Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Technology
Component: rangers_tech3
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	ranger_battalion = {
		max_organisation = 5
	}
	research_cost = 1.5
	start_year = 1943
	folder = {
		name = infantry_folder
		position = {
			x = 3
			y = @1943
		}
	}
	categories = {
		infantry_tech rangers_tech_cat cat_special_forces_generic
	}
	ai_will_do = {
		factor = 0.7
	}
}
### Entity: Modifier Reference
Construct: party_popularity_stability_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## party_popularity_stability_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: Character
Component: COG_isaac_kalonji
Constructs: is_subject, has_global_flag
Source: game
File: common/characters/COG.txt

Code:
COG_isaac_kalonji = {
	name = COG_isaac_kalonji
	portraits = {
		civilian = {
			small = GFX_portrait_COG_isaac_kalonji_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = COG_isaac_kalonji
		allowed = {
			original_tag = COG
		}
		available = {
			OR = {
				is_subject = no
				has_global_flag = COG_evolue_in_politics
			}
		}
		traits = {
			intellectual_evolue_entrepreneur
		}
		ai_will_do = {
			base = 3.0
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_570
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_570 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 570
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 570
	}
}
### Entity: Character
Component: refounder_of_mexico
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
refounder_of_mexico = {
	random = no
	stability_factor = 0.05
	trade_opinion_factor = 0.2
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_naval_aviation
Constructs: prerequisite, completion_reward, is_coastal, is_controlled_by, cancel_if_invalid, add_to_variable, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_naval_aviation
	icon = GFX_focus_generic_air_carrier
	overlay = GFX_focus_overlay_cze_navy_focus
	prerequisite = {
		focus = CZE_a_modern_navy
	}
	x = -1
	y = 1
	relative_position_id = CZE_a_modern_navy
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_naval_focus_focus = yes
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_ceskoslovenske_alecne_lodstvo_dynamic_modifier_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenske_alecne_lodstvo_sortie_efficiency = 0.1
			tooltip = sortie_efficiency_tt
		}
		add_tech_bonus = {
			name = CZE_naval_aviation
			bonus = 1.0
			uses = 1
			category = cv_tech
		}
		add_breakthrough_progress = {
			specialization = specialization_naval
			value = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_all_in_on_rubber
Constructs: prerequisite, completion_reward, has_resources_in_country
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_all_in_on_rubber
	icon = GFX_focus_generic_rubber
	available = {

	}
	prerequisite = {
		focus = INS_realign_supply_chains
	}
	mutually_exclusive = {
		focus = INS_invite_foreign_companies
	}
	x = 2
	y = 0
	relative_position_id = INS_invite_foreign_companies
	cost = 10
	ai_will_do = {
		base = 0.5
		modifier = {
			add = 1.5
			has_resources_in_country = {
				resource = rubber
				amount = > 500
				extracted = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		subtract_from_variable = {
			var = INS_realign_supply_chains_time
			value = 30
			tooltip = INS_realign_supply_chains_time_reduce_30_tt
		}
	}
}
### Entity: Joint Focus
Component: INSHOL_request_naval_control
Constructs: prerequisite, limit, joint_focus, completion_reward, is_subject_of, is_government_in_exile
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_request_naval_control
	icon = GFX_focus_INS_request_naval_control
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
		is_subject_of = HOL
		HOL = {
			is_government_in_exile = yes
		}
	}
	prerequisite = {
		focus = INSHOL_emergency_naval_purchases
	}
	mutually_exclusive = {
		focus = INSHOL_hybrid_navy
	}
	x = 1
	y = 1
	relative_position_id = INSHOL_emergency_naval_purchases
	cost = 5
	search_filters = {

	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			HOL = {
				country_event = {
					id = INS_dutch_events.1
					hours = 12
				}
			}
			custom_effect_tooltip = if_they_accept_tt INSHOL_naval_program_transfer_100_2_tt
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			HOL = {
				country_event = {
					id = INS_dutch_events.1
					hours = 12
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
}
### Entity: Character
Component: JUNO_the_national_falange
Constructs: research_speed_factor, democratic_drift, conscription_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_the_national_falange = {
	random = no
	sprite = 13
	democratic_drift = 0.06
	conscription_factor = 0.1
	research_speed_factor = 0.03
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_american_soldiers
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject_of, is_in_faction_with
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_american_soldiers
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = ICE_american_investments
	}
	x = 0
	y = 1
	relative_position_id = ICE_american_investments
	cost = 10
	available = {
		OR = {
			is_subject_of = USA
			is_in_faction_with = USA
		} {
			has_government = democratic neutrality
		}
		USA = {
			has_government = democratic
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = ICE_hosting_american_soldiers
	}
}
### Entity: Country History
Country: FIJ
Component: FIJ_technology
Constructs: set_technology
Source: game
File: history/countries/FIJ - Fiji.txt

Code:
# Starting Technologies for FIJ
set_technology = {
	infantry_weapons = 1
}
### Entity: Event
Component: WW_hungary.14
Constructs: is_triggered_only, ai_chance, fire_only_once, has_war_support, is_in_faction, random_days, has_stability
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.14
	title = WW_hungary.14.t
	desc = WW_hungary.14.desc
	picture = GFX_report_event_HUN_hungary_occupies_area
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.14.a
		ai_chance = {
			factor = 50
			modifier = {
				has_war_support = < 0.5
				factor = 2
			} {
				strength_ratio = {
					tag = HUN
					ratio = < 0.8
				}
				factor = 2
			} {
				is_in_faction = no
				HUN = {
					is_in_faction = yes
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = WW_hungary.15
				days = 2
				random_days = 3
			}
		}
	} {
		name = WW_hungary.14.b
		ai_chance = {
			factor = 50
			modifier = {
				has_war_support = > 0.5
				factor = 1.5
			} {
				strength_ratio = {
					tag = HUN
					ratio = > 1.5
				}
				factor = 2
			} {
				has_stability = < 0.5
				factor = 0.5
			}
		}
		FROM = {
			country_event = {
				id = WW_hungary.16
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: Decision
Component: TIB_religious_decisions
Source: game
File: common/decisions/categories/TIB_decision_categories.txt

Code:
TIB_religious_decisions = {
	priority = 11
	icon = TIB_religious_decisions
	picture = GFX_decision_cat_tibet_religious_decisions
	allowed = {
		original_tag = TIB
	}
}
### Entity: Idea
Component: NOR_norwegian_regency
Constructs: stability_factor, war_support_factor, has_country_leader, removal_cost
Source: game
File: common/ideas/norway.txt

Code:
NOR_norwegian_regency = {
	picture = generic_constitutional_guarantees
	allowed = {
		NOR_AAT = yes
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = NOR_peder_anker_wedel_jarlsberg
			}
		}
	}
	removal_cost = -1
	modifier = {
		improve_relations_maintain_cost_factor = -0.3
		stability_factor = 0.05
		war_support_factor = -0.05
		political_power_factor = 0.05
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_the_hashemite_diplomacy
Constructs: prerequisite, has_government, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_the_hashemite_diplomacy
	icon = GFX_goal_generic_foreign_diplomacy2
	relative_position_id = IRQ_reinforce_the_monarchy
	prerequisite = {
		focus = IRQ_reinforce_the_monarchy
	}
	x = -2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		JOR = {
			exists = yes
			has_government = neutrality
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		JOR = {
			add_opinion_modifier = {
				target = IRQ
				modifier = huge_increase
			}
		}
		add_opinion_modifier = {
			target = JOR
			modifier = huge_increase
		}
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_interceptor
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_interceptor
* description: Total produced equipment of typeinterceptor
### Entity: AI Strategy
Component: SOV_modern_tanks
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/SOV_tank.txt

Code:
SOV_modern_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		SOV
	}
	roles = {
		land_modern_tank
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_modern_tank_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = modern_tank_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_3 tank_heavy_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_modern_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = sloped_armor
				special_type_slot_3 = easy_maintenance
				special_type_slot_4 = stabilizer
			}
			upgrades = {
				tank_nsb_engine_upgrade = 14
				tank_nsb_armor_upgrade = {
					base = 8
					modifier = {
						add = 5
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 5
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_modern_tank_turret tank_torsion_bar_suspension tank_cast_armor tank_diesel_engine sloped_armor easy_maintenance stabilizer armor_skirts tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
}
### Entity: Event
Component: news.116
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.116
	title = news.112.t
	desc = news.116.d
	picture = GFX_news_event_052
	major = yes
	trigger = {
		118 = {
			is_controlled_by = ITA
		} {
			is_owned_by = ENG
		}
		ITA = {
			has_war_with = ENG
		}
		NOT = {
			has_global_flag = fall_of_gibraltar_ita
		}
	}
	immediate = {
		set_global_flag = fall_of_gibraltar_ita
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = ITA ENG
			}
		}
	} {
		name = news.113.b
		trigger = {
			TAG = ITA
		}
	} {
		name = news.100.c
		trigger = {
			TAG = ENG
		}
	}
}
### Entity: Event
Component: DOD_yugoslavia.181
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.181
	title = DOD_yugoslavia.181.t
	desc = DOD_yugoslavia.181.d
	picture = GFX_report_event_generic_bombers
	is_triggered_only = yes
	option = {
		name = worrying
		add_timed_idea = {
			idea = agitated_peasants
			days = 180
		}
	}
}
### Entity: Event
Component: czech.4
Constructs: is_triggered_only, ai_chance, create_wargoal, take_state_focus
Source: game
File: events/DOD_Czechoslovakia.txt

Code:
country_event = {
	id = czech.4
	title = czech.4.t
	desc = czech.4.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = czech.4.a
		ai_chance = {
			factor = 80
		}
		CZE = {
			country_event = {
				id = czech.5
				hours = 6
			}
		}
		create_wargoal = {
			type = take_state_focus
			target = ROM
			generator = {
				78 79 80 46 81
			}
		}
		hidden_effect = {

		}
	} {
		name = czech.4.b
		ai_chance = {
			factor = 20
		}
		CZE = {
			country_event = {
				id = czech.6
				hours = 6
			}
		}
		hidden_effect = {

		}
	}
}
### Entity: Order of Battle
Component: Koninklijke Marine
Source: game
File: history/units/HOL_1939_naval_legacy.txt

Code:
fleet = {
	name = Koninklijke Marine
	naval_base = 3314
	task_force = {
		name = Koninklijke Vloot
		location = 3314
		ship = {
			name = HrMs Hertog Hendrik
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Jacob van Heemskerck
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Van Galen
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = HOL
				}
			}
		}
	} {
		name = Koninklijke Onderzeeboot Smaldeel
		location = 3314
		ship = {
			name = HrMs O-9
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = HOL
					version_name = K-XIV Class
				}
			}
		} {
			name = HrMs O-10
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = HOL
					version_name = K-XIV Class
				}
			}
		} {
			name = HrMs O-11
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = HOL
					version_name = K-XIV Class
				}
			}
		} {
			name = HrMs O-12
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = HOL
					version_name = K-XIV Class
				}
			}
		} {
			name = HrMs O-13
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = HOL
					version_name = K-XIV Class
				}
			}
		} {
			name = HrMs O-14
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = HOL
					version_name = K-XIV Class
				}
			}
		} {
			name = HrMs O-15
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = HOL
					version_name = K-XIV Class
				}
			}
		} {
			name = HrMs O-16
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs O-19
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs O-20
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = HOL
				}
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_swedish_internal_policy
Constructs: completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_swedish_internal_policy
	icon = GFX_goal_SWE_internal_policy
	mutually_exclusive = {
		focus = SWE_abandon_neutrality SWE_swedish_communism SWE_royalist_return
	}
	x = -12
	y = 0
	cost = 5
	completion_reward = {
		unlock_decision_category_tooltip = SWE_nationalist_military_garrisons_category
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Scripted Effect
Component: r56_ger_dnvp_35
Constructs: limit, has_active_mission, add_days_mission_timeout
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
r56_ger_dnvp_35 = {
	IF = {
		limit = {
			has_active_mission = GER_dnvp_demands_action
		}
		add_days_mission_timeout = {
			mission = GER_dnvp_demands_action
			days = 150
		}
	}
}
### Entity: Event
Component: BBA_swiss_expansion.9
Constructs: is_triggered_only, ai_chance, has_completed_focus, every_owned_state, limit, remove_ideas, has_war_with, is_ai
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_swiss_expansion.9
	title = BBA_swiss_expansion.9.t
	desc = BBA_swiss_expansion.9.desc
	picture = GFX_report_event_SWI_cantons_flags_soldiers
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = BBA_swiss_expansion.9.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				FROM = {
					is_ai = no
				}
			} {
				factor = 3
				GER = {
					has_army_manpower = {
						size = > 399999
					}
					has_completed_focus = GER_remilitarize_the_rhineland
				}
			} {
				factor = 3
				strength_ratio = {
					tag = FROM
					ratio = < 0.8
				}
			} {
				factor = 4
				strength_ratio = {
					tag = FROM
					ratio = < 0.3
				}
			} {
				add = 15
				SWI_country_opinion_is_good = yes
			} {
				factor = 2
				is_historical_focus_on = no
			} {
				factor = 0
				has_war_with = SWI
			}
		}
		trigger = {

		}
		FROM = {
			country_event = {
				id = BBA_swiss_expansion.10
				hours = 5
			}
		}
		effect_tooltip = {
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
			every_owned_state = {
				add_core_of = FROM
			}
		}
	} {
		name = BBA_swiss_expansion.9.b
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		FROM = {
			country_event = {
				id = BBA_swiss_expansion.11
				hours = 5
			}
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = annex_everything
					target = ROOT
				}
			}
		}
		if = {
			limit = {
				has_idea = SWI_swiss_democratic_propaganda
			}
			remove_ideas = {
				SWI_swiss_democratic_propaganda
			}
		}
	}
}
### Entity: Country History
Country: ATJ
Component: ATJ_characters
Constructs: recruit_character
Source: game
File: history/countries/ATJ - Atjeh.txt

Code:
# Leaders & Characters for ATJ
recruit_character = INS_alauddin_syah
### Entity: Event
Component: turkey.127
Constructs: is_triggered_only
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.127
	title = turkey.127.t
	desc = turkey.127.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = turkey.127.a
	}
}
### Entity: Character
Component: ERI_acgs
Source: game
File: common/characters/ERI.txt

Code:
ERI_acgs = {
	advisor = {
		slot = air_chief
		idea_token = ERI_acgs
		allowed = {
			original_tag = ERI
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Idea
Component: GER_pool_technical_know_how
Constructs: has_government, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_pool_technical_know_how = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	picture = generic_production_bonus
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
		light_tank_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
		medium_tank_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
		heavy_tank_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
		artillery_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Event
Component: r56.lootbox.event.4
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.4
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.4.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.common
		custom_effect_tooltip = r56_tooltip_lootbox_event4
		add_to_variable = {
			var = r56_lootbox_amount
			value = 2
		}
	}
}
### Entity: Event
Component: war_justification.217
Constructs: is_triggered_only
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.217
	title = war_justification.217.t
	desc = war_justification.217.d
	picture = GFX_report_event_riot_police_poland
	is_triggered_only = yes
	option = {
		name = war_justification.217.a
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_Naval
Constructs: limit, completion_reward, has_idea, has_civil_war, is_coastal, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Naval
	icon = GFX_goal_generic_build_navy
	cost = 10.0
	x = 15
	y = 0
	ai_will_do = {
		factor = 5
	}
	available = {
		NOT = {
			has_idea = SPR_the_black_years
		}
		has_civil_war = no
		any_controlled_state = {
			is_coastal = yes
		}
	}
	completion_reward = {
		random_controlled_state = {
			prioritize = {
				171
			}
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				168
			}
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: CHI_legislative_yuan
Constructs: political_power_gain, removal_cost, democratic_drift
Source: game
File: common/ideas/china.txt

Code:
CHI_legislative_yuan = {
	picture = generic_democratic_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_gain = 0.25
		democratic_drift = 0.02
	}
}
### Entity: AI Strategy
Component: SOV_dont_support_whites
Constructs: has_dlc, has_global_flag, send_volunteers_desire, send_lend_lease_desire
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_dont_support_whites = {
	allowed = {
		has_dlc = No Step Back
	}
	enable = {
		SOV = {
			SOV_is_exiles = yes
		}
		NOT = {
			tag = SOV
		}
	}
	abort = {
		has_global_flag = SOV_soviet_civil_war_over
	}
	ai_strategy = {
		type = alliance
		id = SOV
		value = -200
	} {
		type = befriend
		id = SOV
		value = -100
	} {
		type = support
		id = SOV
		value = -100
	} {
		type = send_volunteers_desire
		id = SOV
		value = -200
	} {
		type = send_lend_lease_desire
		id = SOV
		value = -200
	}
}
### Entity: Trigger Reference
Construct: num_battalions_in_states
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_battalions_in_states

* Supported Scopes: COUNTRY
* Supported Targets: any

```
Checks number of battalions in states (optionally filtering on battalion types). Using a custom tooltip is highly recommended since the default tooltip leaves out some information for the sake of readability.
Example:
num_battalions_in_states = {
	count > 5 (or <, =)
	states = { 550 559 }
	types = { infantry cavalry } [optional - will count all except excluded if not specified]
	exclude = { light_armor } [optional - will count all (included) if not specified]
}
```