Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: war_economy
Constructs: has_completed_focus, has_war, limit, has_government, has_country_flag, has_war_support, has_idea, has_dlc
Source: game
File: common/ideas/_economic.txt

Code:
war_economy = {
	available = {
		has_war_support = > 0.5
		OR = {
			has_government = fascism communism
			if = {
				limit = {
					PHI_SEA = yes
				}
				if = {
					limit = {
						has_idea = PHI_ties_with_nationalist_spain
					}
					has_idea = PHI_ties_with_nationalist_spain
				}
				else_if = {
					limit = {
						has_idea = PHI_ties_with_nationalist_spain_2
					}
					has_idea = PHI_ties_with_nationalist_spain_2
				}
				else = {
					hidden_trigger = {
						always = no
					}
				}
			}
			else = {
				hidden_trigger = {
					always = no
				}
			}
			custom_trigger_tooltip = {
				tooltip = or_clarification_tooltip
				always = no
			}
			AND = {
				has_war = yes
				any_enemy_country = {
					ic_ratio = {
						tag = ROOT
						ratio = > 0.4
					}
				}
			}
		}
		IF = {
			limit = {
				original_tag = HUN
				has_dlc = Death or Dishonor
				NOT = {
					has_dlc = Gotterdammerung
				}
			}
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				NOT = {
					has_idea = HUN_treaty_of_triannon_aat
				}
			}
			ELSE = {
				NOT = {
					has_idea = HUN_treaty_of_triannon
				}
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = HUN
				has_dlc = Gotterdammerung
			}
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				custom_trigger_tooltip = {
					tooltip = wuw_HUN_not_has_trianon_for_laws_tt
					NOT = {
						OR = {
							has_idea = HUN_treaty_of_triannon_aat_wuw HUN_treaty_of_triannon_aat_wuw_no_air_debuff HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff
						}
					}
				}
			}
			ELSE = {
				custom_trigger_tooltip = {
					tooltip = wuw_HUN_not_has_trianon_for_laws_tt
					NOT = {
						OR = {
							has_idea = HUN_treaty_of_triannon_wuw HUN_treaty_of_triannon_wuw_no_army_exp_debuff HUN_treaty_of_triannon_wuw_no_air_debuff HUN_treaty_of_triannon_wuw_no_air_or_army_debuff
						}
					}
				}
			}
		}
		if = {
			limit = {
				has_completed_focus = USA_limited_intervention
				has_defensive_war = no
			}
			has_war_support = > 0.75
			congress_high_support_trigger = yes
		} {
			limit = {
				original_tag = TUR
				has_dlc = Battle for the Bosporus
			}
			NOT = {
				OR = {
					has_active_mission = TUR_etatism_crisis_1 TUR_etatism_crisis_2 TUR_etatism_crisis_4
				}
			}
		} {
			limit = {
				original_tag = CZE
				has_dlc = Peace For Our Time

# ... (truncated)
### Entity: Unit Template
Component: USA_CLAA_HISTORICAL
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
USA_CLAA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CLAA
	for_countries = {
		USA
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = USS 
	fallback_name = Light Cruiser CLAA-%d
	unique = {
		Atlanta Juneau San Diego San Juan Oakland Reno Flint Tucson Juneau Spokane Fresno Tallahassee New Haven Wilmington Buffalo Newark Youngstown Vallejo Cheyenne Chattanooga Gary Hartford Lancaster Pensacola Galena Marion Mohican Quinnebaug Swatara Boston Chicago Baltimore San Francisco Tahoe Yosemite Montgomery Anniston Minneapolis Olympia New Orleans Albany Des Moines Tacoma
	}
}
### Entity: State History
Component: 149
Constructs: add_core_of
Source: game
File: history/states/149-Vaasa.txt

Code:
state = {
	id = 149
	name = STATE_149
	manpower = 594860
	state_category = town
	history = {
		owner = FIN
		add_core_of = FIN
		victory_points = {
			3122 2
		} {
			66 1
		} {
			6013 1
		} {
			6141 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 2
			3122 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		63 66 3119 3122 3172 6013 6138 6141 6198 9038 9156 9166 9219 11033 11065 11126 11144 13113
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: Grenzschutz-Abschnitts-Kommando 30
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/GER_1939.txt

Code:
division = {
	name = Grenzschutz-Abschnitts-Kommando 30
	location = 3581
	division_template = Sicherungs-Division
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = GER
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: National Focus
Tree: per_focus
Component: PER_shift_toward_heavy_industry
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_shift_toward_heavy_industry
	icon = GFX_goal_generic_construct_mil_factory
	cost = 10
	prerequisite = {
		focus = PER_secure_weapon_deals
	} {
		focus = PER_increase_textile_production
	}
	x = 5
	y = 3
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				266
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: bra_artillery_manufacturer
Constructs: has_completed_focus, limit, has_allowed_idea_with_traits, removal_cost, research_bonus
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_artillery_manufacturer = {
	picture = ep
	allowed = {
		tag = BRA
		NOT = {
			has_allowed_idea_with_traits = {
				idea = artillery_manufacturer
				limit = 1
			}
		}
	}
	available = {
		has_completed_focus = BRA_R56_analyze_the_paulista_war
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
}
### Entity: Unit Leader
Component: 8
Source: game
File: common/unit_leader/00_logistics_skills.txt

Code:
8 = {
	cost = 12800
	type = corps_commander
	modifier = {
		supply_consumption_factor = -0.2
	}
}
### Entity: Country History
Country: HAZ
Component: HAZ_characters
Constructs: recruit_character
Source: game
File: history/countries/HAZ - Hazaristan.txt

Code:
# Leaders & Characters for HAZ
recruit_character = HAZ_muhammad_ibrahim_khan HAZ_ismael_balkhi
### Entity: Idea
Component: EAI_DD_9/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_9/large_plane_maritime_patrol_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_maritime_patrol_plane_airframe = {
			build_cost_ic = -0.09
			instant = yes
		}
	}
}
### Entity: Name List
Component: KUW
Source: game
File: common/names/00_names.txt

Code:
KUW = {
	male = {
		names = {
			Aali Abd Al-Latif Abdul Abdul-Rahman Abu Adnan Ahmed Ali Amir Ammar Ashfaq Ayuub Baqi Bassem Danyal Esmail Fadil Fareed Fawzi Gabir Ghufran Haider Hakeem Hamid Hanif Hatim Houssam Husain Ibrahim Idris Imen Iskandar Ismai'il Jafar Jamal Jibril Karim Latif Mahometus Maqsud Mikha'il Mohammed Mostafa Murtada Nadeem Najm Navid Nur Omar Osama Qasim Rais Rashid Rayan Ruh Saif Salih Shad Shakir Shukri Sulaiman Taj Tayyib Wafai Yakub Yuhanna Zahi Zawar Zulfaqar Abdulaziz Abdullah Abdulqader Abdul-Razzak Ahmad Ajeel Alaa Amani Bader Fahid Faisal Fathi Fayez Fehaid Fouzi Ibrahim Jamal Jasem Kazem Khaled Khalifa Messaed Mishary Mohammed Mojeb Musaed Nasser Nawaf Saad Saleh Wael Yousuf Yusuf Zaid
		}
	}
	female = {
		names = {
			Aaliyah Aisha Amaal Anisa Ayda Basma Djamila Farah Fatin Gamila Hadia Haifa Haniyah Hosni Ihab Israa Jathibiyya Khalida Latifa Maha Mona Nadia Nashwa Nimat Rabab Rana Rayhana Ruqayyah Sahar Samia Sarah Shahrizad Shayma Suraya Uzma Yasmin Zahia Zakiya Zulekha Danah Essra Ibtihal Massouma Nawal Thuraya
		}
	}
	surnames = {
		Abdullah Abdulrashid Ahmad Ahmed Ajam Al-Amin Alfarsi Al-Ghazzawi Al-Hashim Ali Al-Mufti Amjad Boulos Bousaid Hakim Hussain Kader Karim Karimi Mohammed Muhammad Naaji Nagi Najm Nejem Qadir Saab Samara Saqqaf Sultan Tawfeek Tawfiq Zaman Adees Al-Adwani Ajab Al-Ajar Al-Ajmi Ali Alqattar Alyan Al-Anberi Al Awda Al Azmi Bandar Al-Baqsami Behbehani Al-Bloushi Al-Buloushi Al-Dakhil Al-Deehani Al-Dihani Al-Dousari El-Efasy Ghareeb Al-Habashi Al Hadhood Al-Haji Al Hammad Al-Harb Al Huwaidi Ibrahem Kamel Al-Kharafi Al-Khatib Khraibut El Kuwaitia Al-Mathkour Mohammed Mubarak Al-Mubarak Al-Mudhaf Al Mutairi Al-Mutawa Al-Nashi Al-Nashmi Al-Nasrallah Neda Al-Obeidi Al Rashidi Al-Razouki Al Refai Al Rowaished Al-Rubei Al-Sabah Al-Sadoun Al-Saleh Shah Al Shammari Al Shatty Al-Soula Al-Suwaidan Al-Tarabilsi Al-Watani Yacob Al-Yassin Al Zamel Al-Zinkawi
	}
	callsigns = {

	}
}
### Entity: Scripted Trigger
Component: SWI_country_opinion_is_excellent
Constructs: check_variable
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_country_opinion_is_excellent = {
	check_variable = {
		var = THIS.opinion@SWI
		value = SWI_excellent_opinion
		compare = greater_than_or_equals
	}
}
### Entity: Wiki Documentation
Construct: style
Source: wiki
File: wiki/Template%3AAmbox.html

Doc:
style

Optional CSS values used by the entire message box table. Without quotation marks
```
" "
```
but with the ending semicolons
```
;
```
. For example:

```
style = margin-bottom: 0.5em;
```
### Entity: Idea
Component: SIA_influx_in_foreign_investment_r56
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_influx_in_foreign_investment_r56 = {
	removal_cost = -1
	picture = generic_foreign_capital
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		industrial_concern_cost_factor = -1
		industry_repair_factor = 0.15
		production_speed_buildings_factor = 0.15
	}
}
### Entity: Character
Component: disarmament_proponent
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
disarmament_proponent = {
	random = no
	sprite = 13
	stability_factor = 0.05
	war_support_factor = -0.05
	consumer_goods_factor = -0.1
	trade_laws_cost_factor = -0.15
}
### Entity: Event
Component: war_justification.207
Constructs: is_triggered_only
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.207
	title = war_justification.207.t
	desc = war_justification.207.d
	picture = GFX_report_event_american_hunger_march
	is_triggered_only = yes
	option = {
		name = war_justification.207.a
	}
}
### Entity: Idea
Component: GER_the_new_schlieffen_plan
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_the_new_schlieffen_plan = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_armor
	modifier = {

	}
	targeted_modifier = {
		tag = BEL
		attack_bonus_against = 0.05
		breakthrough_bonus_against = 0.05
	}
}
### Entity: Character
Component: AFG_sheikhulislam
Constructs: political_power_gain, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_sheikhulislam = {
	random = no
	political_power_gain = 0.2
	justify_war_goal_time = -0.25
	neutrality_drift = 0.05
	army_morale_factor = 0.1
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_60
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_60 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 60
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 60
	}
}
### Entity: Scripted Trigger
Component: EAI_medium_amphibious_armor_focus
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_template_design_triggers.txt

Code:
EAI_medium_amphibious_armor_focus = {
	EAI_amphibious_division_focus = yes
	EAI_MARM_military_focus = yes
}
### Entity: Modifier Reference
Construct: positioning
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## positioning

* Number with 1 decimal places
* **Categories**: naval, unit_leader
### Entity: National Focus
Tree: ast_focus
Component: AST_expand_the_raaf
Constructs: limit, completion_reward, cancel_if_invalid, complete_tooltip, add_breakthrough_progress, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_expand_the_raaf
	icon = GFX_goal_generic_build_airforce
	x = 7
	y = 0
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	complete_tooltip = {
		air_experience = 25
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		random_state = {
			limit = {
				has_state_flag = AST_expand_the_raaf_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = AST_expand_the_raaf
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
				NOT = {
					state = 674
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
			set_state_flag = AST_expand_the_raaf_AB
		}
		add_doctrine_cost_reduction = {
			name = AST_expand_the_raaf
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Unit Leader
Component: inflexible_strategist
Constructs: is_army_leader, has_idea
Source: game
File: common/unit_leader/00_traits.txt

Code:
inflexible_strategist = {
	type = land
	trait_type = personality_trait
	defense_skill = 1
	logistics_skill = 1
	defense_skill_factor = 1
	logistics_skill_factor = 1
	new_commander_weight = {
		factor = 1
		modifier = {
			is_army_leader = yes
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_army_officers_3
			}
			factor = 0
		}
	}
}
### Entity: Character
Component: OCC_ar
Source: game
File: common/characters/OCC.txt

Code:
OCC_ar = {
	advisor = {
		slot = high_command
		idea_token = OCC_ar
		ledger = army
		allowed = {
			original_tag = OCC
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
}
### Entity: AI Strategy
Component: CHI_aifc_incompetent_officers
Constructs: has_completed_focus, has_idea, force_concentration_factor
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_aifc_incompetent_officers = {
	allowed = {
		original_tag = CHI
	}
	enable = {
		OR = {
			has_idea = CHI_incompetent_officers
			NOT = {
				has_completed_focus = CHI_serve_the_country_with_utmost_loyalty
			} {
				has_completed_focus = CHI_prepare_the_war_zones
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_factor
		value = -30
	}
}
### Entity: Country History
Country: SND
Component: SND_misc
Constructs: recruit_character, limit, add_ideas, set_variable, has_dlc
Source: game
File: history/countries/SND - Shandong.txt

Code:
# Misc for SND
capital = 1038
set_variable = {
	CHI_warlord_army_political_power_gain = 0
}
{
	CHI_warlord_army_army_core_attack_factor = 0
}
{
	CHI_warlord_army_army_core_defence_factor = 0
}
{
	CHI_warlord_army_production_speed_buildings_factor = 0
}
{
	CHI_warlord_army_army_infantry_attack_factor = 0
}
{
	CHI_warlord_army_army_infantry_defence_factor = 0
}
{
	CHI_warlord_army_special_forces_cap = 0
}
{
	CHI_warlord_army_special_forces_out_of_supply_factor = 0
}
{
	warlord_faction_influence_war_score_factor = 0
}
{
	warlord_faction_influence_contribution_factor = 0
}
{
	RNG_state_shintoism_surrender_limit = 0
}
{
	RNG_state_shintoism_war_support_factor = 0
}
{
	RNG_state_shintoism_pocket_penalty = 0
}
{
	RNG_state_shintoism_stability_factor = 0
}
{
	RNG_state_shintoism_army_core_defence_factor = 0
}
{
	RNG_state_shintoism_research_speed_factor = 0
}
{
	RNG_state_shintoism_recruitable_population_factor = 0
}
{
	RNG_state_shintoism_political_power_gain = 0
}
IF = {
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	recruit_character = SND_han_fuju CHI_sun_tongxuan
	add_ideas = {
		CHI_warlord_looting_idea
	}
}
if = {
	limit = {
		has_dlc = Waking the Tiger
	}
	add_ideas = {
		PRC_government_corruption CHI_ineffective_bureaucracy_warlord CHI_warlord_state_idea
	}
}
### Entity: Idea
Component: CHI_the_three_year_plan
Constructs: has_war, has_dlc, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_the_three_year_plan = {
	picture = man_five_year_plan_industry
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_war = no
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.05
		cic_construction_boost_factor = 0.1
		production_factory_efficiency_gain_factor = 0.1
		custom_modifier_tooltip = CHI_the_three_year_plan_tt
	}
}
### Entity: Idea
Component: hikari_naval_arsenal
Constructs: research_bonus, refit_speed
Source: game
File: common/ideas/japan.txt

Code:
hikari_naval_arsenal = {
	picture = JAP_hikari_naval_arsenal
	allowed = {
		original_tag = JAP
	}
	visible = {

	}
	research_bonus = {
		naval_equipment = 0.1
	}
	traits = {
		repair_and_refurbishment_plant
	}
	modifier = {
		naval_accidents_chance = -0.15
		repair_speed_factor = 0.1
		refit_ic_cost = -0.1
		refit_speed = 0.1
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_irredentism
Constructs: prerequisite, has_war, limit, remove_ideas, has_government, owns_state, has_war_with, add_opinion_modifier
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_irredentism
	icon = GFX_focus_SWI_expand_the_federation
	cost = 10
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 0
			has_war = yes
		}
	}
	prerequisite = {
		focus = SWI_old_confederation SWI_one_man
	}
	available = {
		is_subject = no
		has_government = fascism
	}
	x = 11
	y = 4
	completion_reward = {
		remove_ideas = SWI_swiss_neutral
		add_state_core = 848
		add_state_claim = 153 28 42 50 52 53 54 923
		if = {
			limit = {
				NOT = {
					owns_state = 848
				}
				848 = {
					CONTROLLER = {
						NOT = {
							has_war_with = ROOT
						}
					}
				} {
					OWNER = {
						NOT = {
							has_war_with = ROOT
						}
					}
				}
			}
			random_other_country = {
				limit = {
					owns_state = 848
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_claimed_our_land
				}
				country_event = EYE_swiss.8
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: r56i_laws_security_rights
Constructs: stability_factor, limit, has_government, has_country_leader_ideology, has_global_flag, compliance_gain, cancel_if_invalid, has_power_balance
Source: game
File: common/ideas/r56i_laws_security.txt

Code:
r56i_laws_security_rights = {
	available = {
		OR = {
			has_government = democratic
			custom_trigger_tooltip = {
				tooltip = individual_rights_trigger_tt
				OR = {
					has_country_leader_ideology = anarchism anarchist_communism democratic_socialism
				}
			}
		}
		NOT = {
			hidden_trigger = {
				has_global_flag = NATIONAL_CHARACTERS_BLOCKED
			}
		}
	}
	modifier = {
		compliance_gain = 0.05
		stability_factor = 0.05
		resistance_damage_to_garrison = 0.1
		drift_defence_factor = -0.1
	}
	cancel_if_invalid = no
	on_add = {
		if = {
			limit = {
				original_tag = AFG
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = 0.05
				tooltip_side = AFG_tribal_side
			}
		}
	}
	on_remove = {
		if = {
			limit = {
				original_tag = AFG
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.05
				tooltip_side = AFG_government_side
			}
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_faction_research_exchange
Constructs: prerequisite, completion_reward, is_in_faction, add_tech_bonus, electronics_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_faction_research_exchange
	icon = GFX_goal_research_silver_cooperation
	prerequisite = {
		focus = CZE_join_allies CZE_join_axis CZE_join_commitern CZE_nazi_puppet CZE_claims_bohemian_crown
	}
	available = {
		is_in_faction = yes
	}
	x = 30
	y = 9
	cost = 14.3
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 1
			uses = 1
			category = electronics
		} {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		} {
			name = air_plane_models
			bonus = 1
			uses = 1
			category = light_air medium_air heavy_air
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: SEA_PRC_faction_events.5
Constructs: is_triggered_only, limit, add_war_support, has_subject, unlock_decision_tooltip, set_country_flag, create_wargoal, take_state_focus
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.5
	is_triggered_only = yes
	title = SEA_PRC_faction_events.5.t
	desc = SEA_PRC_faction_events.5.desc
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = SEA_PRC_faction_events.5.a
		add_war_support = 0.05
		if = {
			limit = {
				has_subject = FROM
			}
			end_puppet = ROOT
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				original_tag = PRC
			}
			unlock_decision_tooltip = PRC_usurp_control_over_yanan_decision
			set_country_flag = PRC_usurp_control_over_yanan_flag
		} {
			limit = {
				original_tag = CHI
			}
			create_wargoal = {
				type = take_state_focus
				target = FROM
				generator = {
					283 744
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_55
Source: game
File: history/units/GER_1939_air_legacy.txt

Code:
air_wings = {
	55 = {
		tac_bomber_equipment_1 = {
			owner = GER
			amount = 72
		}
		CAS_equipment_1 = {
			owner = GER
			amount = 30
		}
		fighter_equipment_1 = {
			owner = GER
			amount = 72
		} {
			owner = GER
			amount = 72
		} {
			owner = GER
			amount = 72
		}
	}
}
### Entity: Scripted Trigger
Component: DIPLOMACY_JOIN_FACTION_ENABLE_TRIGGER
Constructs: limit, has_country_flag, has_dlc, is_subject
Source: game
File: common/scripted_triggers/diplomacy_scripted_triggers.txt

Code:
DIPLOMACY_JOIN_FACTION_ENABLE_TRIGGER = {
	if = {
		limit = {
			has_dlc = Arms Against Tyranny
			original_tag = DEN
			has_country_flag = DEN_is_protectorate_flag
			is_subject = yes
		}
		custom_trigger_tooltip = {
			tooltip = DENMARK_IS_A_PUPPET_FACTION
			always = no
		}
	}
}
### Entity: Idea
Component: KMT_kmt_establishment2
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_kmt_establishment2 = {
	removal_cost = -1
	picture = chi_warlord_integration3
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	on_remove = {

	}
	modifier = {
		political_power_cost = 0.2
		stability_factor = -0.1
		drift_defence_factor = -0.3
	}
}
### Entity: Event
Component: venezuela.22
Constructs: is_triggered_only, fire_only_once, swap_ideas, remove_idea, add_idea
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.22
	picture = GFX_report_event_romulo_gallegos_rally
	title = venezuela.22.t
	desc = venezuela.22.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.22.a
		swap_ideas = {
			remove_idea = VEN_corruption
			add_idea = VEN_corruption_2
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = VEN_romulo_betancourt
	}
}