Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mon_focus
Component: MON_decrease_defense_budget
Constructs: prerequisite, limit, completion_reward, has_idea, add_timed_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_decrease_defense_budget
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = MON_separate_army_and_politics
	}
	x = 1
	y = 1
	relative_position_id = MON_separate_army_and_politics
	cost = 7.16
	bypass = {
		OR = {
			has_idea = civilian_economy tot_economic_mobilisation
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_timed_idea = {
			idea = MON_lowered_defense_budget
			days = 720
		}
		if = {
			limit = {
				has_idea = low_economic_mobilisation
			}
			swap_ideas = {
				remove_idea = low_economic_mobilisation
				add_idea = civilian_economy
			}
		} {
			limit = {
				has_idea = partial_economic_mobilisation
			}
			swap_ideas = {
				remove_idea = partial_economic_mobilisation
				add_idea = low_economic_mobilisation
			}
		} {
			limit = {
				has_idea = war_economy
			}
			swap_ideas = {
				remove_idea = war_economy
				add_idea = partial_economic_mobilisation
			}
		}
		MON_soviet_medium_influence_decrease_effect = yes
		MON_mongol_bank_funds_increase = yes
	}
	search_filters = {
		FOCUS_FILTER_INFLUENCE_DECREASE
	}
}
### Entity: Event
Component: NSB_soviet_atomic_bomb_project.2
Constructs: is_triggered_only, limit, add_opinion_modifier, add_political_power
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_atomic_bomb_project.2
	title = NSB_soviet_atomic_bomb_project.2.t
	desc = NSB_soviet_atomic_bomb_project.2.desc
	picture = GFX_report_event_SOV_atomic_program_caught
	is_triggered_only = yes
	option = {
		name = NSB_soviet_atomic_bomb_project.2.a
		add_political_power = -50
		effect_tooltip = {
			var:SOV_aggrieved_country_atomic_spies = {
				if = {
					limit = {
						original_tag = USA
					}
					add_opinion_modifier = {
						target = ROOT
						modifier = SOV_attempted_to_infiltrate_manhattan_project
					}
				}
				else = {
					add_opinion_modifier = {
						target = ROOT
						modifier = SOV_attempted_to_infiltrate_our_atomic_program
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: GER_goebbels_reich_minister_of_propaganda_master_no_lar
Constructs: political_power_gain, war_support_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_goebbels_reich_minister_of_propaganda_master_no_lar = {
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_gain = -0.3
		war_support_factor = 0.1
		fascism_drift = 0.2
		party_popularity_stability_factor = 0.1
		surrender_limit = 0.1
		offensive_war_stability_factor = 0.1
		defensive_war_stability_factor = 0.1
		subversive_activites_upkeep = -0.5
	}
}
### Entity: Idea
Component: SWE_workers_rallying
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_workers_rallying = {
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	modifier = {
		production_factory_efficiency_gain_factor = -0.05
		production_factory_max_efficiency_factor = -0.05
	}
}
### Entity: Event
Component: greece.41
Constructs: ai_chance, create_country_leader, has_country_flag, fire_only_once, has_country_leader, add_popularity
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.41
	title = greece.41.t
	desc = greece.41.d
	picture = GFX_report_event_europe_funeral
	fire_only_once = yes
	trigger = {
		tag = GRE
		date = > 1936.5.12
		OR = {
			has_country_flag = GRE_metaxas_in_power GRE_royal_dictatorship
			has_country_leader = {
				name = Panagis Tsaldaris
				ruling_only = yes
			}
		}
	}
	mean_time_to_happen = {
		days = 3
	}
	option = {
		name = greece.41.a
		ai_chance = {
			modifier = {
				factor = 65
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.02
		}
		create_country_leader = {
			name = Konstadinos Tsaldaris
			picture = r56_portrait_GRE_Konstantinos_Tsaldaris.dds
			expire = 1965.1.1
			ideology = conservatism
			traits = {
				connected_citizen
			}
		}
	}
}
### Entity: Idea
Component: ARG_instituto_aerotecnico_de_cordoba
Constructs: has_tech, research_bonus
Source: game
File: common/ideas/r56_argentina.txt

Code:
ARG_instituto_aerotecnico_de_cordoba = {
	picture = generic_air_manufacturer_3
	allowed = {
		original_tag = ARG
	}
	available = {
		has_tech = paratroopers
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		glider_manufacturer
	}
	modifier = {
		paradrop_organization_factor = 0.1
		paratrooper_aa_defense = 0.1
		extra_paratrooper_supply_grace = 48
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_winter_equipment
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_winter_equipment
	icon = GFX_goal_generic_cold_war
	relative_position_id = QUE_forest_training
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = QUE_forest_training
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 2
			category = winter_clothing_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_solve_the_logistical_bottlenecks
Constructs: has_completed_focus, prerequisite, completion_reward, is_air_chief, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_solve_the_logistical_bottlenecks
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = GER_reorganize_the_luftwaffe
	}
	x = -1
	y = 2
	relative_position_id = GER_reorganize_the_luftwaffe
	cost = 10
	available = {
		GER_hermann_goring = {
			is_air_chief = no
		}
		NOT = {
			has_completed_focus = GER_ascension_of_goring
		}
	}
	search_filters = {

	}
	completion_reward = {
		GER_modify_airforce_modifier = yes
		add_to_variable = {
			GER_military_air_accidents_factor = -0.1
			tooltip = air_accidents_factor_tt
		} {
			GER_military_air_fuel_consumption_factor = -0.1
			tooltip = air_fuel_consumption_factor_tt
		}
	}
}
### Entity: Scripted Effect
Component: SOV_start_setting_up_hq_state
Constructs: set_country_flag, set_state_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_start_setting_up_hq_state = {
	set_country_flag = {
		flag = SOV_align_state_in_process
		days = 5
		value = 1
	} SOV_hq_state_selected_country_flag
	FROM = {
		set_state_flag = SOV_hq_state_selected
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_linchpin_of_global_defense
Constructs: prerequisite, limit, completion_reward, random_owned_state, add_building_construction, add_extra_state_shared_building_slots, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_linchpin_of_global_defense
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = AFG_repeal_the_durand_line AFG_future_of_balochistan
	}
	x = 2
	y = 1
	relative_position_id = AFG_repeal_the_durand_line
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = AFG_nufus_modifier
				}
			}
			custom_effect_tooltip = AFG_nufus_intro_tt
		}
		ELSE = {
			custom_effect_tooltip = AFG_quami_intro_tt
		}
		add_to_variable = {
			AFG_army_defence_factor = 0.1
			tooltip = army_defence_factor_tt
		}
	}
}
### Entity: Character
Component: minister_of_everything
Source: game
File: common/country_leader/r56_traits.txt

Code:
minister_of_everything = {
	random = no
	sprite = 13
	trade_laws_cost_factor = -0.25
	economy_cost_factor = -0.25
	consumer_goods_factor = -0.15
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_subvert_armed_forces
Constructs: prerequisite, completion_reward, add_timed_idea, unlock_decision_tooltip, add_power_balance_value
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_subvert_armed_forces
	icon = GFX_focus_SWE_revoke_militia_law
	cost = 5
	x = -1
	y = 1
	relative_position_id = LUX_utilise_lvj
	prerequisite = {
		focus = LUX_utilise_lvj
	}
	completion_reward = {
		add_timed_idea = {
			idea = r56_LUX_fascist_army
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		unlock_decision_tooltip = LUX_fascist_balance_continued_army_infiltration
		add_power_balance_value = {
			id = LUX_fascist_balance
			value = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: CZE.445
Constructs: is_triggered_only
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.445
	title = CZE.445.t
	desc = CZE.445.d
	picture = GFX_CZKE_soviet_negotiations
	is_triggered_only = yes
	option = {
		name = CZE.445.a
	}
}
### Entity: Music Config
Component: base_music/fino_a_combattere
Constructs: has_war
Source: game
File: music/bba_songs.txt

Code:
music = {
	song = fino_a_combattere
	chance = {
		factor = 1
		modifier = {
			factor = 0.05
			ITA_is_italian_tag_for_music = no
		} {
			factor = 0.5
			ITA_is_italian_tag_for_music = yes
			has_war = no
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_pragmatic_socialism
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, add_political_power, is_subject, set_politics
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_pragmatic_socialism
	icon = GFX_focus_FIN_pragmatic_socialism
	prerequisite = {
		focus = FIN_social_democracy
	}
	x = 4
	y = 0
	relative_position_id = FIN_antagonize_the_soviets
	cost = 5
	bypass = {
		has_government = democratic
	}
	available = {
		democratic = > 0.6
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 70
		set_politics = {
			ruling_party = democratic
			election_frequency = 36
			elections_allowed = yes
		}
		add_stability = -0.1
		hidden_effect = {
			FIN_karl_august_fagerholm = {
				if = {
					limit = {
						has_trait = FIN_democratic_reformer_fagerholm
					}
					add_trait = {
						trait = democratic_reformer
						slot = political_advisor
					}
					remove_trait = {
						trait = FIN_democratic_reformer_fagerholm
						slot = political_advisor
					}
				}
			}
			FIN_vaino_tanner = {
				if = {
					limit = {
						has_trait = FIN_humble_appeaser_tanner
					}
					add_trait = {
						trait = appeaser
						slot = political_advisor
					}
					remove_trait = {
						trait = FIN_humble_appeaser_tanner
						slot = political_advisor
					}
				}
			}
			FIN_miina_sillanpaa = {
				if = {
					limit = {
						has_trait = FIN_champion_of_equality_sillanpaa
					}
					add_trait = {
						trait = champion_of_equality
						slot = political_advisor
					}
					remove_trait = {
						trait = FIN_champion_of_equality_sillanpaa
						slot = political_advisor
					}
				}
			}
			FIN_yrjo_leino = {
				if = {
					limit = {
						has_trait = FIN_communist_revolutionary_leino
					}
					add_trait = {
						trait = communist_revolutionary
						slot = political_advisor
					}
					remove_trait = {
						trait = FIN_communist_revolutionary_leino
						slot = political_advisor
					}
				}
			}
			FIN_aarne_saarinen = {
				if = {
					limit = {
						has_trait = FIN_technocrat_saarinen
					}
					add_trait = {
						trait = technocrat
						slot = political_advisor
					}
					remove_trait = {
						trait = FIN_technocrat_saarinen
						slot = political_advisor
					}
				}
			}
			FIN_otto_wille_kuusinen = {
				if = {
					limit = {
						has_trait = FIN_patriotic_socialist_kuusinen
					}
					add_trait = {
						trait = patriotic_socialist
						slot = political_advisor
					}
					remove_trait = {
						trait = FIN_patriotic_socialist_kuusinen
						s
# ... (truncated)
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_exploit_the_weak_neighbours
Constructs: prerequisite, limit, has_war_with, completion_reward, is_chinese_warlord, cancel_if_invalid, every_neighbor_country, create_wargoal
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_exploit_the_weak_neighbours
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = PRC_sea_focus_on_china
	}
	x = 1
	y = 1
	relative_position_id = PRC_sea_focus_on_china
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_neighbor_country = {
			is_chinese_warlord = yes
			can_ROOT_get_wargoal_on_THIS = yes
			strength_ratio = {
				tag = ROOT
				ratio = < 1
			}
		}
	}
	bypass = {
		any_neighbor_country = {
			is_chinese_warlord = yes
			can_ROOT_get_wargoal_on_THIS = yes
			has_war_with = PREV
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_neighbor_country = {
			limit = {
				is_chinese_warlord = yes
				can_ROOT_get_wargoal_on_THIS = yes
				strength_ratio = {
					tag = ROOT
					ratio = < 1
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_12
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_12 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 12
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 12
	}
}
### Entity: Joint Focus
Component: INSHOL_outsourced_navy
Constructs: prerequisite, limit, joint_focus, add_ideas, is_subject_of
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_outsourced_navy
	icon = GFX_focus_POL_develop_polish_shipbuilding
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
		is_subject_of = HOL
	}
	prerequisite = {
		focus = INSHOL_destroyers INSHOL_cruisers INSHOL_submarines
	}
	mutually_exclusive = {
		focus = INSHOL_divert_civilian_to_navy
	}
	x = -1
	y = 1
	relative_position_id = INSHOL_cruisers
	cost = 10
	search_filters = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			add_ideas = INS_outsourced_navy_idea
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			add_ideas = INS_outsourced_navy_idea
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
}
### Entity: Event
Component: new_ger.152
Constructs: is_triggered_only, limit, add_political_power, every_state, is_controlled_by, give_guarantee, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.152
	title = new_ger.152.t
	desc = new_ger.152.d
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.152.a
		effect_tooltip = {
			every_state = {
				limit = {
					is_controlled_by = FROM
					or = {
						state = 74 1078 69
					}
				}
				transfer_state_to = ROOT
			}
			give_guarantee = FROM
		}
		add_political_power = 15
		clr_country_flag = GER_sudetenland_active
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_an_industrial_legacy
Constructs: prerequisite, limit, add_ideas, completion_reward, production_speed_buildings_factor, check_variable, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_an_industrial_legacy
	icon = GFX_focus_SWE_landsverk
	overlay = GFX_focus_overlay_cze_level_five
	prerequisite = {
		focus = CZE_giant_of_central_europe_industry
	} {
		focus = CZE_only_the_best_is_good_enough
	}
	relative_position_id = CZE_only_the_best_is_good_enough
	x = -4
	y = 1
	cost = 20
	available = {
		custom_trigger_tooltip = {
			tooltip = skoda_optimization_tier_greater_than_four_tt
			check_variable = {
				var = skoda_optimization_tier
				value = 4
				compare = greater_than
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			production_speed_buildings_factor = 0.1
			tooltip = production_speed_buildings_factor_tt
		}
		every_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 20
			add_extra_state_shared_building_slots = 1
		}
		if = {
			limit = {
				NOT = {
					has_idea = CZE_giant_of_central_europe_industry_idea
				}
			}
			add_ideas = CZE_an_industrial_legacy_idea
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_idea = CZE_skoda_works_2
			}
			swap_ideas = {
				remove_idea = CZE_skoda_works_2
				add_idea = CZE_skoda_works_2_improved
			}
		}
		else = {
			swap_ideas = {
				remove_idea = CZE_giant_of_central_europe_industry_idea
				add_idea = CZE_an_industrial_legacy_idea
			}
		} {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = CZE_skoda_works_2
					add_idea = CZE_skoda_works_2_improved
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_assists_deviants_struggle
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, has_active_mission, add_popularity, add_days_mission_timeout
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_assists_deviants_struggle
	icon = GFX_goal_generic_major_diplo
	prerequisite = {
		focus = MON_form_the_provisional_government
	}
	x = -5
	y = 1
	relative_position_id = MON_form_the_provisional_government
	cost = 5
	ai_will_do = {
		factor = 30
	}
	available = {
		has_active_mission = MON_trial_of_genden
		NOT = {
			has_completed_focus = MON_matters_of_internal_affairs
		}
	}
	completion_reward = {
		add_stability = 0.08
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		if = {
			limit = {
				has_active_mission = MON_trial_of_genden
			}
			add_days_mission_timeout = {
				mission = MON_trial_of_genden
				days = 145
			}
		}
		unlock_decision_tooltip = MON_exploit_nkvd_system
		MON_mongol_bank_funds_decrease = yes
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Name List
Component: VIN
Source: game
File: common/names/00_names.txt

Code:
VIN = {
	male = {
		names = {
			Lợi Ánh Thuyet Dũng Giáp Xuân Vinh Tuân Văn Toàn Quang Liêm Ngoc Trường Son Thuyet Quốc
		}
	}
	female = {
		names = {
			Trần Kim Thị Ánh Viên Liễu Ninh
		}
	}
	surnames = {
		Nguyễn Trần Lê Pham Hoàng Huỳnh Vũ Võ Phan Trương Bùi Đang Đo Ngô Hồ Duong Đinh Lý Kieu Luc Đái Mao Khong Tôn Nu
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_pack_for_a_long_winter
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_pack_for_a_long_winter
	icon = GFX_goal_generic_more_territorial_claims
	mutually_exclusive = {
		focus = TUR_the_tuz_golu_training_facility
	}
	prerequisite = {
		focus = TUR_increase_german_military_aid
	}
	x = 2
	y = 1
	relative_position_id = TUR_increase_german_military_aid
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_ideas = TUR_sub_zero_survival_training
	}
}
### Entity: AI Strategy
Component: USA_naval_role_ratios_produce_screen_late
Constructs: has_war, has_dlc, has_navy_size
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_naval_role_ratios_produce_screen_late = {
	allowed = {
		has_dlc = Man the Guns
		original_tag = USA
	}
	enable = {
		has_navy_size = {
			unit = destroyer
			size = < 300
		}
		has_war = yes
		date = > 1943.6.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_screen
		value = 100
	} {
		type = role_ratio
		id = naval_mine_sweeper
		value = -15
	} {
		type = role_ratio
		id = naval_mine_layer
		value = -2
	} {
		type = role_ratio
		id = naval_cruiser_light
		value = 7
	} {
		type = unit_ratio
		id = screen_ship
		value = 15
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_43
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_43 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 43
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_43
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			43
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Character
Component: XSM_hsia_jin
Source: game
File: common/characters/Warlords_China.txt

Code:
XSM_hsia_jin = {
	name = XSM_hsia_jin
	portraits = {
		civilian = {
			large = GFX_portrait_XSM_hsia_jin
		}
	}
	country_leader = {
		ideology = rexism
		traits = {
			economist silent_workhorse
		}
		expire = 1955.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_the_red_shirts
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_the_red_shirts
	icon = GFX_focus_prc_agrarian_socialism
	prerequisite = {
		focus = MEX_focus_legacy_of_revolution
	}
	mutually_exclusive = {
		focus = MEX_focus_the_gold_shirts
	}
	x = 1
	y = 2
	relative_position_id = MEX_focus_legacy_of_revolution
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MEX_CHURCH_AUTHORITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		MEX_decrease_church_power = yes
		swap_ideas = {
			remove_idea = MEX_revolutionary_army
			add_idea = MEX_left_wing_paramilitaries
		}
	}
}
### Entity: Event
Component: AAT_Sweden_communism.4
Constructs: is_triggered_only, limit, has_government, random_other_country, has_civil_war, every_unit_leader, set_nationality
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_communism.4
	title = AAT_Sweden_communism.4.t
	desc = AAT_Sweden_communism.4.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_rally2
	option = {
		name = AAT_Sweden_communism.4.a
		SWE = {
			start_civil_war = {
				ideology = fascism
				ruling_party = communism
				size = 0.69
				capital = 141
				states = {
					141 919 915 140 138 139 124
				}
				keep_all_characters = no
				keep_political_leader = no
				keep_political_party_members = no
			}
			random_other_country = {
				limit = {
					original_tag = SWE
					has_government = fascism
					has_civil_war = yes
				}
				SWE = {
					every_unit_leader = {
						set_nationality = PREV.PREV
					}
				}
			}
		}
	}
}