Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Game Data
Component: Mechanized
Source: game
File: common/units/names_divisions/BRA_names_divisions.txt

Code:
BRA_MEC_01 = 
{
	name = "Mechanized Division"

	for_countries = { BRA ANG GNB MZB }				# Also includes releasable Portuguese colonlies

	can_use = { always = yes }

	division_types = { "mechanized" }

	# Number reservation system will tie to another group.
	link_numbering_with = { BRA_INF_01 }

	fallback_name = "%da Div. de Infantaria Mecânizada"

	# Names with numbers (only one number per entry). 
	# It's okay to have gaps in numbering.
	ordered =
	{
		1 = { "%da Div. de Infantaria Mecânizada" }
		2 = { "%da Div. de Infantaria Mecânizada" }
		3 = { "%da Div. de Infantaria Mecânizada" }
		4 = { "%da Div. de Infantaria Mecânizada" }
		5 = { "%da Div. de Infantaria Mecânizada" }
		6 = { "%da Div. de Infantaria Mecânizada" }
		7 = { "%da Div. de Infantaria Mecânizada" }
		8 = { "%da Div. de Infantaria Mecânizada" }
		9 = { "%da Div. de Infantaria Mecânizada" }
		10 = { "%da Div. de Infantaria Mecânizada" }
	}
}
### Entity: Idea
Component: QUE_clerical_authority
Constructs: political_power_gain
Source: game
File: common/ideas/quebec.txt

Code:
QUE_clerical_authority = {
	allowed_civil_war = {
		always = no
	}
	picture = MEX_church_power_4
	modifier = {
		attrition = -0.05
		political_power_gain = 0.1
		production_factory_efficiency_gain_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: Idea
Component: AUS_austrian_communists_active
Constructs: communism_drift
Source: game
File: common/ideas/austria.txt

Code:
AUS_austrian_communists_active = {
	picture = generic_manpower_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		communism_drift = 0.03
	}
}
### Entity: Idea
Component: ITA_governor_commissariats
Constructs: research_speed_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_governor_commissariats = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		TAG = AOI
	}
	removal_cost = -1
	picture = generic_war_preparation
	modifier = {
		war_stability_factor = 0.05
		conscription_factor = 0.1
		resistance_target = -0.05
		required_garrison_factor = -0.05
		industry_free_repair_factor = 0.05
		cic_to_overlord_factor = -0.1
		mic_to_overlord_factor = -0.1
		research_speed_factor = -0.25
		global_building_slots_factor = 0.25
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_the_leader
Constructs: prerequisite, add_ideas, has_government, has_country_flag, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_the_leader
	icon = GFX_goal_CHL_el_jefe
	relative_position_id = CHL_consolidate_the_government
	x = 11
	y = 1
	offset = {
		trigger = {
			has_country_flag = R56_chile_fascist_scw_given_tag
		}
		x = -10
		y = 0
	}
	cost = 10
	prerequisite = {
		focus = CHL_the_spread_of_fascism
	}
	available = {
		has_government = fascism
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = CHL_the_leader_idea
		add_political_power = 75
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: INS_political_idea_fascism
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_political_idea_fascism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	modifier = {
		fascism_drift = 0.1
		drift_defence_factor = -0.15
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/DON_cossack_host.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 9417
	division_template = Kavaleriyskaya Diviziya
	start_experience_factor = 0.1
	start_equipment_factor = 1
}
### Entity: Event
Component: liechtenstein.14
Constructs: ai_chance, has_government, fire_only_once, add_political_power, set_country_flag
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.14
	picture = GFX_report_event_por_return_of_the_monarchy
	title = liechtenstein.14.t
	desc = liechtenstein.14.d
	fire_only_once = yes
	trigger = {
		original_tag = LIE
		date = > 1937.7.1
		OR = {
			has_government = neutrality democratic
		}
		NOT = {
			AUS = {
				focus_progress = {
					focus = AUS_moderate_restoration
					progress = > 0.001
				}
			}
		} {
			AUS = {
				focus_progress = {
					focus = AUS_past_glories
					progress = > 0.001
				}
			}
		} {
			HUN = {
				focus_progress = {
					focus = HUN_invite_the_habsburg_prince
					progress = > 0.001
				}
			}
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = liechtenstein.14.a
		ai_chance = {
			base = 10
		}
		set_country_flag = LIE_otto_von_habsburg_in_the_house
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = LIE_otto_von_habsburg
	} {
		name = liechtenstein.14.b
		ai_chance = {
			base = 10
		}
		add_political_power = 10
	}
}
### Entity: Character
Component: austrian_exile
Source: game
File: common/country_leader/00_traits.txt

Code:
austrian_exile = {
	random = no
	sprite = 13
	targeted_modifier = {
		tag = AUS
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_protect_the_easter_island
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_historical_focus_on, is_owned_and_controlled_by, is_subject
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_protect_the_easter_island
	icon = GFX_focus_CHL_protect_the_easter_island
	relative_position_id = CHL_an_attempt_to_maintain_our_neutrality
	x = 1
	y = 4
	cost = 5
	prerequisite = {
		focus = CHL_enact_stricter_labor_laws CHL_found_national_steelworks
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 0
			is_historical_focus_on = yes
			date = > 1944.1.1
		}
	}
	available = {
		threat = > 0.7
		948 = {
			is_owned_and_controlled_by = ROOT
		}
		is_subject = no
		any_country = {
			OR = {
				has_war_with = JAP AST NZL
			}
			capital_scope = {
				OR = {
					is_on_continent = north_america south_america
				}
			}
			has_government = democratic
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ARMY_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		948 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			} {
				type = coastal_bunker
				level = 4
				instant_build = yes
				province = 13294
			} {
				type = naval_base
				level = 2
				instant_build = yes
				province = 13294
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt CHL_protect_the_easter_island_tt
		navy_experience = 25
		army_experience = 25
		IF = {
			limit = {
				JAP = {
					exists = yes
					OR = {
						has_government = fascism neutrality
					}
					is_subject = no
					any_country = {
						has_war_with = PREV
						capital_scope = {
							OR = {
								is_on_continent = north_america south_america
							}
						}
						has_government = democratic
					}
				}
			}
			create_wargoal = {
				type = topple_government
				target = JAP
			}
		} {
			limit = {
				NZL = {
					exists = yes
					OR = {
						has_government = fascism neutrality
					}
					is_subject = no
					any_country = {
						has_war_with = PREV
						capital_scope = {
							OR = {
								is_on_continent = north_america south_america
							}
						}
						has_government = democratic
					}
				}
			}
			create_wargoal = {
				type = topple_government
				target = NZL
			}
		} {
			limit = {
				AST = {
					exists = yes
					OR = {
						has_government = fascism neutrality
					}
					is_subject = no
					any_country = {
						has_war_with = PREV
						capital_scope = {
							OR = {
								is_on_continent
# ... (truncated)
### Entity: Idea
Component: FIN_low_army_morale
Constructs: removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_low_army_morale = {
	picture = generic_army_problems
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.1
		army_org_factor = -0.1
	}
}
### Entity: Faction
Component: faction_goal_control_malta
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_malta = {
	name = control_malta_goal_name
	description = control_malta_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = ENG
				is_in_faction_with = ENG
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 116
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		116 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 116
			}
			add_faction_initiative = 1
		}
		116 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			116 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = europe
						}
					}
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = middle_east africa
							}
						}
					}
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 1
			is_historical_focus_on = yes
			OR = {
				original_tag = ITA GER
			}
		}
	}
}
### Entity: Technology
Component: land_multi_charge_large_caliber_gun_tech
Constructs: enable_building
Source: game
File: common/technologies/special_projects_tech.txt

Code:
technology = {
	allow = {
		always = no
	}
	start_year = 1936
	enable_building = {
		building = mega_gun_emplacement
		level = 1
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_appeal_to_china
Constructs: prerequisite, limit, remove_ideas, has_war_with, add_stability, completion_reward, is_justifying_wargoal_against, is_subject_of
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_appeal_to_china
	icon = GFX_focus_chi_cooperation_with_the_nationalists
	prerequisite = {
		focus = MON_form_the_provisional_government
	}
	x = -2
	y = 1
	relative_position_id = MON_form_the_provisional_government
	cost = 5
	available = {
		CHI = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				is_justifying_wargoal_against = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 30
	}
	bypass = {
		CHI = {
			OR = {
				exists = no
				is_subject_of = ROOT
			}
			ROOT = {
				is_subject_of = PREV
			}
		}
	}
	completion_reward = {
		add_stability = 0.03
		add_popularity = {
			ideology = neutrality
			popularity = 0.08
		}
		MON_chi_low_influence_increase_effect = yes
		MON_soviet_low_influence_decrease_effect = yes
		custom_effect_tooltip = remove_political_advisor
		show_ideas_tooltip = MON_sonombaldzshiryn_buyannemech
		if = {
			limit = {
				has_idea = MON_sonombaldzshiryn_buyannemech
			}
			remove_ideas = MON_sonombaldzshiryn_buyannemech
		}
		unlock_decision_category_tooltip = MON_raids_operations_category
		unlock_decision_tooltip = MON_study_foreign_machinery MON_study_foreign_electronics
	}
	search_filters = {
		FOCUS_FILTER_INFLUENCE_DECREASE FOCUS_FILTER_INFLUENCE_INCREASE FOCUS_FILTER_STABILITY
	}
}
### Entity: Character
Component: PHI_godofredo_juliano
Constructs: has_dlc
Source: game
File: common/characters/PHI.txt

Code:
PHI_godofredo_juliano = {
	name = PHI_godofredo_juliano
	portraits = {
		army = {
			small = GFX_portrait_PHI_godofredo_juliano_small
		}
	}
	advisor = {
		slot = high_command
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		idea_token = PHI_godofredo_juliano
		ledger = army
		traits = {
			air_air_superiority_2
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Character
Component: LIE_josef_hoop
Constructs: has_government, has_country_leader
Source: game
File: common/characters/LIE.txt

Code:
LIE_josef_hoop = {
	name = Josef Hoop
	portraits = {
		civilian = {
			large = gfx/leaders/LIE/r56_portrait_LIE_Josef_Hoop.dds
			small = GFX_idea_LIE_josef_hoop
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = LIE_josef_hoop
		allowed = {
			original_tag = LIE
		}
		visible = {
			OR = {
				has_government = neutrality democratic
			}
		}
		available = {
			NOT = {
				has_country_leader = {
					character = LIE_josef_hoop
					ruling_only = yes
				}
			}
		}
		traits = {
			tenacious_negotiator
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			tenacious_negotiator
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_finnish_learned_societies
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_finnish_learned_societies
	icon = GFX_focus_research
	prerequisite = {
		focus = FIN_approach_the_soviets FIN_antagonize_the_soviets
	}
	x = 1
	y = 1
	relative_position_id = FIN_approach_the_soviets
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		FIN_bop_very_low_increase_effect = yes
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_bolster_the_colonial_garrison
Constructs: prerequisite, completion_reward, has_tech
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_bolster_the_colonial_garrison
	prerequisite = {
		focus = POR_strengthen_the_colonial_administration
	}
	icon = GFX_goal_generic_army_elite
	cost = 5
	x = 1
	y = 1
	relative_position_id = POR_strengthen_the_colonial_administration
	ai_will_do = {
		base = 35
	}
	available = {
		has_tech = tech_military_police2 jngdst_clothes_1939
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = ITA_regional_development_occupation_law_tt
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_start_rocket_program
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_start_rocket_program
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = BEL_Foreign_aviation_studies
	}
	relative_position_id = BEL_Foreign_aviation_studies
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		custom_effect_tooltip = {
			localization_key = available_scientist_one_line_tt
			character = BEL_karel_bossart
		} generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = jet_rocket_bonus
			bonus = 0.5
			uses = 2
			category = rocketry jet_technology
		}
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		add_ideas = r56_generic_rocket_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: draft_dodging_3
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/zzz_generic.txt

Code:
draft_dodging_3 = {
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	picture = generic_manpower_bonus
	modifier = {
		conscription_factor = -0.4
	}
}
### Entity: State History
Component: 298
Constructs: add_core_of
Source: game
File: history/states/298-Liberia.txt

Code:
state = {
	id = 298
	name = STATE_298
	manpower = 745000
	state_category = rural
	resources = {
		rubber = 6
	}
	history = {
		owner = LIB
		buildings = {
			infrastructure = 1
			arms_factory = 1
			industrial_complex = 1
			7959 = {
				naval_base = 2
			}
		}
		victory_points = {
			7959 3
		}
		add_core_of = LIB
	}
	provinces = {
		7959 8006
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: POR_portuguese_legion
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/portugal.txt

Code:
POR_portuguese_legion = {
	picture = tfv_can_conscription_crisis
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.05
		army_core_defence_factor = 0.05
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_collapse_focus
Constructs: prerequisite, limit, completion_reward, declare_war_on, has_any_power_balance, change_tag_from
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_collapse_focus
	icon = GFX_goal_MPL_collapse
	relative_position_id = MPL_deal_with_strike
	x = 0
	y = 2
	cost = 2
	prerequisite = {
		focus = MPL_a_forgone_conclusion MPL_british_occupation
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = MPL_collapse_tt
			always = no
		}
	}
	completion_reward = {
		custom_effect_tooltip = MPL_collapse_tt_3
		effect_tooltip = {
			PAL = {
				declare_war_on = {
					target = ISR
				}
			}
		}
		if = {
			limit = {
				has_any_power_balance = yes
				power_balance_value = {
					id = MPL_power_balance
					value = < 0
				}
			}
			hidden_effect = {
				MPL_trigger_collapse_PAL = yes
			}
			effect_tooltip = {
				PAL = {
					change_tag_from = MPL
				}
			}
		}
		else_if = {
			limit = {
				has_any_power_balance = yes
				power_balance_value = {
					id = MPL_power_balance
					value = > 0
				}
			}
			hidden_effect = {
				MPL_trigger_collapse_ISR = yes
			}
			effect_tooltip = {
				ISR = {
					change_tag_from = MPL
				}
			}
		}
		else = {
			custom_effect_tooltip = MPL_collapse_tt_2
		}
	}
}
### Entity: Idea
Component: american_influence_defence_fascism
Constructs: has_government, removal_cost
Source: game
File: common/ideas/usa.txt

Code:
american_influence_defence_fascism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	modifier = {
		drift_defence_factor = 0.5
	}
}
### Entity: Joint Focus
Component: CONGO_whispers_of_independence
Constructs: has_completed_focus, prerequisite, limit, joint_focus, has_war_with, completion_reward, is_subject_of, has_global_flag
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_whispers_of_independence
	dynamic = yes
	icon = GFX_focus_generic_whispers
	prerequisite = {
		focus = CONGO_congos_place_in_the_world
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	relative_position_id = CONGO_congos_place_in_the_world
	x = 3
	y = 1
	cost = 10
	text_icon = CONGO_COG_focus_style
	available = {
		original_tag = COG
		is_subject_of = BEL
		NOT = {
			has_completed_focus = COG_national_committee_for_liberation
		} {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
		COG = {
			OR = {
				has_autonomy_state = autonomy_colony autonomy_dominion autonomy_satellite
			}
		}
	}
	bypass = {
		AND = {
			original_tag = COG
			NOT = {
				is_subject_of = BEL
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_autonomy_score = {
				value = 500
				localization = CONGO_whispers_of_independence
			}
			custom_effect_tooltip = generic_skip_one_line_tt congo_more_options_to_threaten_tt generic_skip_one_line_tt
			country_event = {
				id = congo_independence_struggle.1
				hours = 0
			}
		}
		hidden_effect = {
			set_global_flag = COG_BEL_negotiations_ongoing_flag
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_autonomy_score = {
				value = 500
				localization = CONGO_whispers_of_independence
			}
			custom_effect_tooltip = generic_skip_one_line_tt congo_more_options_to_threaten_tt generic_skip_one_line_tt
			country_event = {
				id = congo_independence_struggle.1
				hours = 0
			}
		}
	}
}
### Entity: AI Strategy
Component: USA_dont_send_lend_lease_to_japan_except_certain_scenarios
Constructs: has_completed_focus, has_government, send_lend_lease_desire
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_dont_send_lend_lease_to_japan_except_certain_scenarios = {
	allowed = {
		original_tag = USA
	}
	enable = {
		JAP = {
			OR = {
				has_government = neutrality fascism
			}
			NOT = {
				has_completed_focus = JAP_form_the_jikyoku_iinkai
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = JAP
		value = -999
	}
}
### Entity: Scripted Trigger
Component: EAI_Mass_Assault_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Mass_Assault_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = RAJ CHI SHX GXC YUN PRC XSM FIN MAN MEN
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = RAJ CHI SHX GXC YUN PRC XSM FIN MAN MEN
		}
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_baikonour_launching_site
Constructs: shared_focus, prerequisite, limit, completion_reward, is_subject, add_tech_bonus, add_breakthrough_progress, has_global_flag
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_baikonour_launching_site
	icon = GFX_focus_rocketry
	x = 0
	y = 1
	relative_position_id = TRK_space
	cost = 10
	prerequisite = {
		focus = TRK_space
	}
	available = {
		date = > 1945.1.1
		controls_state = 404
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		if = {
			limit = {
				is_subject = yes
			}
			overlord = {
				add_tech_bonus = {
					name = jet_rocket_bonus
					bonus = 0.5
					uses = 1
					category = rocketry
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				add_breakthrough_progress = {
					specialization = specialization_air
					value = 0.5
				}
			}
		}
		else_if = {
			limit = {
				has_global_flag = SOV_TRK_weapon_cooperation
			}
			SOV = {
				add_tech_bonus = {
					name = jet_rocket_bonus
					bonus = 0.5
					uses = 1
					category = rocketry
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				add_breakthrough_progress = {
					specialization = specialization_air
					value = 0.5
				}
			}
		}
	}
}
### Entity: Decision
Component: ROM_change_sides
Source: game
File: common/decisions/categories/ROM_decision_categories.txt

Code:
ROM_change_sides = {
	icon = GFX_decision_category_generic_political_actions
	allowed = {
		original_tag = ROM
	}
	visible = {
		original_tag = ROM
	}
}
### Entity: Event
Component: rt56.rom_comintern.2
Constructs: is_triggered_only, fire_only_once, set_autonomy
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_comintern.2
	title = rt56.rom_comintern.2.t
	desc = rt56.rom_comintern.2.d
	picture = GFX_report_event_generic_funeral
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = rt56.rom_comintern.2.a
		SOV = {
			set_autonomy = {
				target = ROM
				autonomous_state = autonomy_free
				end_wars = yes
				end_civil_wars = no
			}
		}
	}
}