Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chl_focus
Component: CHL_host_spanish_refugees
Constructs: prerequisite, limit, every_country, add_opinion_modifier, completion_reward, has_global_flag, is_subject, add_manpower
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_host_spanish_refugees
	dynamic = yes
	icon = {
		GFX_focus_intervention_spain_nationalists = {
			CHL_has_right_wing_government = yes
		}
		GFX_focus_generic_befriend_communist_spain_focus = {
			CHL_has_left_wing_government = yes
		}
		GFX_focus_generic_befriend_republican_spain_focus = yes
	}
	relative_position_id = CHL_low_cost_housing
	x = 5
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_low_cost_housing CHL_privatize_national_industries
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {
		has_global_flag = scw_over
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_manpower = 5000
		army_experience = 25
		add_tech_bonus = {
			name = CHL_spanish_refugees
			bonus = 0.25
			uses = 2
			category = electronics
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		random_state = {
			limit = {
				is_core_of = ROOT
				NOT = {
					state = 948
				}
			}
			add_manpower = 14000
			add_extra_state_shared_building_slots = 1
		} {
			limit = {
				is_core_of = ROOT
				NOT = {
					state = 948
				}
			}
			add_manpower = 28000
			add_extra_state_shared_building_slots = 1
		}
		every_country = {
			limit = {
				original_tag = SPR
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_decrease
			}
		}
	}
}
### Entity: Character
Component: archbishop_regent_cyprus
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
archbishop_regent_cyprus = {
	stability_factor = 0.05
	monthly_population = 0.05
	sprite = 13
}
### Entity: State History
Component: 773
Constructs: add_core_of
Source: game
File: history/states/773-Cameroon.txt

Code:
state = {
	id = 773
	name = STATE_773
	manpower = 2945782
	state_category = rural
	history = {
		owner = FRA
		add_core_of = CMR
		victory_points = {
			2080 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 1
			6039 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		2080 5036 5054 6039 7963 9137 11194
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: SIA_mass_submarine_production_r56
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_mass_submarine_production_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = generic_navy_submarines
	equipment_bonus = {
		submarine = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
	modifier = {
		navy_submarine_attack_factor = 0.1
		naval_torpedo_cooldown_factor = -0.1
		ships_at_battle_start = 0.1
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_approach_soviet_planners
Constructs: has_completed_focus, prerequisite, has_war_with, completion_reward, check_variable, has_opinion, is_in_faction_with, add_popularity
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_approach_soviet_planners
	icon = GFX_goal_generic_soviet_construction
	x = 1
	y = 1
	relative_position_id = MON_ratify_mutual_assistance_treaty
	cost = 5
	prerequisite = {
		focus = MON_ratify_mutual_assistance_treaty
	}
	available = {
		has_completed_focus = MON_joint_technological_development
		custom_trigger_tooltip = {
			tooltip = MON_sov_influence_more_20_tt
			check_variable = {
				sov_influence_in_mon = 20
				compare = greater_than_or_equals
			}
		}
		any_other_country = {
			original_tag = SOV
			NOT = {
				has_war_with = ROOT
			}
			OR = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
				is_in_faction_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
		unlock_decision_tooltip = MON_study_foreign_machinery
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: EAI_DD_20/heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_aa_chassis = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: Comando Navale Mar Rosso
Source: game
File: history/units/ITA_1936_naval_mtg.txt

Code:
fleet = {
	name = Comando Navale Mar Rosso
	naval_base = 12766
	task_force = {
		name = Squadra di Mar Rosso
		location = 12766
		ship = {
			name = RCT Francesco Nullo
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Nazario Sauro
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Cesare Battisti
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Daniele Manin
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Leone
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Navigatori Class
				}
			}
		} {
			name = RCT Pantera
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Navigatori Class
				}
			}
		} {
			name = RCT Tigre
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Navigatori Class
				}
			}
		} {
			name = RCT Giovanni Acerbi
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Vincenzo Giordano Orsini
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		}
	} {
		name = VIII Gruppo Sommergibili
		location = 12766
		ship = {
			name = RSmg Luigi Settembrini
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Bandiera Class
				}
			}
		} {
			name = RSmg Ruggiero Settimo
			definition = subm
# ... (truncated)
### Entity: Idea
Component: POR_the_red_industrial_revolution
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_the_red_industrial_revolution = {
	picture = generic_production_bonus
	allowed = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.15
		production_factory_efficiency_gain_factor = 0.2
	}
}
### Entity: Idea
Component: GYA_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/guyana.txt

Code:
GYA_democratic_guy = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = GYA
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_interception_detection
Constructs: prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, add_to_variable, add_ace
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_interception_detection
	icon = GFX_focus_generic_air_defense
	x = 0
	y = 1
	relative_position_id = CHI_controlling_our_skies
	prerequisite = {
		focus = CHI_controlling_our_skies
	}
	cost = 10
	ai_will_do = {
		factor = 4
	} {
		factor = 10
	}
	available = {

	}
	bypass = {

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

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_ROCAF_tt
		add_to_variable = {
			CHI_ROCAF_air_interception_detect_factor = 0.1
			tooltip = air_interception_detect_factor_tt
		}
		add_ace = {
			name = Liu
			surname = Chuikang
			callsign = Pengju
			type = fighter_unique
		}
	}
}
### Entity: Event
Component: poland.157
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.157
	title = poland.157.t
	desc = poland.157.d
	picture = GFX_report_event_liberia_music
	is_triggered_only = yes
	option = {
		name = poland.157.a
		effect_tooltip = {
			POL = {
				puppet = LIB
			}
		}
		USA = {
			add_opinion_modifier = {
				target = POL
				modifier = POL_Liberia_Acquired
			}
		}
	}
}
### Entity: Character
Component: CRO_duro_jakcin
Source: game
File: common/characters/CRO.txt

Code:
CRO_duro_jakcin = {
	name = CRO_duro_jakcin
	portraits = {
		navy = {
			large = GFX_portrait_CRO_duro_jakcin
			small = GFX_portrait_CRO_duro_jakcin_small
		}
	}
	navy_leader = {
		traits = {
			blockade_runner spotter
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		maneuvering_skill = 2
		coordination_skill = 2
		legacy_id = -1
	}
	advisor = {
		slot = navy_chief
		idea_token = CRO_duro_jakcin
		allowed = {
			OR = {
				original_tag = HUN CRO
			}
		}
		available = {

		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Decision
Component: combat_reports
Constructs: has_war, has_country_flag, is_major, add_political_power, has_army_experience, has_political_power, has_subdoctrine_in_track, remove_effect
Source: game
File: common/decisions/xp_conversions_decisions.txt

Code:
combat_reports = {
	r56_send_combat_reports_to_the_small_arms_manufacturers = {
		icon = generic_industry
		cost = 10
		days_remove = 60
		custom_cost_text = xp_conversion_landxp
		custom_cost_trigger = {
			has_army_experience = > 99
			has_political_power = > 9
		}
		allowed = {

		}
		available = {
			has_army_experience = > 99
			has_political_power = > 9
			has_subdoctrine_in_track = infantry combat_support armor operations
			NOT = {
				has_country_flag = land_combat_report_analyzed
			}
		}
		visible = {

		}
		remove_effect = {
			add_tech_bonus = {
				name = infantry_artillery_bonus
				bonus = 0.15
				uses = 1
				category = infantry_weapons
			}
			add_breakthrough_progress = {
				specialization = specialization_land
				value = 0.15
			}
			clr_country_flag = land_combat_report_analyzed
		}
		complete_effect = {
			army_experience = -100
			add_political_power = -10
			set_country_flag = land_combat_report_analyzed
		}
		ai_will_do = {
			base = 3
			modifier = {
				factor = 0
				has_army_experience = < 199
			} {
				factor = 0
				has_political_power = < 150
			} {
				factor = 1
				has_war = yes
			} {
				factor = 2
				is_major = yes
			}
		}
	}
	r56_send_combat_reports_to_the_artillery_manufacturers = {
		icon = ger_military_buildup
		cost = 10
		days_remove = 60
		custom_cost_text = xp_conversion_landxp
		custom_cost_trigger = {
			has_army_experience = > 99
			has_political_power = > 9
		}
		allowed = {

		}
		available = {
			has_army_experience = > 99
			has_political_power = > 9
			has_subdoctrine_in_track = infantry combat_support armor operations
			NOT = {
				has_country_flag = land_combat_report_analyzed
			}
		}
		visible = {

		}
		remove_effect = {
			add_tech_bonus = {
				name = infantry_artillery_bonus
				bonus = 0.15
				uses = 1
				category = artillery
			}
			add_breakthrough_progress = {
				specialization = specialization_land
				value = 0.15
			}
			clr_country_flag = land_combat_report_analyzed
		}
		complete_effect = {
			army_experience = -100
			add_political_power = -10
			set_country_flag = land_combat_report_analyzed
		}
		ai_will_do = {
			base = 3
			modifier = {
				factor = 0
				has_army_experience = < 199
			} {
				factor = 0
				has_political_power = < 150
			} {
				factor = 1
				has_war = yes
			} {
				factor = 2
				is_major = yes
			}
		}
	}
	r56_send_combat_reports_to_the_vehicles_manufa
# ... (truncated)
### Entity: Faction
Component: rule_group_geographical
Source: game
File: common/factions/rules/groups/rule_groups.txt

Code:
rule_group_geographical = {
	rules = {
		joining_rule_neighbors_only joining_rule_same_continent_only joining_rule_china_only joining_rule_east_asia_only joining_rule_asia_pacific_ocenania_only joining_rule_asia_only joining_rule_africa_only joining_rule_americas_only joining_rule_nordics_only joining_rule_baltics_only joining_rule_islamic_only joining_rule_balkans_only joining_rule_hispanic_only
	}
}
### Entity: Unit Template
Component: LUX_SS_HISTORICAL
Source: game
File: common/units/names_ships/LUX_ship_names.txt

Code:
LUX_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		LUX
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = HMdS 
	fallback_name = U %d
	unique = {
		U %d U %d U %d U %d U %d U %d U %d U %d
	}
}
### Entity: Character
Component: democratic_exile
Constructs: democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
democratic_exile = {
	random = no
	sprite = 13
	democratic_drift = 0.1
}
### Entity: Unit Template
Component: BUL_INF_01
Source: game
File: common/units/names_divisions/BUL_names_divisions.txt

Code:
BUL_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		BUL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d-ta Pekhotna Divizija
	ordered = {
		1 = {
			%d-va 'Sofia' Pekhotna Divizija
		}
		2 = {
			%d-ra 'Plovdiv' Pekhotna Divizija
		}
		3 = {
			%d-ta 'Sliven' Pekhotna Divizija
		}
		4 = {
			%d-ta 'Schumen' Pekhotna Divizija
		}
		5 = {
			%d-ta 'Ruse' Pekhotna Divizija
		}
		6 = {
			%d-ta 'Vratsa' Pekhotna Divizija
		}
		7 = {
			%d-ma 'Dupnitsa' Pekhotna Divizija
		}
		8 = {
			%d-a 'Stara Zagora' Pekhotna Divizija
		}
		9 = {
			%d-a 'Pleven' Pekhotna Divizija
		}
		10 = {
			%d-a 'Kardzhali' Pekhotna Divizija
		}
		11 = {
			%d-ta 'Lyulin' Pekhotna Divizija
		}
		12 = {
			%d-ta 'Gorna Dzhumaya' Pekhotna Divizija
		}
		14 = {
			%d-ta 'Burgas' Pekhotna Divizija
		}
		15 = {
			%d-ta 'Kyustendil' Pekhotna Divizija
		}
		16 = {
			%d-ta 'Dobrich' Pekhotna Divizija
		}
		17 = {
			%d-ta 'Haskovo' Pekhotna Divizija
		}
		18 = {
			%d-ta 'Ferdinand' Pekhotna Divizija
		}
		19 = {
			%d-ta 'Gabrovo' Pekhotna Divizija
		}
		20 = {
			%d-ta 'Lovech' Pekhotna Divizija
		}
		21 = {
			%d-va 'Asenovgrad' Pekhotna Divizija
		}
		22 = {
			%d-ra 'Pazardzhik' Pekhotna Divizija
		}
		23 = {
			%d-ta 'Pernik' Pekhotna Divizija
		}
		24 = {
			%d-ta 'Razgrad' Pekhotna Divizija
		}
		25 = {
			%d-ta 'Silistra' Pekhotna Divizija
		}
		26 = {
			%d-ta 'Smolyan' Divizija
		}
		27 = {
			%d-ma 'Targovishte' Pekhotna Divizija
		}
		28 = {
			%d-ta 'Veliko Tarnovo' Pekhotna Divizija
		}
		29 = {
			%d-ta 'Vidin' Pekhotna Divizija
		}
		30 = {
			%d-ta 'Yambol' Pekhotna Divizija
		}
		31 = {
			%d-va 'Druzhba' Pekhotna Divizija
		}
		32 = {
			%d-ra 'Svoge' Pekhotna Divizija
		}
		33 = {
			%d-ta 'Aytos' Pekhotna Divizija
		}
		34 = {
			%d-ta 'Sredets' Pekhotna Divizija
		}
		35 = {
			%d-ta 'Sandanski' Pekhotna Divizija
		}
		36 = {
			%d-ta 'Petrich' Pekhotna Divizija
		}
		37 = {
			%d-ma 'Samokov' Pekhotna Divizija
		}
		38 = {
			%d-a 'Dragoman' Pekhotna Pivizija
		}
		39 = {
			%d-ta 'Etropole' Pekhotna Divizija
		}
		40 = {
			%d-ta 'Ihtiman' Pekhotna Divizija
		}
		41 = {
			%d-va 'Nevrokop' Pekhotna Divizija
		}
		42 = {
			%d-ta 'Karlovo' Pekhotna Divizija
		}
		43 = {
			%d-ta 'Velingrad' Pekhotna Divizija
		}
		44 = {
			%d-ta 'Nova Zagora' Pekhotna Divizija
		}
		45 = {
			%d-ta 'Troyan' Pekhotna Divizija
		}
		46
# ... (truncated)
### Entity: Technology
Component: advanced_small_airframe
Constructs: is_major, enable_equipments, research_cost
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipments = {
		small_plane_airframe_3 small_plane_cas_airframe_3 small_plane_naval_bomber_airframe_3 small_plane_suicide_airframe_3 cv_small_plane_airframe_3 cv_small_plane_cas_airframe_3 cv_small_plane_naval_bomber_airframe_3 cv_small_plane_suicide_airframe_3
	}
	path = {
		leads_to_tech = modern_small_airframe
		research_cost_coeff = 1
	}
	on_research_complete = {
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_air_axial_jet_engine
		}
	}
	research_cost = 2
	start_year = 1944
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 0
			y = 8
		}
	}
	categories = {
		light_air light_fighter cas_bomber naval_air naval_bomber air_equipment mio_cat_all_light_fighter_and_modules mio_cat_all_cas_and_modules mio_cat_all_naval_bomber_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 4
			is_major = yes
		} {
			factor = 1.2
			date = > 1945.1.1
		} {
			factor = 1.2
			date = > 1946.1.1
		} {
			factor = 1.2
			date = > 1947.1.1
		} {
			factor = 5
			date = > 1948.1.1
		}
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.71
Constructs: is_triggered_only, ai_chance, has_war_with, add_opinion_modifier, is_in_faction_with, has_opinion
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.71
	title = AAT_Sweden_flashpoints.71.t
	desc = AAT_Sweden_flashpoints.71.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.71.a
		trigger = {
			NOT = {
				is_in_faction_with = SWE
			}
		}
		ai_chance = {
			base = 0
			modifier = {
				add = 20
				has_opinion = {
					target = SWE
					value = < 0
				}
			} {
				add = 10
				has_war_with = ITA
			} {
				factor = 0
				is_in_faction_with = SWE
			} {
				factor = 10
				SWE = {
					SWE_is_historical_ai = yes
				}
			}
		}
		SWE = {
			country_event = {
				id = AAT_Sweden_flashpoints.72
				days = 3
			}
			add_opinion_modifier = {
				modifier = SWE_ENG_seized_ships
				target = ENG
			}
		}
	} {
		trigger = {
			NOT = {
				has_war_with = SWE
			}
		}
		name = AAT_Sweden_flashpoints.71.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				SWE = {
					SWE_is_historical_ai = yes
				}
			}
		}
		SWE = {
			country_event = {
				id = AAT_Sweden_flashpoints.77
				days = 7
			}
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, has_country_leader, complete_effect
Source: game
File: common/decisions/ITA.txt

Code:
political_actions = {
	ITA_vittorio_abdicate = {
		priority = 10
		icon = GFX_decision_generic_monarchy
		ai_will_do = {
			base = 0
		}
		allowed = {
			original_tag = ITA
		}
		visible = {
			has_completed_focus = ITA_power_to_the_king
			has_country_leader = {
				character = ITA_vittorio_emanuele_iii
				ruling_only = yes
			}
		}
		available = {
			has_country_leader = {
				character = ITA_vittorio_emanuele_iii
				ruling_only = yes
			}
		}
		complete_effect = {
			ITA_promote_umberto_to_country_leader = yes
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_seize_socialist_media
Constructs: prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_seize_socialist_media
	icon = GFX_focus_BRA_cohen_plan
	relative_position_id = AUS_better_germany
	x = -2
	y = 2
	cost = 5
	prerequisite = {
		focus = AUS_better_germany
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = communism
			popularity = -0.1
		} {
			ideology = democratic
			popularity = -0.05
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_social_partners
Constructs: prerequisite, add_stability, completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_social_partners
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = BEL_rebuild_wallonian_industry
	}
	relative_position_id = BEL_rebuild_wallonian_industry
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	x = -1
	y = 1
	cost = 10
	available = {

	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		add_dynamic_modifier = {
			modifier = BEL_social_partners_dynamic_modifier
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_25
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_25 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 25
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 25
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_renew_kviesis_term
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_renew_kviesis_term
	icon = GFX_focus_LAT_renew_kviesis_term
	prerequisite = {
		focus = LAT_appease_democrats
	}
	mutually_exclusive = {
		focus = LAT_martial_prime_minister
	}
	x = -2
	y = 1
	relative_position_id = LAT_appease_democrats
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor available_political_advisor
		show_ideas_tooltip = LAT_alberts_kvesis LAT_fricis_menders
		swap_ideas = {
			remove_idea = LAT_saeima_idea
			add_idea = LAT_saeima_idea_dem_1
		} {
			remove_idea = democratic_opposition
			add_idea = democratic_opposition_idea_1
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_organize_underground_resistance
Constructs: has_completed_focus, prerequisite, completion_reward, has_country_leader, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_organize_underground_resistance
	icon = GFX_focus_prc_infiltration
	x = -2
	y = 1
	relative_position_id = JAP_anti_militarist_speeches_in_the_diet
	prerequisite = {
		focus = JAP_anti_militarist_speeches_in_the_diet
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = JAP_abe_isoo
		}
		NOT = {
			has_completed_focus = JAP_revoke_the_peace_preservation_law
		}
	}
	bypass = {

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

	}
	completion_reward = {
		custom_effect_tooltip = JAP_organize_underground_resistance_tt generic_skip_one_line_tt
		country_event = {
			id = SEA_japan_popup_events.28
		}
	}
}