Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: ENG_george_giffard
Source: game
File: common/characters/ENG.txt

Code:
ENG_george_giffard = {
	name = ENG_george_giffard
	portraits = {
		army = {
			large = GFX_portrait_ENG_george_giffard
			small = GFX_portrait_ENG_george_giffard_small
		}
	}
	corps_commander = {
		traits = {
			career_officer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 3
		legacy_id = 0
	}
}
### Entity: Idea
Component: JAP_naval_faction_tier_3
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_naval_faction_tier_3 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		navy_fuel_consumption_factor = -0.075
	}
	equipment_bonus = {
		mio_cat_eq_all_cv_aircraft = {
			build_cost_ic = -0.075
			instant = yes
		}
		mio_cat_eq_all_ships_no_convoys = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.29
Constructs: is_triggered_only, ai_chance, add_ideas, add_opinion_modifier, fire_only_once, has_opinion, add_offsite_building, set_global_flag
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.29
	title = wuw_GER_diplomacy.29.t
	desc = wuw_GER_diplomacy.29.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_diplomacy.29.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				has_opinion = {
					target = FROM
					value = > 25
				}
			}
		}
		add_offsite_building = {
			type = arms_factory
			level = 2
		}
		add_opinion_modifier = {
			target = FROM
			modifier = ger_chi_diplomacy_focus
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = GER_chi_ger_trade_ns
		FROM = {
			add_ideas = GER_ger_chi_trade_ns
			country_event = {
				id = wuw_GER_diplomacy.30
				hours = 6
			}
		}
		hidden_effect = {
			set_global_flag = CHI_has_accepted_german_overtures
		}
	} {
		name = wuw_GER_diplomacy.29.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 10
				has_opinion = {
					target = FROM
					value = < -25
				}
			}
		}
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.31
				hours = 6
			}
		}
	}
}
### Entity: Event
Component: CHL_political_events.93
Constructs: is_triggered_only, ai_chance, fire_only_once, add_command_power, set_nationality, add_country_leader_role
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.93
	title = CHL_political_events.93.t
	desc = CHL_political_events.93.desc
	picture = GFX_report_event_molotov_ribentrop_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.93.a
		ai_chance = {
			base = 35
		}
		add_command_power = 25
		ROOT = {
			CHL_bartolome_blanche = {
				set_nationality = SUR
			}
		}
		add_country_leader_role = {
			character = CHL_bartolome_blanche
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1.1
				traits = {
					JUNO_king_of_el_dorado
				}
			}
		}
	} {
		name = CHL_political_events.93.b
		ai_chance = {
			base = 35
		}
		add_command_power = 25
		ROOT = {
			CHL_gregorio_tascon = {
				set_nationality = SUR
			}
		}
		add_country_leader_role = {
			character = CHL_gregorio_tascon
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1.1
				traits = {
					JUNO_king_of_el_dorado
				}
			}
		}
	} {
		name = CHL_political_events.93.c
		ai_chance = {
			base = 30
		}
		add_command_power = 25
		ROOT = {
			CHL_quintin_lame = {
				set_nationality = SUR
			}
		}
		add_country_leader_role = {
			character = CHL_quintin_lame
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1.1
				traits = {
					JUNO_king_of_el_dorado
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_31
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_31 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 31
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 31
	}
}
### Entity: Order of Battle
Component: Hsinpien 5 Shih
Constructs: division_template
Source: game
File: history/units/r56_CHI_1936.txt

Code:
division = {
	name = Hsinpien 5 Shih
	location = 11931
	division_template = Luchün Shih
	start_equipment_factor = 0.7
	start_experience_factor = 0.1
}
### Entity: Idea
Component: UZB_pot
Source: game
File: common/ideas/uzbekistan.txt

Code:
UZB_pot = {
	picture = generic_political_advisor_asia_2
	allowed = {
		original_tag = UZB
	}
	traits = {
		prince_of_terror
	}
}
### Entity: State History
Component: 718
Constructs: limit, has_dlc, add_dynamic_modifier, add_core_of
Source: game
File: history/states/718-Stanleyville.txt

Code:
state = {
	id = 718
	name = STATE_718
	manpower = 1656749
	state_category = pastoral
	resources = {
		rubber = 3.0
	}
	history = {
		owner = BEL
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			transfer_state_to = COG
			add_dynamic_modifier = {
				modifier = COG_state_loyal_to_free_congo_modifier
			}
		}
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			1950 3
		}
		add_core_of = COG
	}
	provinces = {
		1950 2034 2073 2154 6027 11934 12808 12847
	}
	buildings_max_level_factor = 1.0
	local_supplies = 2.0
}
### Entity: Character
Component: MPL_menachem_begin
Source: game
File: common/characters/MPL.txt

Code:
MPL_menachem_begin = {
	portraits = {
		civilian = {
			large = gfx/leaders/ISR/r56_portrait_ISR_Menachem_Begin.dds
		}
	}
	name = Menachem Begin
	country_leader = {
		ideology = revisionist_zionism
	}
}
### Entity: Idea
Component: GRE_foreign_monopolies_3
Constructs: removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_foreign_monopolies_3 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_exploit_mines
	removal_cost = -1
	modifier = {
		trade_laws_cost_factor = 0.75
		economy_cost_factor = 0.25
		consumer_goods_factor = 0.2
		trade_opinion_factor = 0.25
	}
}
### Entity: Music Config
Component: base_music/der_preis_fur_die_freiheit
Constructs: has_war_with
Source: game
File: music/bba_songs.txt

Code:
music = {
	song = der_preis_fur_die_freiheit
	chance = {
		factor = 1
		modifier = {
			factor = 0.05
			NOT = {
				original_tag = SWI
			}
		} {
			factor = 2
			NOT = {
				original_tag = SWI
			}
			has_war_with = SWI
		}
	}
}
### Entity: Idea
Component: EAI_DD_2/heavy_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/heavy_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_amphibious_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: State History
Component: 80
Constructs: add_core_of
Source: game
File: history/states/80-Bocovina.txt

Code:
state = {
	id = 80
	name = STATE_80
	manpower = 474600
	resources = {
		coal = 1
	}
	state_category = rural
	history = {
		victory_points = {
			577 1
		}
		owner = ROM
		buildings = {
			infrastructure = 3
			arms_factory = 1
		}
		add_core_of = ROM UKR
	}
	provinces = {
		577 9548
	}
	local_supplies = 0.0
}
### Entity: Character
Component: RAJ_conservationalist
Constructs: research_speed_factor, war_support_factor, production_speed_buildings_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
RAJ_conservationalist = {
	sprite = 13
	production_speed_buildings_factor = -0.05
	war_support_factor = -0.05
	stability_weekly = 0.001
	research_speed_factor = 0.08
	political_power_factor = 0.15
}
### Entity: Character
Component: DJI_ai2
Source: game
File: common/characters/DJI.txt

Code:
DJI_ai2 = {
	advisor = {
		slot = high_command
		idea_token = DJI_ai2
		ledger = army
		allowed = {
			original_tag = DJI
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: Decision
Component: AUS_danubian_communism_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/AUS_decision_categories.txt

Code:
AUS_danubian_communism_category = {
	priority = 80
	icon = GFX_decision_category_SOV_permanent_revolution
	picture = GFX_decision_cat_picture_chi_political_support
	visible_when_empty = yes
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	visible = {
		has_completed_focus = AUS_spur_the_communist_resistance
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_workers_councils
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_workers_councils
	icon = GFX_goal_generic_communist_government2
	prerequisite = {
		focus = PAL_call_foreign_revolutionaries
	}
	x = 0
	y = 2
	relative_position_id = PAL_call_foreign_revolutionaries
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {

	}
	completion_reward = {
		add_ideas = PAL_workers_councils_idea
	}
}
### Entity: Event
Component: tfv_south_africa.102
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.102
	title = tfv_south_africa.102.t
	desc = tfv_south_africa.102.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		MOR = {
			if = {
				limit = {
					SAF = {
						controls_state = 290 461 462 783
					}
				}
				transfer_state = 290 461 462 783
			}
		}
		SAF = {
			puppet = MOR
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		MOR = {
			if = {
				limit = {
					SAF = {
						controls_state = 290 461 462 783
					}
				}
				transfer_state = 290 461 462 783
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = MOR
		}
	}
}
### Entity: Event
Component: cold_war.4
Constructs: is_triggered_only, ai_chance, limit, has_government, every_subject_country, is_on_continent, add_autonomy_score, add_timed_idea
Source: game
File: events/Cold_War.txt

Code:
country_event = {
	id = cold_war.4
	picture = GFX_report_event_generic_conference
	title = cold_war.4.t
	desc = cold_war.4.d
	is_triggered_only = yes
	option = {
		name = cold_war.4.a
		every_subject_country = {
			limit = {
				capital_scope = {
					is_on_continent = europe
				}
			}
			add_autonomy_score = {
				value = 200
			}
			add_timed_idea = {
				idea = USA_marshall_plan_aid_idea
				days = 1440
			}
		}
		add_timed_idea = {
			idea = USA_marshall_plan_aid_idea
			days = 1440
		}
		if = {
			limit = {
				ROOT = {
					original_tag = SOV
				}
			}
			FIN = {
				add_timed_idea = {
					idea = USA_marshall_plan_aid_idea
					days = 1440
				}
			}
		}
	} {
		name = cold_war.4.b
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				NOT = {
					has_government = USA
				}
			}
		}
		every_subject_country = {
			limit = {
				capital_scope = {
					is_on_continent = europe
				}
			}
			add_popularity = {
				ideology = var:current_party_ideology_group
				popularity = -0.1
			}
		}
	}
}
### Entity: Character
Component: EGY_robert_gordon_finlayson
Source: game
File: common/characters/EGY.txt

Code:
EGY_robert_gordon_finlayson = {
	name = Robert Gordon-Finlayson
	portraits = {
		army = {
			large = gfx/leaders/r56_generic/r56_portrait_commonwealth_generic_land_2.dds
			small = GFX_idea_ENG_generic_land_2
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_multipurpose_bombers
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, bomber_bonus, fighter_bonus
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_multipurpose_bombers
	icon = GFX_goal_generic_air_bomber
	relative_position_id = BEL_revise_air_doctrine
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		base = 4
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_completed_focus = BEL_Renard_fighters
		}
	}
	prerequisite = {
		focus = BEL_revise_air_doctrine
	}
	completion_reward = {
		air_experience = 5
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 1
				uses = 1
				category = heavy_air
			} {
				name = bomber_bonus
				bonus = 0.5
				uses = 1
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 1
				uses = 1
				technology = early_bomber
				category = tactical_bomber
			} {
				name = fighter_bonus
				bonus = 1
				uses = 1
				category = cat_heavy_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_the_united_netherlands
Constructs: prerequisite, completion_reward, is_in_faction_with, has_idea, has_full_control_of_state, create_wargoal, annex_everything, add_claim_by
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_the_united_netherlands
	available = {
		NOT = {
			is_in_faction_with = BEL
		} {
			is_in_faction_with = LUX
		}
		custom_trigger_tooltip = {
			tooltip = HOL_pre_empt_venezuelan_aggression_tt
			NOT = {
				OR = {
					has_idea = HOL_shell_shocked_spectator_1 HOL_shell_shocked_spectator_2 HOL_shell_shocked_spectator_3 HOL_shell_shocked_spectator_4 HOL_shell_shocked_spectator_5
				}
			}
		}
	}
	bypass = {
		has_full_control_of_state = 6 34 977 980 8
	}
	prerequisite = {
		focus = HOL_join_germany HOL_the_netherlands_first
	}
	will_lead_to_war_with = BEL LUX
	icon = GFX_focus_hol_united_netherlands
	x = 1
	y = 1
	relative_position_id = HOL_join_germany
	cost = 10
	ai_will_do = {
		base = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = BEL
			expire = 0
		} {
			type = annex_everything
			target = LUX
			expire = 0
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		6 = {
			add_claim_by = ROOT
		}
		34 = {
			add_claim_by = ROOT
		}
		977 = {
			add_claim_by = ROOT
		}
		980 = {
			add_claim_by = ROOT
		}
		8 = {
			add_claim_by = ROOT
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_Air_Doctrine_2
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Air_Doctrine_2
	icon = GFX_goal_generic_air_doctrine
	cost = 10.0
	prerequisite = {
		focus = SPR_Tac_Bomber
	}
	x = 20
	y = 4
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		air_experience = 10
		add_tech_bonus = {
			name = SPR_Air_bonus_2
			bonus = 1
			uses = 2
			category = operational_integrity_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: CZE_secret_police_lar
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_secret_police_lar = {
	name = CZE_secret_police
	picture = generic_secret_police
	allowed = {
		always = no
	}
	modifier = {
		operative_slot = 1
		drift_defence_factor = 0.15
	}
}
### Entity: Idea
Component: SWE_swedish_disarmament_1_idea
Constructs: has_war
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_swedish_disarmament_1_idea = {
	picture = SWE_svensk_nedrustning_icon
	allowed = {
		always = no
	}
	cancel = {
		has_war = yes
	}
	modifier = {
		conversion_cost_civ_to_mil_factor = 0.2
		production_speed_arms_factory_factor = -0.2
		production_speed_naval_base_factor = -0.2
		custom_modifier_tooltip = SWE_svensk_nedrustning_recruitment_tooltip_tt
	}
}
### Entity: Modding Documentation
Construct: test_save_mode
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## test_save_mode

Sets if save game for failed test should be for current or previous day
### Entity: Idea
Component: idea_CHI_cult_of_shek
Constructs: removal_cost
Source: game
File: common/ideas/china.txt

Code:
idea_CHI_cult_of_shek = {
	picture = CHI_cult_of_shek
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.15
		army_core_attack_factor = 0.1
		weekly_casualties_war_support = 0.005
		party_popularity_stability_factor = 0.1
	}
}
### Entity: AI Strategy
Component: AXIS_care_less_about_making_friends
Constructs: has_war, has_government, is_in_faction
Source: game
File: common/ai_strategy/GER.txt

Code:
AXIS_care_less_about_making_friends = {
	enable = {
		has_government = fascism
		is_in_faction = yes
		manpower_per_military_factory = < 3000
		has_war = yes
	}
	abort = {
		OR = {
			NOT = {
				has_government = fascism
			}
			is_in_faction = no
			manpower_per_military_factory = > 3000
			has_war = no
		}
	}
	ai_strategy = {
		type = pp_spend_priority
		id = relation
		value = -9999
	}
}
### Entity: Character
Component: air_chief_all_weather_2
Source: game
File: common/country_leader/00_traits.txt

Code:
air_chief_all_weather_2 = {
	sprite = 1
	air_weather_penalty = -0.2
	experience_gain_air = @chief_experience_gain_medium
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @air_chief_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Scripted Trigger
Component: is_unequal_signatory
Constructs: is_unequal_signatory
Source: game
File: common/scripted_triggers/CHI_scripted_triggers.txt

Code:
is_unequal_signatory = {
	OR = {
		original_tag = ENG FRA SOV GER ITA SWE NOR POR SPR BEL AUS HUN HOL
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_attack_Landsorganisationen
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_attack_Landsorganisationen
	icon = GFX_focus_SWE_attack_landsorganisationen
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_meet_with_the_king
	}
	relative_position_id = SWE_meet_with_the_king
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		add_ideas = SWE_attack_unions
	}
}
### Entity: Character
Component: mladorossi_theorist
Constructs: communism_drift, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
mladorossi_theorist = {
	random = no
	sprite = 13
	stability_weekly = -0.001
	political_power_factor = 0.1
	communism_drift = 0.03
	neutrality_drift = 0.15
}
### Entity: Character
Component: air_chief_all_weather_3
Source: game
File: common/country_leader/00_traits.txt

Code:
air_chief_all_weather_3 = {
	sprite = 1
	air_weather_penalty = -0.3
	experience_gain_air = @chief_experience_gain_high
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @air_chief_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: AI Strategy
Component: AUS_schuschnigg_reform_plan
Constructs: has_completed_focus, has_country_flag, has_game_rule, has_country_leader
Source: game
File: common/ai_strategy_plans/AUS_R56_alternate_strategy_plan.txt

Code:
AUS_schuschnigg_reform_plan = {
	name = AUS: Reformist Schuschnigg Restoration AI Plan
	desc = In a desperate move to save Austria from the imminent Anschluss, Kurt Schuschnigg will look towards the western allies for protection, and holding an election to appease them, which he succesfully rigs without the Allies' finding out. Schuschnigg then implements token reforms in an attempt to moderate his appearence.
	allowed = {
		original_tag = AUS
	}
	enable = {
		OR = {
			has_country_flag = AUS_AI_RANDOM_SCHUSCHNIGG_REFORM
			has_game_rule = {
				rule = AUS_ai_behavior_r56
				option = AUS_SCHUSCHNIGG_REFORM
			}
		}
	}
	abort = {
		OR = {
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
			has_completed_focus = AUS_go_it_alone
		}
	}
	ai_national_focuses = {
		AUS_end_the_depression AUS_clock_ticks_down AUS_austria_awaken AUS_look_west AUS_disband_paramilitaries AUS_repeal_party_ban AUS_strabag_construction AUS_mixed_economy AUS_rearm_the_bundesheer AUS_crack_down_nazis AUS_reorganize_the_right AUS_begin_election_campaigns AUS_urban_industry_expansion AUS_graz_industry_expansion AUS_fund_public_infrastructure AUS_cs_victory AUS_subsidize_kapsch AUS_expand_vienna_university AUS_work_with_heimwehr AUS_exploit_constitutional_loopholes AUS_depose_miklas AUS_constrict_the_parliament AUS_support_the_bauernbund AUS_a_good_show AUS_subsidies_for_farmers AUS_austrian_catholic_identity AUS_cement_the_jansa_plan AUS_defence_focus AUS_preserve_dolfuss_legacy AUS_industrialist_support AUS_token_constitution_reforms AUS_austria_alone AUS_industry_nationalizations AUS_invite_scientists AUS_fortify_river_traun AUS_alpine_warfare AUS_fund_the_gebirgsjaeger_programme AUS_continue_choke_fortifications AUS_artillery_modernization
	}
	focus_factors = {
		AUS_ally_italy = 0
		AUS_go_it_alone = 0
		AUS_accept_inevitable = 0
		AUS_moderate_restoration = 0
		AUS_sdapo_victory = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: BHU_tsarong_wangyal
Source: game
File: common/characters/BHU.txt

Code:
BHU_tsarong_wangyal = {
	name = BHU_tsarong_wangyal
	portraits = {
		civilian = {
			large = GFX_portrait_Tsarong_Wangyal
		}
	}
	country_leader = {
		ideology = liberalism
		traits = {
			silent_workhorse
		}
		expire = 1942.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_the_prussian_legacy
Constructs: prerequisite, limit, completion_reward, add_command_power, add_mastery, add_doctrine_cost_reduction, add_dynamic_modifier, has_dlc
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_the_prussian_legacy
	icon = GFX_focus_GER_prussian_legacy
	prerequisite = {
		focus = GER_develop_modern_maneuver_warfare
	}
	mutually_exclusive = {
		focus = GER_adopt_new_panzer_doctrine
	}
	x = -2
	y = 2
	relative_position_id = GER_develop_modern_maneuver_warfare
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_command_power = 25
		army_experience = 15
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt GER_unlock_operational_planning_bewegungskrieg_tt
		add_mastery = {
			amount = 150
			track = infantry
		}
		add_doctrine_cost_reduction = {
			name = GER_the_prussian_legacy
			cost_reduction = 0.25
			uses = 2
			category = land_doctrine
		}
		effect_tooltip = {
			add_dynamic_modifier = {
				modifier = GER_bewegungskrieg_modifier
			}
		}
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
				is_faction_leader = yes
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_faction_goal_slot = {
				category = short_term
				value = 1
			}
			add_faction_goal = faction_goal_an_infantry_army
		}
	}
}
### Entity: Scripted Effect
Component: BUL_nsm_low_loyalty_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_nsm_low_loyalty_increase_effect = {
	custom_effect_tooltip = BUL_nsm_tt BUL_low_loyalty_increase_tt
	add_to_variable = {
		BUL_nsm_loyalty = BUL_faction_low_increase
	}
	clamp_variable = {
		var = BUL_nsm_loyalty
		min = 0
		max = 100
	}
}
### Entity: Scripted Trigger
Component: NOR_kings_no_allow_trigger
Constructs: has_completed_focus, limit, has_mtg, has_hide_rule
Source: game
File: common/scripted_triggers/NOR_scripted_triggers.txt

Code:
NOR_kings_no_allow_trigger = {
	if = {
		limit = {
			has_mtg = yes
		}
		if = {
			limit = {
				has_hide_rule = yes
			}
			NOT = {
				has_completed_focus = NOR_the_stumbling_storting NOR_a_resurgent_labor_movement
			}
		}
	}
	else = {
		always = no
	}
}