Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: SUD
Source: game
File: common/names/00_names.txt

Code:
SUD = {
	male = {
		names = {
			Abdelkarim Abdel Aziz Ahmad Alexander Alfred Alkhalifa Awn Gaafar Hassan Haitham Ismail John Lam Mandour Minni Mo Mohammed Nagmeldin Omar Omer Osman Rashid Sadiq Sayed Tayeb Todd Abel Alek Aldo Aliir Angelo Dayu Ataui Ater Dominic Deng Francis Guor Kiir Kuol Luol Jacob Jackson John Majak Manute Nhial Deng Philip Salva Santino Thon Valentino
		}
	}
	female = {
		names = {
			Zeinab Anjelina Margret Rose
		}
	}
	surnames = {
		Abdullah Abubakr Akol AlKabli Al-Azhari Al-Bashir Al-Mahdi Al-Mirghani Alsharif Badawi BakrElmahdi Eltayeb Garang Ibrahim Ismail El Kachief Keir Khalifa Matthews-Jouda Minnawi El Mubarak Mustafa Nimeiry Salman Salih Siddig Taban Wardi Abugo Agor Adut Alier Aliir Aligo Bol Bok Bul Dau Daw Deng Dut Garang Hassan Kenyi Lohalith Lokonyen Majok Maker Marial Mayardit Manyang Juuk Nhial Panyang Wek
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Danish_Autarky
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Danish_Autarky
	icon = GFX_goal_generic_state_economy
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Look_Elsewhere
	}
	bypass = {
		OR = {
			has_idea = limited_exports closed_economy
		}
		NOT = {
			has_idea = DEN_stagnant_economy DEN_stagnant_economy_2
		}
	}
	x = 3
	y = 5
	relative_position_id = DEN_DNSAP_Takeover
	completion_reward = {
		remove_ideas = DEN_stagnant_economy
		if = {
			limit = {
				NOT = {
					has_idea = closed_economy limited_exports
				}
			}
			add_ideas = limited_exports
		}
	}
}
### Entity: Event
Component: kmt.340
Constructs: is_triggered_only, limit, has_war_with, has_country_flag, set_global_flag, add_manpower, is_in_faction_with, remove_from_faction
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.340
	title = kmt.339.t
	desc = {
		text = kmt.340.d_rep_killed
		trigger = {
			FROM = {
				has_country_flag = CQ_send_rep
			}
		}
	} {
		text = kmt.340.d_fight
		trigger = {
			FROM = {
				has_country_flag = CQ_send_troops
			}
		}
	}
	picture = GFX_report_event_chinese_soldiers_fighting
	immediate = {
		set_global_flag = PRC_restart_chinese_civil_war
		hidden_effect = {
			PRC = {
				country_event = {
					id = china.108
				}
			}
		}
	}
	is_triggered_only = yes
	option = {
		name = kmt.340.a
		if = {
			limit = {
				has_country_flag = CQ_send_troops
			}
			add_manpower = -100
			army_experience = 1
			if = {
				limit = {
					FROM = {
						is_in_faction_with = ROOT
					}
				}
				remove_from_faction = FROM
			} {
				limit = {
					NOT = {
						has_war_with = FROM
					}
				}
				declare_war_on = {
					target = FROM
					type = annex_everything
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_peaceful_ITA
Source: game
File: common/ai_focuses/ITA.txt

Code:
ai_focus_peaceful_ITA = {
	research = {
		industry = 15.0
		construction_tech = 5.0
		electronics = 10.0
		computing_tech = 10.0
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_retool_dockyards
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, has_dlc
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_retool_dockyards
	icon = GFX_goal_generic_wolf_pack
	x = -1
	y = 2
	cost = 10
	prerequisite = {
		focus = SWE_gotaverken
	}
	relative_position_id = SWE_gotaverken
	mutually_exclusive = {
		focus = SWE_rule_the_baltic
	}
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		navy_experience = 35
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			add_ideas = SWE_small_scale_hull_focused_dockyards
		}
		else = {
			add_ideas = SWE_small_scale_hull_focused_dockyards_no_mtg
		}
	}
}
### Entity: Event
Component: kmt.135
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, create_wargoal, take_state_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.135
	title = kmt.135.t
	desc = kmt.135.d
	picture = GFX_report_event_japan_europe_pact
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 80
		}
		name = kmt.135.a
		CHI = {
			transfer_state = 729
			add_opinion_modifier = {
				target = ROOT
				modifier = mc_returned_tp
			}
			country_event = {
				id = kmt.138
			}
		}
		diplomatic_relation = {
			country = CHI
			relation = non_aggression_pact
		}
		add_opinion_modifier = {
			target = CHI
			modifier = mc_returned_tp
		}
	} {
		ai_chance = {
			base = 20
		}
		name = kmt.135.b
		CHI = {
			add_opinion_modifier = {
				target = ROOT
				modifier = mc_kept_tp
			}
			country_event = {
				id = kmt.139
			}
		}
		effect_tooltip = {
			CHI = {
				create_wargoal = {
					target = ROOT
					type = take_state_focus
					generator = {
						729
					}
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/YUG_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 27
	}
	location = 11581
	division_template = Pesadijska Divizija
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: ger_focus
Component: GER_reassert_eastern_claims
Constructs: prerequisite, limit, has_government, owns_state, has_war_with, completion_reward, is_owned_by, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_reassert_eastern_claims
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = GER_anschluss
	}
	x = 2
	y = 1
	relative_position_id = GER_anschluss
	cost = 5
	bypass = {
		188 = {
			is_owned_by = GER
		}
		85 = {
			is_owned_by = GER
		}
		86 = {
			is_owned_by = GER
		}
	}
	available = {
		is_subject = no
	}
	will_lead_to_war_with = LIT
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			date = < 1939.1.1
		} {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		188 = {
			add_claim_by = GER
		}
		85 = {
			add_claim_by = GER
		}
		807 = {
			add_claim_by = GER
		}
		86 = {
			add_claim_by = GER
		}
		762 = {
			add_claim_by = GER
		}
		add_named_threat = {
			threat = 3
			name = GER_demand_memel_threat
		}
		random_other_country = {
			limit = {
				owns_state = 188
				controls_state = 188
				NOT = {
					has_war_with = ROOT
				}
			}
			country_event = {
				id = baltic.4
				days = 1
				random_days = 3
			}
		}
	}
}
### Entity: Idea
Component: SWI_banking
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_banking = {
	allowed_civil_war = {
		tag = SWI
	}
	picture = swiss_banking
	modifier = {
		consumer_goods_factor = -0.2
		enemy_justify_war_goal_time = 0.25
		trade_opinion_factor = 0.05
		min_export = -0.1
	}
}
### Entity: Shared Focus
Component: ARCTIC_establish_a_military_academy
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, every_army_leader, add_planning
Source: game
File: common/national_focus/r56_arctic_minor_military_shared.txt

Code:
shared_focus = {
	id = ARCTIC_establish_a_military_academy
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = ARCTIC_establish_a_armor_corp ARCTIC_equipment_effort_3
	}
	x = -3
	y = 1
	text = ABC_establish_a_military_academy
	relative_position_id = ARCTIC_establish_a_armor_corp
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		every_army_leader = {
			add_planning = 1
		}
		add_ideas = ABC_establish_a_military_academy_idea
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Idea
Component: CHI_tongzi_jun
Constructs: has_dlc, removal_cost, mobilization_speed
Source: game
File: common/ideas/china.txt

Code:
CHI_tongzi_jun = {
	picture = generic_manpower_bonus
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		mobilization_speed = 0.15
	}
}
### Entity: Decision
Component: ICE_infiltrate_the_british_isles_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/ICE_decision_categories.txt

Code:
ICE_infiltrate_the_british_isles_category = {
	priority = 50
	icon = GFX_decision_category_ICE_infiltrate_the_british_isles
	visible_when_empty = no
	allowed = {
		original_tag = ICE
		has_dlc = Arms Against Tyranny
	}
	visible = {
		has_completed_focus = ICE_infiltrating_the_british_isles
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SWI_1939_BBA.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = SWI
		}
		requested_factories = 1
		progress = 0.41
		efficiency = 100
		industrial_manufacturer = mio:SWI_sig_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = SWI
		}
		requested_factories = 1
		progress = 0.12
		efficiency = 100
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_heavier_naval_guns
Constructs: prerequisite, completion_reward, has_idea, cancel_if_invalid, add_tech_bonus, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_heavier_naval_guns
	icon = GFX_focus_generic_battleship_guns
	prerequisite = {
		focus = JAP_balanced_naval_approach JAP_sea_battleship_initiative
	}
	relative_position_id = JAP_balanced_naval_approach
	x = 1
	y = 2
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = JAP_expand_hiratsuka_navy_arsenal_tt
			NOT = {
				has_idea = MTG_naval_treaty_adherent
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = JAP_sea_heavier_naval_guns
			bonus = 0.75
			uses = 1
			category = cat_ship_heavy_battery
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_add_or_modify_imperial_navy = yes
		add_to_variable = {
			JAP_navy_naval_heavy_gun_hit_chance_factor = 0.1
			tooltip = naval_heavy_gun_hit_chance_factor_tt
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_withdraw_from_the_league_of_nations
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, is_power_balance_in_range, has_global_flag, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_withdraw_from_the_league_of_nations
	icon = GFX_focus_renounce_the_treaty_of_trianon
	prerequisite = {
		focus = SWI_ban_the_communist_party
	}
	x = 0
	y = 1
	relative_position_id = SWI_ban_the_communist_party
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_fully_cantons
		}
	}
	bypass = {
		has_global_flag = LoN_disbanded_flag
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		every_other_country = {
			limit = {
				is_league_of_nations_member = yes
				NOT = {
					has_government = fascism
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_left_league_of_nations_bad
			}
		}
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_left_league_of_nations_good
			}
		}
		ITA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_left_league_of_nations_good
			}
		}
	}
}
### Entity: Idea
Component: SOV_quality_control
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_quality_control = {
	name = SOV_quality_control
	picture = generic_local_self_management
	allowed = {
		always = no
	}
	modifier = {
		production_factory_max_efficiency_factor = 0.15
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_best_the_graveyard
Constructs: prerequisite, limit, has_war_with, completion_reward, is_ally_with, cancel_if_invalid, every_core_state, is_core_of
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_best_the_graveyard
	icon = GFX_focus_AFG_contact_amanullah_loyalists_alt
	mutually_exclusive = {
		focus = JAP_ally_afghanistan
	}
	x = 0
	y = 1
	relative_position_id = JAP_claim_the_scripech
	prerequisite = {
		focus = JAP_claim_the_scripech JAP_ally_the_gorkhas
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		AFG = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	bypass = {
		AFG = {
			has_war_with = ROOT
		}
	}
	will_lead_to_war_with = AFG
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		AFG = {
			every_core_state = {
				limit = {
					NOT = {
						is_core_of = ROOT
						is_claimed_by = ROOT
					}
				}
				add_claim_by = ROOT
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = annex_everything
			target = AFG
			expire = 0
		}
	}
}
### Entity: Event
Component: wtt_japan.104
Constructs: is_triggered_only, ai_chance, set_autonomy
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.104
	title = wtt_japan.104.t
	desc = wtt_japan.104.desc
	picture = GFX_report_event_japanese_parade
	is_triggered_only = yes
	option = {
		name = wtt_japan.104.a
		ai_chance = {
			base = 1
		}
		set_autonomy = {
			target = PHI
			autonomy_state = autonomy_free
		}
		JAP = {
			country_event = {
				id = wtt_japan.105
				days = 1
			}
		}
		PHI = {
			country_event = {
				id = wtt_japan.107
				days = 1
			}
		}
	} {
		name = wtt_japan.104.b
		ai_chance = {
			base = 0
		}
		JAP = {
			country_event = {
				id = wtt_japan.106
				days = 1
			}
		}
	}
}
### Entity: Order of Battle
Component: 506e Rgt. de Chars de Combat
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/FRA_1939_nsb.txt

Code:
division = {
	name = 506e Rgt. de Chars de Combat
	location = 698
	division_template = Brigade de Chars de Combat
	start_experience_factor = 0.2
	force_equipment_variants = {
		light_tank_chassis_0 = {
			owner = FRA
			version_name = FT mod. 31
		}
	}
}
### Entity: Decision
Component: HOL_gateway_to_europe_hol_category
Constructs: has_completed_focus, limit, has_government, has_country_flag, fire_only_once, complete_effect, remove_effect, add_to_variable
Source: game
File: common/decisions/HOL.txt

Code:
HOL_gateway_to_europe_hol_category = {
	HOL_placate_the_british = {
		icon = eng_trade_unions_support
		allowed = {
			tag = HOL
		}
		available = {
			HOL = {
				has_completed_focus = HOL_gateway_to_europe
			}
			ENG = {
				exists = yes
				has_government = democratic
			}
		}
		targets = {
			ENG
		}
		target_trigger = {
			FROM = {
				tag = ENG
			}
		}
		days_remove = 10
		cost = 10
		fire_only_once = no
		ai_will_do = {
			factor = 0.1
			modifier = {
				factor = 10
				OR = {
					HOL_check_plan_historical = yes
					HOL_check_plan_colonial_alternate_democratic = yes
					HOL_check_plan_continental_alternate_democratic = yes
					HOL_check_plan_lead_the_minor_democracies = yes
				}
			} {
				factor = 0
				focus_progress = {
					focus = HOL_cave_to_the_british
					progress = > 0
				}
			} {
				factor = 0
				focus_progress = {
					focus = HOL_cave_to_the_germans
					progress = > 0
				}
			} {
				factor = 0
				HOL = {
					focus_progress = {
						focus = HOL_maintain_trade_neutrality
						progress = > 0
					}
				}
			} {
				factor = 0
				has_country_flag = HOL_gateway_to_europe_ai_timer_flag
				NOT = {
					date = > 1940.01.01
				}
			}
		}
		complete_effect = {

		}
		remove_effect = {
			ENG = {
				custom_effect_tooltip = gateway_to_europe_hol_tt
				add_to_variable = {
					var = eng_gateway_to_europe_influence
					value = 5
				}
			}
			set_variable = {
				var = eng_temp_trade_influence
				value = ENG.eng_gateway_to_europe_influence
			} {
				var = ger_temp_trade_influence
				value = GER.ger_gateway_to_europe_influence
			}
			subtract_from_variable = {
				var = eng_temp_trade_influence
				value = GER.ger_gateway_to_europe_influence
			} {
				var = ger_temp_trade_influence
				value = ENG.eng_gateway_to_europe_influence
			}
			add_to_variable = {
				var = gateway_to_europe_influence_pp_total
				value = 10
			}
			hidden_effect = {
				random_list = {
					10 = {
						set_country_flag = {
							flag = HOL_gateway_to_europe_ai_timer_flag
							value = 1
							days = 20
						}
					} {
						set_country_flag = {
							flag = HOL_gateway_to_europe_ai_timer_flag
							value = 1
							days = 25
						}
					} {
						set_country_flag = {
							flag = HOL_gateway_to_europe_ai_timer_flag
							value = 1
							days = 30
						}
					} {
						set_country_flag = {
							flag = HOL_gateway_to_europe_ai_timer_fla
# ... (truncated)
### Entity: Technology
Component: improved_rocket_engines
Constructs: limit, enable_equipments, has_dlc, enable_equipment_modules, research_cost
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	show_equipment_icon = yes
	enable_equipments = {
		limit = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		 = rocket_interceptor_equipment_2
	} {

	}
	enable_equipment_modules = {
		rocket_engine_2
	}
	rocket_artillery = {
		soft_attack = 0.05
	}
	rocket_artillery_brigade = {
		soft_attack = 0.05
	}
	mot_rocket_artillery_brigade = {
		soft_attack = 0.05
	}
	motorized_rocket_brigade = {
		soft_attack = 0.05
	}
	research_cost = 1.5
	start_year = 1945
	ai_will_do = {
		factor = 1
	}
	categories = {
		rocketry
	}
}
### Entity: State History
Component: 898
Constructs: add_core_of
Source: game
File: history/states/898-Pyongyang.txt

Code:
state = {
	id = 898
	name = Pyongyang
	provinces = {
		912 3912 4052 9790 9795 9918 11835 11896
	}
	history = {
		owner = KPA
		buildings = {
			infrastructure = 2
			arms_factory = 2
			industrial_complex = 3
			dockyard = 1
			air_base = 5
		}
		victory_points = {
			4052 5
		}
		add_core_of = KOR KPA
	}
	manpower = 4500000
	state_category = city
	buildings_max_level_factor = 1.0
}
### Entity: Order of Battle
Component: 3a Brigada del Ejército
Constructs: division_template
Source: game
File: history/units/COL_1939.txt

Code:
division = {
	name = 3a Brigada del Ejército
	location = 2007
	division_template = Brigada del Ejército
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Idea
Component: SWE_democratic_element_purges
Constructs: removal_cost, democratic_drift, communism_drift, neutrality_drift
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_democratic_element_purges = {
	picture = generic_soldiers_bad
	removal_cost = -1
	modifier = {
		democratic_drift = -0.1
		communism_drift = -0.1
		neutrality_drift = -0.1
		stability_weekly = -0.005
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/CZE_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 15
	}
	location = 9692
	division_template = Pěší divize
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Event
Component: belgium.20
Constructs: is_triggered_only, ai_chance, add_ideas, add_opinion_modifier, set_country_flag
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.20
	title = belgium.12.t
	desc = belgium.12.d
	picture = GFX_report_event_map_benelux
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 95
		}
		name = belgium.12.a
		HOL = {
			country_event = {
				id = belgium.13
				days = 1
			}
			add_ideas = BEL_economic_cooperation_within_benelux2
			set_country_flag = BEL_economic_iniative_yes_bel
			add_opinion_modifier = {
				target = BEL
				modifier = benelux_trade_deal
			}
		}
		BEL = {
			add_ideas = BEL_economic_cooperation_within_benelux2
			set_country_flag = BEL_economic_iniative_yes_bel
		}
		LUX = {
			country_event = {
				id = belgium.17
				days = 1
			}
			add_ideas = BEL_economic_cooperation_within_benelux2
			set_country_flag = BEL_economic_iniative_yes_bel
			add_opinion_modifier = {
				target = BEL
				modifier = benelux_trade_deal
			}
		}
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_communist
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_communist
	icon = GFX_goal_support_communism
	cost = 1
	x = -9
	y = 1
	relative_position_id = CYP_establish_politics
	prerequisite = {
		focus = CYP_establish_politics
	}
	mutually_exclusive = {
		focus = CYP_democracy CYP_neutral CYP_fascist
	}
	completion_reward = {

	}
}
### Entity: Idea
Component: no_private1
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/add_effects_pro.txt

Code:
no_private1 = {
	default = yes
	cost = 0
	removal_cost = -1
	picture = idea_send_attache
	research_bonus = {

	}
	modifier = {

	}
}
### Entity: Military Industrial Organization
Component: CAT_maquinista_organization
Constructs: has_cosmetic_tag, production_bonus
Source: game
File: common/military_industrial_organization/organizations/CAT_organization.txt

Code:
CAT_maquinista_organization = {
	name = CAT_maquinista
	include = generic_medium_tank_organization
	icon = GFX_idea_generic_tank_manufacturer_2
	allowed = {
		OR = {
			tag = CAT ADR
		}
	}
	available = {
		FROM = {
			OR = {
				original_tag = CAT
				has_cosmetic_tag = CAT
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_medium_tank_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: Event
Component: mtg_netherlands.23
Constructs: is_triggered_only, add_offsite_building
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.23
	title = mtg_netherlands.23.t
	desc = mtg_netherlands.23.d
	picture = GFX_report_event_japan_europe_pact
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.23.a
		FROM = {
			transfer_state = 672 335 334 673 667
		}
		add_offsite_building = {
			type = arms_factory
			level = 6
		}
		hidden_effect = {
			news_event = {
				id = mtg_news.48
				days = 1
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: SWE_volvo_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt
Source: game
File: common/military_industrial_organization/organizations/SWE_organization.txt

Code:
SWE_volvo_organization = {
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_SWE_volvo
	allowed = {
		OR = {
			tag = SWE
			AND = {
				tag = ETH
				has_dlc = By Blood Alone
			}
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			FROM = {
				has_completed_focus = ETH_invite_foreign_industrialists
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = SWE
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = SWE
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_country_flag = has_invited_SWE_volvo_organization_flag
				}
			}
		}
	}
}
### Entity: Character
Component: capital_ship_producer_defense_2
Constructs: equipment_bonus, naval_speed
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
capital_ship_producer_defense_2 = {
	random = no
	equipment_bonus = {
		ship_hull_carrier = {
			armor_value = 0.15
			anti_air_attack = 0.15
			surface_visibility = -0.1
			naval_speed = 0.05
		}
		ship_hull_heavy = {
			armor_value = 0.15
			anti_air_attack = 0.15
			surface_visibility = -0.1
			naval_speed = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}