Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: alg_focus
Component: ALG_turkish_relations
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_turkish_relations
	icon = GFX_focus_generic_befriend_turkey
	x = 16
	y = 7
	cost = 10
	mutually_exclusive = {
		focus = ALG_arab_independence ALG_collaboration_with_allies
	}
	prerequisite = {
		focus = ALG_hadjs_guidance ALG_united_under_abbas
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		country_exists = TUR
		NOT = {
			has_war_with = TUR
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = TUR
			}
			has_war_with = TUR
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		TUR = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
		add_opinion_modifier = {
			target = TUR
			modifier = large_increase
		}
	}
}
### Entity: Event
Component: liechtenstein.6
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.6
	picture = GFX_report_event_german_politician_speech
	title = liechtenstein.6.t
	desc = liechtenstein.6.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.6.a
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_truth_prevails
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, has_war_with_major, has_dynamic_modifier, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_truth_prevails
	icon = GFX_focus_ARG_defense_and_democracy
	prerequisite = {
		focus = CZE_compromise_with_the_veteran_agrarian CZE_deepend_ties_with_the_trademans
	}
	relative_position_id = CZE_compromise_with_the_veteran_agrarian
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			democratic = > 0.75
			has_war_with_major = yes
		}
		NOT = {
			has_dynamic_modifier = {
				modifier = CZE_a_divided_nation_dynamic_modifier
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	completion_reward = {
		add_political_power = 75
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = CZE_truth_prevails_idea
		if = {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_very_low_increase_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: seasoned_administrator
Source: game
File: common/country_leader/goe_traits.txt

Code:
seasoned_administrator = {
	resistance_activity = -0.2
	resistance_damage_to_garrison = -0.35
	resistance_garrison_penetration_chance = -0.25
}
### Entity: Scripted Effect
Component: r56_conscription_law_level_up
Constructs: limit, add_ideas, has_idea
Source: game
File: common/scripted_effects/r56_scripted_effects.txt

Code:
r56_conscription_law_level_up = {
	if = {
		limit = {
			has_idea = disarmed_nation
		}
		add_ideas = volunteer_only
	}
	else_if = {
		limit = {
			has_idea = volunteer_only
		}
		add_ideas = limited_conscription
	} {
		limit = {
			has_idea = limited_conscription
		}
		add_ideas = extensive_conscription
	} {
		limit = {
			has_idea = extensive_conscription
		}
		add_ideas = service_by_requirement
	} {
		limit = {
			has_idea = service_by_requirement
		}
		add_ideas = all_adults_serve
	} {
		limit = {
			has_idea = all_adults_serve
		}
		add_ideas = scraping_the_barrel
	}
}
### Entity: Idea
Component: POL_Plage_i_Laskiewicz
Constructs: has_completed_focus, has_country_flag, has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Plage_i_Laskiewicz = {
	picture = LWS
	available = {
		OR = {
			has_completed_focus = POL_Attract_Foreign_Investment
			has_country_flag = POL_Sell_Stakes_in_State_Aircraft_Companies
		}
	}
	allowed = {
		original_tag = POL
		has_dlc = Poland: United and Ready
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		CAS_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: EAI_ESP_add_finished_agency_upgrade
Constructs: limit, has_country_flag, has_intelligence_agency, create_intelligence_agency, check_variable, clr_country_flag, set_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_espionage_effects.txt

Code:
EAI_ESP_add_finished_agency_upgrade = {
	if = {
		limit = {
			has_country_flag = EAI_ESP_force_upgrade_agency_active
			NOT = {
				has_country_flag = EAI_ESP_force_upgrade_agency_duration
			}
		}
		if = {
			limit = {
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		}
		else_if = {
			limit = {
				check_variable = {
					agency_upgrade_number = 0
				}
			}
			upgrade_intelligence_agency = upgrade_form_department
		} {
			limit = {
				check_variable = {
					agency_upgrade_number = 1
				}
			}
			upgrade_intelligence_agency = upgrade_suicide_pills
		} {
			limit = {
				check_variable = {
					agency_upgrade_number = 2
				}
			}
			upgrade_intelligence_agency = upgrade_interrogation_techniques
		} {
			limit = {
				check_variable = {
					agency_upgrade_number = 3
				}
			}
			upgrade_intelligence_agency = upgrade_passive_defense
		} {
			limit = {
				check_variable = {
					agency_upgrade_number = 4
				}
			}
			upgrade_intelligence_agency = upgrade_crypto_strength
		}
		clr_country_flag = EAI_ESP_force_upgrade_agency_active
		subtract_from_variable = {
			EAI_misc_reserved_factories = EAI_ESP_force_upgrade_agency_factories
		}
		set_variable = {
			EAI_ESP_force_upgrade_agency_factories = 0
		}
	}
}
### Entity: Character
Component: INS_dick_de_hoog
Constructs: has_completed_focus, limit, has_cosmetic_tag, has_idea
Source: game
File: common/characters/INS.txt

Code:
INS_dick_de_hoog = {
	name = INS_dick_de_hoog
	portraits = {
		army = {
			small = GFX_portrait_INS_dick_hoog_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = INS_dick_de_hoog
		cost = 150
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			INS_is_volksaad_active_VISIBLE = yes
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				OR = {
					has_idea = idea_INS_volksraad
					has_completed_focus = INSHOL_autonomous_dominion
				}
			}
		}
		traits = {
			TAOG_strict_loyalist
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 1.1
				OR = {
					INS_check_plan_true_historical = yes
					has_completed_focus = INSHOL_sideline_the_volksraad
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_8/small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_suicide_airframe = {
			build_cost_ic = -0.08
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: ETH_MNT_01
Source: game
File: common/units/names_divisions/ETH_names_divisions.txt

Code:
ETH_MNT_01 = {
	name = Mountain Division
	for_countries = {
		ETH
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %d Yekilili Sefari
	ordered = {
		4 = {
			Wolqayt Sefari
		}
		5 = {
			Semien Sefari
		}
	}
}
### Entity: Event
Component: news.209
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.209
	title = news.209.t
	desc = news.209.d
	picture = GFX_news_event_041
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	option = {
		name = news.209.a
		trigger = {
			OR = {
				tag = ENG FRA HOL
			}
		}
	} {
		name = news.209.b
		trigger = {
			tag = USA
		}
	} {
		name = news.209.c
		trigger = {
			tag = SOV
		}
	} {
		name = news.209.e
		trigger = {
			NOT = {
				OR = {
					tag = ENG FRA HOL USA SOV
				}
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_ensure_stability
Constructs: prerequisite, add_ideas, remove_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_ensure_stability
	icon = GFX_goal_generic_neutrality_focus
	text = GRE_ensure_stability
	prerequisite = {
		focus = GRE_internal_affairs
	}
	x = -2
	y = 2
	relative_position_id = GRE_democratic_approach
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.15
		add_ideas = GRE_ensure_stability
		remove_ideas = GRE_divided_nation
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_built_to_withstand_every_flame
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_built_to_withstand_every_flame
	icon = GFX_focus_SIA_built_to_withstand_every_flame
	x = 1
	y = 1
	relative_position_id = SIA_war_material_substitutions
	prerequisite = {
		focus = SIA_war_material_substitutions
	} {
		focus = SIA_royal_thai_ordnance_factory
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		custom_effect_tooltip = idea_SIA_agrarian_economical_policy_modify
		add_to_variable = {
			SIA_aep_surrender_limit = 0.15
			tooltip = surrender_limit_tt
		} {
			SIA_aep_recruitable_population_factor = 0.15
			tooltip = conscription_factor_tt
		} {
			SIA_aep_static_anti_air_hit_chance_factor = 0.2
			tooltip = static_anti_air_hit_chance_factor_tt
		} {
			SIA_aep_supply_consumption_factor = -0.1
			tooltip = supply_consumption_factor_tt
		} {
			SIA_aep_production_speed_bunker_factor = 0.1
			tooltip = production_speed_bunker_factor_tt
		} {
			SIA_aep_production_speed_coastal_bunker_factor = 0.1
			tooltip = production_speed_coastal_bunker_factor_tt
		} {
			SIA_aep_compliance_growth = 0.05
			tooltip = compliance_growth_tt
		}
	}
}
### Entity: Modifier Reference
Component: ITA_regio_esercito_2_alt_dynamic_modifier
Constructs: army_attack_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_regio_esercito_2_alt_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ITA_regio_esercito_2
	max_dig_in_factor = ITA_re_army_max_dig_in_factor
	land_doctrine_cost_factor = ITA_re_land_doctrine_cost_factor
	army_speed_factor = ITA_re_army_speed_factor
	army_org_factor = ITA_re_army_army_org_factor
	org_loss_when_moving = ITA_re_org_loss_when_moving
	army_morale_factor = ITA_re_army_morale_factor
	army_leader_cost_factor = ITA_re_army_leader_cost_factor
	experience_gain_factor = ITA_re_experience_gain_factor
	modifier_army_sub_unit_infantry_defence_factor = ITA_re_modifier_army_sub_unit_infantry_defence_factor
	army_core_defence_factor = ITA_re_army_core_defence_factor
	modifier_army_sub_unit_cavalry_speed_factor = ITA_re_modifier_army_sub_unit_cavalry_speed_factor
	modifier_army_sub_unit_cavalry_attack_factor = ITA_re_modifier_army_sub_unit_cavalry_attack_factor
	unit_cavalry_design_cost_factor = ITA_re_unit_cavalry_design_cost_factor
	unit_camelry_design_cost_factor = ITA_re_unit_camelry_design_cost_factor
	special_forces_cap = ITA_re_special_forces_cap
	special_forces_attack_factor = ITA_re_special_forces_attack_factor
	special_forces_defence_factor = ITA_re_special_forces_defence_factor
	modifier_army_sub_unit_mountaineers_defence_factor = ITA_re_modifier_army_sub_unit_mountaineers_defence_factor
	modifier_army_sub_unit_mountaineers_max_org_factor = ITA_re_modifier_army_sub_unit_mountaineers_max_org_factor
	modifier_army_sub_unit_paratrooper_max_org_factor = ITA_re_modifier_army_sub_unit_paratrooper_max_org_factor
	modifier_army_sub_unit_militia_max_org_factor = ITA_re_modifier_army_sub_unit_militia_max_org_factor
	modifier_army_sub_unit_militia_defence_factor = ITA_re_modifier_army_sub_unit_militia_defence_factor
	modifier_army_sub_unit_militia_attack_factor = ITA_re_modifier_army_sub_unit_militia_attack_factor
	modifier_army_sub_unit_militia_speed_factor = ITA_re_modifier_army_sub_unit_militia_speed_factor
	special_forces_out_of_supply_factor = ITA_re_special_forces_out_of_supply_factor
	conscription_factor = ITA_re_conscription_factor
	promote_cost_factor = ITA_re_promote_cost_factor
	command_power_gain_mult = ITA_re_command_power_gain_mult
	non_core_manpower = ITA_re_non_core_manpower
	army_attack_factor = ITA_re_army_attack_factor
	modifier_army_sub_unit_cavalry_defence_factor = ITA_re_modifier_army_sub_unit_cavalry_defence_facto
# ... (truncated)
### Entity: Shared Focus
Tree: est_focus
Component: EST_more_civilian_factories_II
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_more_civilian_factories_II
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = EST_heavy_industry
	}
	mutually_exclusive = {
		focus = EST_invest_in_the_military_II
	}
	x = 1
	y = 4
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 1
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: POL_central_defence_of_poland_idea
Constructs: has_government, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/poland.txt

Code:
POL_central_defence_of_poland_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_fortify_the_borders
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	modifier = {
		production_speed_bunker_factor = 0.25
	}
}
### Entity: Character
Component: USB_yvan_gerard
Source: game
File: common/characters/USB.txt

Code:
USB_yvan_gerard = {
	advisor = {
		slot = high_command
		idea_token = USB_yvan_gerard
		ledger = navy
		allowed = {
			original_tag = USB
		}
		traits = {
			navy_naval_air_defense_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
}
### Entity: Character
Component: GNB_democratic_guy
Constructs: has_government
Source: game
File: common/characters/GNB.txt

Code:
GNB_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = GNB_democratic_guy
		allowed = {
			original_tag = GNB
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_applying_british_oil_embargoes_on_iraq
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, has_capitulated, is_subject
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_applying_british_oil_embargoes_on_iraq
	icon = GFX_goal_generic_trade
	prerequisite = {
		focus = TUR_the_anglo_turkish_agreement
	}
	available = {
		NOT = {
			has_war_with = ENG
		}
	}
	x = -1
	y = 1
	relative_position_id = TUR_the_anglo_turkish_agreement
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {
		IRQ = {
			OR = {
				exists = no
				has_capitulated = yes
				is_subject = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		ENG = {
			add_opinion_modifier = {
				target = TUR
				modifier = offered_support
			}
		}
		IRQ = {
			add_opinion_modifier = {
				target = TUR
				modifier = TUR_imperialist_puppets
			} {
				target = GER
				modifier = embargo
			}
		}
		GER = {
			add_opinion_modifier = {
				target = TUR
				modifier = TUR_aiding_our_enemies
			} {
				target = IRQ
				modifier = embargo
			}
		}
		hidden_effect = {
			if = {
				limit = {
					PER = {
						NOT = {
							has_government = fascism
						}
					}
				}
				PER = {
					add_opinion_modifier = {
						target = GER
						modifier = embargo
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_artillery_modernization
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_artillery_modernization
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = ARG_external_advisors ARG_military_academy
	}
	x = 8
	y = 2
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = ARG_artillery_modernization
			bonus = 1
			uses = 1
			category = standard_artillery_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: EAI_queue_REF
Constructs: limit, has_country_flag, check_variable, has_tech, is_core_of, has_state_flag, has_full_control_of_state, remove_building
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_queue_REF = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_queue_REF
	} {
		limit = {
			check_variable = {
				EAI_has_shared_slot_scores = 0
			}
		}
		EAI_get_shared_slot_scores = yes
	} {
		limit = {
			check_variable = {
				break = 0
			}
			OR = {
				has_tech = concentrated_industry5 dispersed_industry5
			}
		}
		for_each_scope_loop = {
			array = EAI_shared_slot_scores
			if = {
				limit = {
					is_core_of = ROOT
					arms_factory = > 0
					synthetic_refinery = < 3
					NOT = {
						has_state_flag = EAI_mic_replaced_with_ref
					}
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				remove_building = {
					type = arms_factory
					level = 1
				}
				if = {
					limit = {
						EAI_available_REF = yes
					}
					set_state_flag = {
						flag = EAI_mic_replaced_with_ref
						value = 1
						days = 180
					}
					EAI_add_REF = yes
					set_temp_variable = {
						break = 1
					}
					if = {
						limit = {
							ROOT = {
								has_country_flag = EAI_construction_logging
							}
						}
						log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: replacing MIC with REF in [This.GetName]
					}
				}
				else = {
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}
	for_each_scope_loop = {
		array = EAI_shared_slot_scores
		if = {
			limit = {
				is_core_of = ROOT
				EAI_available_REF = yes
				EAI_available_SHARED = yes
			}
			EAI_add_REF = yes
			set_temp_variable = {
				break = 1
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: DEBUG_generic_motorized_mechanized_organization
Constructs: has_country_flag, has_dlc, is_debug
Source: game
File: common/military_industrial_organization/organizations/00_DEBUG_organization.txt

Code:
DEBUG_generic_motorized_mechanized_organization = {
	include = generic_motorized_mechanized_organization
	allowed = {
		has_dlc = Arms Against Tyranny
		is_debug = yes
	}
	visible = {
		owner = {
			has_country_flag = mio_show_all_archetypes_flag
		}
	}
}
### Entity: Idea
Component: FRI_surete_generale_indochinoise2
Constructs: removal_cost
Source: game
File: common/ideas/french_indochina.txt

Code:
FRI_surete_generale_indochinoise2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_secret_police
	modifier = {
		drift_defence_factor = 0.5
		resistance_damage_to_garrison = -0.5
	}
}
### Entity: Event
Component: lar_spain.53
Constructs: ai_chance, has_completed_focus, has_government, has_country_flag, fire_only_once, add_political_power, has_volunteers_amount_from, add_timed_idea
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.53
	title = lar_spain.53.t
	desc = lar_spain.53.desc
	picture = GFX_report_event_generic_read_write
	fire_only_once = yes
	trigger = {
		any_country = {
			original_tag = SPR
			OR = {
				has_government = democratic communism
			}
			has_volunteers_amount_from = {
				tag = ROOT
				count = > 0
			}
			has_completed_focus = SPR_relocate_the_gold_reserves
		}
		OR = {
			has_country_flag = SPR_relocated_gold_reserves_selection_flag_sov SPR_relocated_gold_reserves_selection_flag1 SPR_relocated_gold_reserves_selection_flag2 SPR_relocated_gold_reserves_selection_flag3
		}
		NOT = {
			has_country_flag = SPR_relocate_the_gold_reserves_timer_flag
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = lar_spain.53.a
		ai_chance = {
			base = 50
		}
		add_political_power = -25
		add_timed_idea = {
			idea = SPR_seized_spanish_gold_reserves
			days = 365
		}
		hidden_effect = {
			SPD = {
				country_event = {
					id = lar_spain.54
				}
			}
		}
	} {
		name = lar_spain.53.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_tight_organization
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_tight_organization
	icon = GFX_focus_generic_manpower
	x = 1
	y = 1
	relative_position_id = PAL_study_german_paratroopers
	cost = 5
	prerequisite = {
		focus = PAL_study_german_paratroopers
	}
	completion_reward = {
		add_ideas = PAL_tight_organization_idea
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_zara_for_axis
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, has_dlc, has_capitulated
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_zara_for_axis
	icon = GFX_goal_generic_attack_allies
	prerequisite = {
		focus = YUG_join_axis
	}
	mutually_exclusive = {
		focus = YUG_surrender_italian_claims
	}
	x = 0
	y = 1
	relative_position_id = YUG_join_axis
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		ITA = {
			NOT = {
				has_war_with = ROOT
			}
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				ITA_is_kinda_fascist = yes
			}
			else = {
				has_government = fascism
			}
			has_capitulated = no
			controls_state = 163
			is_in_faction = yes
		}
		NOT = {
			has_completed_focus = YUG_end_the_regency
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = ITA
			is_subject_of = ITA
			controls_state = 163
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		ITA = {
			country_event = {
				id = DOD_yugoslavia.80
				days = 5
			}
		}
	}
}