc = belgium.24.d
	picture = GFX_report_event_Van_Zeeland_government
	fire_only_once = yes
	trigger = {
		NOT = {
			has_country_flag = BEL_neutrality_debate_over
		}
		has_country_leader = {
			ruling_only = yes
			name = Paul-Emile Janson
		}
		tag = BEL
		has_government = democratic
		date = > 1938.5.8
		has_war = no
	}
	mean_time_to_happen = {
		days = 10
	}
	immediate = {
		set_country_flag = Spaak_PM
	}
	option = {
		name = belgium.24.a
		add_political_power = -20
		remove_ideas = BEL_peacetime_national_union
		create_country_leader = {
			name = Paul-Henri Spaak
			desc = Paul-Henri Spaak
			picture = gfx/leaders/BEL/r56_portrait_BEL_Paul_Henri_Spaak.dds
			expire = 1939.1.1
			ideology = socialism
			traits = {
				stout_defender great_compromiser
			}
		}
	}
}
### Entity: Event
Component: israel.82
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_idea, set_country_flag
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.82
	title = israel.82.t
	desc = israel.82.d
	is_triggered_only = yes
	option = {
		name = israel.82.a
		ISR = {
			country_event = israel.84
		}
		ai_chance = {
			base = 60
			modifier = {
				add = 10
				has_idea = ISR_suez_pressure_1
			} {
				add = 20
				has_idea = ISR_suez_pressure_2
			} {
				add = 30
				has_idea = ISR_suez_pressure_3
			} {
				add = 40
				OR = {
					has_idea = ISR_suez_pressure_4 ISR_suez_pressure_5
				}
			}
		}
	} {
		name = israel.82.b
		if = {
			limit = {
				has_completed_focus = EGY_stretch_out_the_hand
			}
			uncomplete_national_focus = {
				focus = EGY_stretch_out_the_hand
			}
		}
		ai_chance = {
			base = 40
			modifier = {
				add = -10
				has_idea = ISR_suez_pressure_1
			} {
				add = -20
				has_idea = ISR_suez_pressure_2
			} {
				add = -30
				has_idea = ISR_suez_pressure_3
			} {
				add = -40
				OR = {
					has_idea = ISR_suez_pressure_4 ISR_suez_pressure_5
				}
			}
		}
		set_country_flag = ISR_negotiations_collapsed
		ISR = {
			country_event = israel.83
		}
	}
}
### Entity: Character
Component: army_chief_drill_3
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_drill_3 = {
	sprite = 5
	training_time_army_factor = -0.15
	experience_gain_army = @chief_experience_gain_high
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Event
Component: CZE.411
Constructs: is_triggered_only, has_war, limit, add_ideas, every_country, add_political_power, has_capitulated, is_neighbor_of
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.411
	title = CZE.411.t
	desc = CZE.411.d
	picture = GFX_CZKE_partial_mobilization_report
	is_triggered_only = yes
	immediate = {
		if = {
			limit = {
				CZE = {
					has_war = no
				}
			}
			hidden_effect = {
				every_country = {
					if = {
						limit = {
							exists = yes
							has_capitulated = no
							OR = {
								is_neighbor_of = CZE
								original_tag = CZE
							}
						}
						news_event = {
							hours = 6
							id = CZE.412
						}
					}
				}
			}
		}
	}
	option = {
		name = CZE.411.a
		if = {
			limit = {
				has_idea = tot_economic_mobilisation
			}
			add_political_power = 150
		} {
			limit = {
				has_idea = war_economy
			}
			add_political_power = 75
		} {
			limit = {
				has_idea = partial_economic_mobilisation
			}
			add_ideas = war_economy
		} {
			limit = {
				has_idea = low_economic_mobilisation
			}
			add_ideas = partial_economic_mobilisation
		} {
			limit = {
				has_idea = civilian_economy
			}
			add_ideas = low_economic_mobilisation
		}
	}
}
### Entity: Character
Component: CZE_radola_gajda
Source: game
File: common/characters/CZE.txt

Code:
CZE_radola_gajda = {
	name = CZE_radola_gajda
	portraits = {
		army = {
			large = GFX_portrait_CZE_radola_gajda
			small = GFX_portrait_CZE_radola_gajda_military_small
		}
		civilian = {
			small = GFX_portrait_CZE_radola_gajda_civilian_small
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1.1
		id = -1
		traits = {
			anti_communist JAP_militarist
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_spanish_austerity
Constructs: prerequisite, limit, completion_reward, is_historical_focus_on, swap_ideas, remove_idea, add_idea, has_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_spanish_austerity
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_autarky
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	icon = GFX_goal_generic_construct_civilian
	x = 0
	y = 1
	relative_position_id = SPA_autarky
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SPA_national_recovery_2
			add_idea = SPA_national_recovery_3
		}
		if = {
			limit = {
				NOT = {
					has_idea = SPA_recovering_from_civil_war SPA_recovering_from_civil_war_2
				}
			}
			effect_tooltip = {
				swap_ideas = {
					remove_idea = SPA_recovering_from_civil_war
					add_idea = SPA_recovering_from_civil_war_2
				}
			}
		} {
			limit = {
				has_idea = SPA_recovering_from_civil_war
			}
			swap_ideas = {
				remove_idea = SPA_recovering_from_civil_war
				add_idea = SPA_recovering_from_civil_war_2
			}
		} {
			limit = {
				has_idea = SPA_recovering_from_civil_war_2
			}
			swap_ideas = {
				remove_idea = SPA_recovering_from_civil_war_2
				add_idea = SPA_recovering_from_civil_war_3
			}
		}
	}
}
### Entity: Event
Component: wtt_xian_incident.10
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, every_country, has_country_flag, is_in_faction_with, is_in_faction
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_xian_incident.10
	title = wtt_xian_incident.10.t
	desc = wtt_xian_incident.10.desc
	picture = GFX_report_event_china_chiang_mao
	is_triggered_only = yes
	option = {
		name = wtt_xian_incident.10.a
		ai_chance = {
			base = 50
		}
		hidden_effect = {
			news_event = {
				id = news.288
				days = 1
			}
		}
		if = {
			limit = {
				NOT = {
					is_in_faction_with = CHI
				}
				CHI = {
					is_in_faction = no
				}
			}
			if = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				CHI = {
					set_rule = {
						can_create_factions = yes
					}
					create_faction_from_template = faction_template_chinese_united_front
				}
			}
			else = {
				CHI = {
					set_rule = {
						can_create_factions = yes
					}
					create_faction = chinese_united_front
				}
			}
			CHI = {
				add_to_faction = PRC
			}
			PRC = {
				set_rule = {
					can_join_factions = yes
				}
			}
		}
		else_if = {
			limit = {
				CHI = {
					is_faction_leader = yes
				}
			}
			CHI = {
				add_to_faction = PRC
			}
			PRC = {
				add_ai_strategy = {
					type = alliance
					id = CHI
					value = 200
				}
				set_rule = {
					can_join_factions = yes
				}
			}
			every_country = {
				limit = {
					is_subject_of = CHI
				}
				CHI = {
					add_to_faction = PREV
				}
			}
		}
		IF = {
			limit = {
				XIC = {
					has_completed_focus = XIC_invite_chiang_for_troop_inspections
				}
			}
			XIC = {
				country_event = {
					id = SEA_warlords.61
					hours = 6
				}
			}
		}
		event_target:CHI_xian_instigator = {
			clr_country_flag = CHI_xian_instigator_flag
		}
	} {
		name = wtt_xian_incident.10.b
		ai_chance = {
			base = 10
			modifier = {
				CHI_is_on_historical_plan_trigger = yes
				factor = 0
			} {
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = CHI_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = CHI_AI_RANDOM_HISTORICAL_SEA
					has_game_rule = {
						rule = CHI_ai_behavior
						option = HISTORICAL_SEA
					}
				}
				factor = 0
			}
		}
		reverse_add_opinion_modifier = {
			target = FROM
			modifier = CHI_xian_refused
		}
		hidden_effect = {
			news_event = {
				id = wtt_news.32
				days = 1
			}
		}
		event_target:CHI_xian_instigator = {
			clr_country_flag = CHI_xian_instigator_flag
		}
	}
}
### Entity: AI Strategy
Component: SWE_r56_monarchist_party_plan
Constructs: has_government, has_country_flag, has_global_flag, is_historical_focus_on, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_monarchist_party_plan = {
	name = The Emperor's new groove
	desc = Guess who is back
	allowed = {
		original_tag = SWE
	}
	enable = {
		NOT = {
			has_global_flag = SWE_use_DLC_tree
		}
		OR = {
			AND = {
				is_historical_focus_on = no
				has_game_rule = {
					rule = R56_SWE_ai_behavior
					option = MONARCHIST_TAKE_OVER
				}
			}
			has_country_flag = SWE_AI_RANDOM_MONARCHIST_TAKE_OVER
			has_game_rule = {
				rule = R56_SWE_ai_behavior
				option = MONARCHIST_TAKE_OVER
			}
		}
	}
	abort = {
		OR = {
			has_government = communism fascism
			is_subject = yes
		}
	}
	ai_national_focuses = {
		SWE_royalist_return SWE_state_of_disarmament SWE_swedish_industrial_reinvigoration SWE_begin_initial_rearmament SWE_refurbish_duved SWE_kiruna_mine SWE_resource_utilization SWE_industrial_research_program
	}
	ideas = {
		SWE_carl_petersen = 150
	}
	traits = {
		staunch_monarchist = 15
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: set_add_communist_weight_large
Constructs: limit, set_add_communist_weight_large, has_variable, set_variable, add_to_variable
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
set_add_communist_weight_large = {
	GER = {
		if = {
			limit = {
				NOT = {
					has_variable = communist_game_weight
				}
			}
			set_variable = {
				var = communist_game_weight
				value = 20
			}
		}
		else = {
			add_to_variable = {
				var = communist_game_weight
				value = 20
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_developing_java
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, set_state_category
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_developing_java
	icon = GFX_focus_generic_develop_java
	available = {
		OR = {
			AND = {
				controls_state = 335 1051
			}
			controls_state = 1058
		}
	}
	prerequisite = {
		focus = INS_recovering_from_the_great_depression
	}
	x = 4
	y = 1
	relative_position_id = INS_recovering_from_the_great_depression
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				INS_only_militia_states_if_possible_and_needed = yes
				impassable = no
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1051 335
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				controls_state = 1058
			}
			1058 = {
				set_state_category = metropolis
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_metropolitan_iran
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_metropolitan_iran
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = PER_develop_cities
	}
	x = 0
	y = 1
	relative_position_id = PER_develop_cities
	cost = 10
	available = {
		num_of_owned_factories = > 30
	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = PER_metropolitan_iran_idea
			days = 365
		}
	}
}
### Entity: Character
Component: TIG_yeebio_woldai
Source: game
File: common/characters/TIG.txt

Code:
TIG_yeebio_woldai = {
	name = Yeebio Woldai
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_4
		}
	}
	country_leader = {
		ideology = centrism_democratic
		expire = 1965.1.1
		id = -1
		traits = {
			nationalist_journalist_alt_2
		}
	}
}
### Entity: Country History
Country: OMA
Component: OMA_army
Source: game
File: history/countries/OMA - Oman.txt

Code:
# OOB & Army Setup for OMA
oob = OMA_1936
### Entity: State History
Component: 153
Constructs: add_core_of
Source: game
File: history/states/153-Tyrol.txt

Code:
state = {
	id = 153
	name = STATE_153
	history = {
		owner = AUS
		victory_points = {
			673 5
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			air_base = 3
		}
		add_core_of = AUS
		1938.3.12 = {
			owner = GER
			controller = GER
			add_core_of = GER
		}
	}
	provinces = {
		668 671 673 3675 6673 9633 9636 11618 11634
	}
	manpower = 1500986
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 12.0
}
### Entity: Idea
Component: EAI_DD_20/large_plane_maritime_patrol_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/large_plane_maritime_patrol_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_maritime_patrol_plane_airframe = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_expand_soviet_aid
Constructs: has_completed_focus, prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward, has_global_flag, has_volunteers_amount_from
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_expand_soviet_aid
	available = {
		NOT = {
			has_war_with = SOV
		} {
			has_global_flag = scw_over
		}
		SOV = {
			has_government = communism
		}
		has_volunteers_amount_from = {
			tag = SOV
			count = > 0
		}
	}
	bypass = {
		AND = {
			has_completed_focus = SPR_the_stalinist_doctrine
			has_global_flag = scw_over
		}
	}
	prerequisite = {
		focus = SPR_relocate_the_gold_reserves
	} {
		focus = SPR_crush_the_revolution
	}
	icon = GFX_goal_support_communism
	x = 1
	y = 2
	relative_position_id = SPR_relocate_the_gold_reserves
	cost = 5
	ai_will_do = {
		base = 1
		modifier = {
			factor = 3
			is_historical_focus_on = no
			SOV = {
				is_ai = no
			}
		} {
			factor = 3
			surrender_progress = > 0.4
			is_historical_focus_on = no
		} {
			factor = 0
			is_historical_focus_on = yes
			SOV = {
				is_ai = yes
			}
		} {
			factor = 0
			surrender_progress = < 0.4
			any_country = {
				NOT = {
					tag = SOV
				}
				ROOT = {
					has_volunteers_amount_from = {
						tag = PREV
						count = > 0
					}
				}
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		SOV = {
			add_timed_idea = {
				idea = SPA_spanish_civil_war_commitments
				days = 730
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = SPA_spanish_civil_war_commitments
			}
		}
		custom_effect_tooltip = SPR_expand_soviet_aid_tt
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_command_post_albertville
Constructs: prerequisite, limit, completion_reward, has_global_flag, is_owned_and_controlled_by, is_core_of, every_state, add_dynamic_modifier
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_command_post_albertville
	icon = GFX_goal_generic_fortify_city
	x = 1
	y = 1
	prerequisite = {
		focus = COG_brown_water_navy
	}
	relative_position_id = COG_brown_water_navy
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	bypass = {

	}
	available = {
		has_global_flag = COG_force_publique_reformed_flag
		890 = {
			is_owned_and_controlled_by = ROOT
			is_core_of = ROOT
		}
		888 = {
			is_owned_and_controlled_by = ROOT
			is_core_of = ROOT
		}
		889 = {
			is_owned_and_controlled_by = ROOT
			is_core_of = ROOT
		}
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 890 888 889
				}
			}
			add_dynamic_modifier = {
				modifier = idea_COG_river_navy
			}
		}
	}
}