Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: denmark_resistance_event.5
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, add_war_support
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_resistance_event.5
	title = denmark_resistance_event.5.t
	desc = denmark_resistance_event.5.desc
	picture = GFX_report_event_generic_rifles
	is_triggered_only = yes
	option = {
		name = denmark_resistance_event.2.a
		ai_chance = {
			base = 1
		}
		add_war_support = 0.025
		DEN = {
			add_equipment_to_stockpile = {
				type = infantry_equipment_1
				amount = 1000
				producer = DEN.supporting_nation
			}
		}
	}
}
### Entity: Decision
Component: SS_recruitment
Constructs: has_completed_focus, has_government
Source: game
File: common/decisions/categories/SS_decision_categories.txt

Code:
SS_recruitment = {
	allowed = {
		original_tag = GER
	}
	available = {
		has_government = fascism
	}
	visible = {
		has_completed_focus = GER_expand_ss_recruitment
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_medium_bomber_focus
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_medium_bomber_focus
	icon = GFX_goal_multiple_bombers
	prerequisite = {
		focus = EST_heavy_fighter_concept EST_air_innovations
	}
	mutually_exclusive = {
		focus = EST_light_bomber_focus
	}
	x = 18
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = POL_medium_bomber_focus
			bonus = 1
			uses = 1
			category = tactical_bomber
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: Polskie Sily Morskie
Source: game
File: history/units/POL_1939_naval_legacy.txt

Code:
fleet = {
	name = Polskie Sily Morskie
	naval_base = 362
	task_force = {
		name = Polska Flota Niszczycieli
		location = 362
		ship = {
			name = ORP Grom
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = POL
				}
			}
		} {
			name = ORP Blyskawica
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = POL
				}
			}
		} {
			name = ORP Burza
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = POL
				}
			}
		} {
			name = ORP Wicher
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = POL
				}
			}
		}
	} {
		name = Dywizjon Okretów Podwodnych
		location = 362
		ship = {
			name = ORP Orzel
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = POL
				}
			}
		} {
			name = ORP Sep
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = POL
				}
			}
		} {
			name = ORP Ryś
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = POL
				}
			}
		} {
			name = ORP Wilk
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = POL
				}
			}
		} {
			name = ORP Żbik
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = POL
				}
			}
		}
	}
}
### Entity: Idea
Component: SWE_foreign_policy
Constructs: has_war, removal_cost, guarantee_cost, send_volunteers_tension
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_foreign_policy = {
	allowed = {
		always = no
	}
	picture = generic_wall_line
	cancel = {
		has_war = yes
	}
	removal_cost = -1
	modifier = {
		enemy_justify_war_goal_time = 0.25
		enemy_declare_war_tension = 0.25
		guarantee_cost = 1
		lend_lease_tension = -0.5
		join_faction_tension = 1.0
		send_volunteers_tension = 0.2
		guarantee_tension = 1.0
		ai_badass_factor = 0.01
		ai_focus_defense_factor = 0.5
		ai_focus_peaceful_factor = 0.5
		ai_get_ally_desire_factor = -10000
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_gibraltar_for_spanish_support
Constructs: prerequisite, limit, random_country, has_government, completion_reward, is_subject, has_dlc, is_in_faction_with
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_gibraltar_for_spanish_support
	prerequisite = {
		focus = ENG_secure_the_italian_alliance
	}
	mutually_exclusive = {
		focus = ENG_pre_empt_spanish_alignment
	}
	available = {
		is_subject = no
		if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			any_country = {
				original_tag = SPR
				has_government = fascism
				exists = yes
				NOT = {
					is_in_faction_with = ENG
				}
			}
		} {
			limit = {
				has_dlc = La Resistance
			}
			SPA = {
				exists = yes
				NOT = {
					is_in_faction_with = ENG
				}
			}
		}
		has_global_flag = scw_over
	}
	icon = GFX_goal_generic_dangerous_deal
	x = -1
	y = 1
	relative_position_id = ENG_secure_the_italian_alliance
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			random_country = {
				limit = {
					original_tag = SPR
					has_government = fascism
				}
				country_event = {
					id = mtg_britain.40
					hours = 6
				}
			}
		}
		ELSE = {
			SPA = {
				country_event = {
					id = mtg_britain.40
					hours = 6
				}
			}
		}
	}
}
### Entity: Idea
Component: AUS_alpen_elektrowerke_designer
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/austria.txt

Code:
AUS_alpen_elektrowerke_designer = {
	picture = AUS_alpen_elektrowerke
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	available = {
		has_completed_focus = AUS_invest_in_alpen_elektrowerke
	}
	visible = {
		has_completed_focus = AUS_invest_in_alpen_elektrowerke
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	modifier = {

	}
	ai_will_do = {
		base = 1
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_our_royal_claims
Constructs: prerequisite, limit, add_war_support, completion_reward, add_political_power, add_to_variable, has_country_leader, add_claim_by
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_our_royal_claims
	icon = GFX_focus_NOR_our_royal_claims
	prerequisite = {
		focus = NOR_shield_of_the_north
	}
	x = 0
	y = 1
	relative_position_id = NOR_shield_of_the_north
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		custom_effect_tooltip = NOR_modify_kingdom_of_norway_TT
		add_to_variable = {
			var = NOR_kingdom_of_norway_dmod_justify_war_goal_time
			value = -0.2
			tooltip = justify_war_goal_time_tt
		}
		add_political_power = 50
		add_war_support = 0.2
		if = {
			limit = {
				has_country_leader = {
					character = NOR_queen_mathilde_i
					ruling_only = yes
				}
			}
			122 = {
				add_claim_by = NOR
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_fuel_tanks_MODULE_FOCUS
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_fuel_tanks_MODULE_FOCUS = {
	OR = {
		EAI_NAV_military_focus = yes
		AND = {
			EAI_FTR_military_focus = yes
			has_tech = modern_small_airframe
		} {
			EAI_HFTR_military_focus = yes
			has_tech = modern_medium_airframe
		} {
			EAI_MARITIME_military_focus = yes
			has_tech = modern_large_airframe
		}
	}
}
### Entity: Event
Component: israel.48
Constructs: is_triggered_only, add_manpower, random_days, random_hours
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.48
	title = israel.48.t
	desc = israel.48.d
	is_triggered_only = yes
	option = {
		name = israel.48.a
		add_manpower = -2000
		hidden_effect = {
			country_event = {
				id = israel.49
				days = 1
				random_days = 3
				random_hours = 24
			}
		}
	}
}
### Entity: AI Strategy
Component: USA_build_tank_destroyers
Constructs: has_tech
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_build_tank_destroyers = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_tech = basic_medium_tank_chassis
		date = > 1942.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = medium_tank_destroyer_chassis
		value = 1
	} {
		type = equipment_production_min_factories_archetype
		id = modern_tank_destroyer_chassis
		value = 1
	}
}
### Entity: Unit Template
Component: SPAN_PAR_02
Source: game
File: common/units/names_divisions/SPAN_names_divisions.txt

Code:
SPAN_PAR_02 = {
	name = Airborne Division
	for_countries = {
		CUB VEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %da División Aerotransportada
	ordered = {
		1 = {
			%da División Aerotransportada
		}
		2 = {
			%da División Aerotransportada
		}
		3 = {
			%da División Aerotransportada
		}
		4 = {
			%da División Aerotransportada
		}
		5 = {
			%da División Aerotransportada
		}
		6 = {
			%da División Aerotransportada
		}
		7 = {
			%da División Aerotransportada
		}
		8 = {
			%da División Aerotransportada
		}
		9 = {
			%da División Aerotransportada
		}
		10 = {
			%da División Aerotransportada
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.36
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.36
	title = JUNO_brazil_events.36.t
	desc = JUNO_brazil_events.36.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.36.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Shared Focus
Tree: pla_focus
Component: PLA_defend_the_new_union
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_platine_shared.txt

Code:
shared_focus = {
	id = PLA_defend_the_new_union
	icon = GFX_goal_class_a_reservists
	cost = 10
	text = GCO_UNIFIED_defend_the_new_union
	prerequisite = {
		focus = PLA_platine_unification
	}
	bypass = {
		OR = {
			has_idea = idea_r56_defense_of_the_union idea_r56_united_armed_forces
		}
	}
	relative_position_id = PLA_platine_unification
	x = 2
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	completion_reward = {
		add_ideas = idea_r56_defense_of_the_union
	}
}
### Entity: Idea
Component: CZE_praga
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_praga = {
	picture = CZE_praga
	allowed = {
		OR = {
			original_tag = CZE
			tag = RKH
		}
	}
	visible = {
		NOT = {
			has_completed_focus = CZE_expand_praga
		}
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Joint Focus
Component: NORDIC_ad_hoc_military_industry
Constructs: prerequisite, joint_focus, completion_reward, set_variable, add_to_variable
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_ad_hoc_military_industry
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = NORDIC_standarized_parts
	}
	mutually_exclusive = {
		focus = NORDIC_military_industry_hub
	}
	x = 1
	y = 1
	relative_position_id = NORDIC_standarized_parts
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		num_of_military_factories = > 15
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward = {
		hidden_effect = {
			set_variable = {
				NORDIC_mil_industry_originator_production_speed_arms_factory_factor = 0.1
			} {
				NORDIC_mil_industry_member_production_speed_arms_factory_factor = 0.05
			}
		}
	}
	completion_reward_joint_originator = {
		custom_effect_tooltip = NORDIC_modify_nordic_military_industry_dmod
		effect_tooltip = {
			add_to_variable = {
				var = NORDIC_mil_industry_originator_production_speed_arms_factory_factor
				value = 0.1
				tooltip = production_speed_arms_factory_factor_tt
			}
		}
	}
	completion_reward_joint_member = {
		custom_effect_tooltip = NORDIC_modify_nordic_military_industry_dmod
		effect_tooltip = {
			add_to_variable = {
				var = NORDIC_mil_industry_member_production_speed_arms_factory_factor
				value = 0.05
				tooltip = production_speed_arms_factory_factor_tt
			}
		}
	}
}
### Entity: Event
Component: SEA_china_democratic.3
Constructs: is_triggered_only, limit, random_country, fire_only_once, is_faction_leader, add_to_faction, is_in_faction, is_in_faction_with
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_democratic.3
	title = SEA_china_democratic.3.t
	desc = SEA_china_democratic.3.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_china_democratic.3.a
		IF = {
			limit = {
				is_faction_leader = yes
			}
			add_to_faction = FROM
		}
		ELSE_IF = {
			limit = {
				is_in_faction = yes
				is_faction_leader = no
			}
			random_country = {
				limit = {
					is_in_faction_with = ROOT
					is_faction_leader = yes
				}
				add_to_faction = FROM
			}
		}
	}
}
### Entity: Scripted Effect
Component: SOV_pick_great_purge_army_type_effect
Constructs: limit, set_temp_variable, random_list, has_idea, add_to_temp_variable, has_trait, is_army_leader, has_army_ledger
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_pick_great_purge_army_type_effect = {
	set_temp_variable = {
		SOV_random_purge_test = 0
	}
	random_list = {
		50 = {
			modifier = {
				factor = 0
				has_idea = SOV_purged_junior_army_officers_3
			}
			SOV_great_purge_army_junior_officers_effect = yes
			add_to_temp_variable = {
				SOV_random_purge_test = 1
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					any_army_leader = {
						SOV_character_can_be_purged = yes
						NOT = {
							has_trait = trait_SOV_stalinist
						}
					}
				}
			} {
				factor = 2
				any_character = {
					OR = {
						is_army_leader = yes
						has_army_ledger = yes
					}
					has_character_flag = SOV_potential_target_flag
				}
			}
			SOV_great_purge_army_trial_of_the_generals_effect = yes
			add_to_temp_variable = {
				SOV_random_purge_test = 1
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				SOV_random_purge_test = 0
			}
		}
	}
}
### Entity: Idea
Component: r56w_idea_minister_dvenom
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_dvenom = {
	allowed = {
		original_tag = WHY
	}
	traits = {
		r56w_trait_minister_dvenom
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: AFG_persian_socialism_decision_category
Constructs: has_government, is_owned_and_controlled_by, has_global_flag, is_subject_of, is_in_faction_with
Source: game
File: common/decisions/categories/r56_AFG_decision_categories.txt

Code:
AFG_persian_socialism_decision_category = {
	scripted_gui = afg_persian_socialism_decision_ui
	icon = SOV_permanent_revolution
	picture = GFX_decision_cat_AFG_persian_socialism
	on_map_area = {
		target_array = PER.core_states
		target_trigger = {
			FROM = {
				is_owned_and_controlled_by = PER
			}
		}
		name = AFG_persian_socialism_map_area
		zoom = 600
	}
	allowed = {
		OR = {
			original_tag = AFG PER
		}
	}
	priority = 20
	visible = {
		has_global_flag = AFG_PER_communist_struggle_gflag
		OR = {
			ROOT = {
				original_tag = AFG
				has_government = communism
			} {
				original_tag = PER
				NOT = {
					has_government = communism
				}
			}
		}
		NOT = {
			AFG = {
				OR = {
					is_subject_of = PER
					is_in_faction_with = PER
				}
			}
			PER = {
				OR = {
					has_government = communism
					is_subject_of = AFG
				}
			}
		}
	}
}
### Entity: Event
Component: britain.8
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, create_wargoal, take_state, has_opinion_modifier
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = britain.8
	title = britain.8.t
	desc = britain.8.d
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = britain.8.a
		ai_chance = {
			factor = 70
		}
		create_wargoal = {
			type = take_state
			target = FROM
			generator = owned_states
		}
		if = {
			limit = {
				USA = {
					NOT = {
						has_opinion_modifier = unprovoked_aggression
					}
				}
			}
			USA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = unprovoked_aggression
				}
			}
		}
	} {
		name = britain.8.b
		ai_chance = {
			factor = 30
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_anti_comintern_pact_unaligned
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject, is_in_faction_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_anti_comintern_pact_unaligned
	icon = GFX_goal_anti_comintern_pact
	prerequisite = {
		focus = GER_support_the_finns
	} {
		focus = GER_danzig_for_guarantees
	}
	x = 1
	y = 1
	relative_position_id = GER_support_the_finns
	cost = 10
	available = {
		is_subject = no
		NOT = {
			has_government = communism
		} {
			is_in_faction_with = SOV
		}
	}
	bypass = {
		SOV = {
			NOT = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = pact_against_us
			}
		}
		add_named_threat = {
			threat = 2
			name = GER_anti_comintern_pact_unaligned
		}
		every_other_country = {
			limit = {
				NOT = {
					tag = GER
				} {
					has_war_with = GER
				} {
					is_in_faction_with = SOV
				}
				is_subject = no
				OR = {
					capital_scope = {
						is_on_continent = europe
					}
					AND = {
						capital_scope = {
							is_on_continent = asia
						}
						is_neighbor_of = SOV
					}
					num_of_factories = > 30
				} {
					has_government = neutrality
					AND = {
						is_neighbor_of = SOV
						NOT = {
							has_government = communism
						}
					}
				}
			}
			country_event = germany.5
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_gaza
Constructs: division_template, prerequisite, limit, remove_ideas, completion_reward, create_unit, allow_spawning_on_enemy_provs, has_idea
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_gaza
	icon = GFX_goal_PAL_gaza
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_fawzi
	}
	cost = 8
	relative_position_id = PAL_fawzi
	completion_reward = {
		custom_effect_tooltip = PAL_gaza_tt
		hidden_effect = {
			division_template = {
				name = Hamiyah Ghazzah
				priority = 1
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					}
				}
				support = {
					artillery = {
						x = 0
						y = 0
					}
				}
			}
			949 = {
				create_unit = {
					division = name = "Mudafaeen Fawzi" division_template = "Hamiyah Ghazzah" start_experience_factor = 0.05 start_equipment_factor = 1 start_manpower_factor = 1
					owner = ROOT
					count = 2
					allow_spawning_on_enemy_provs = yes
				}
			}
			if = {
				limit = {
					has_idea = MPL_collapse_no_focus
				}
				remove_ideas = MPL_collapse_no_focus
			}
		}
	}
}
### Entity: Idea
Component: LUX_minister_labour_PRL_nonsb
Constructs: industrial_capacity_factory
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_minister_labour_PRL_nonsb = {
	modifier = {
		industrial_concern_cost_factor = -0.33
		industrial_capacity_factory = -0.1
	}
}
### Entity: Character
Component: NEP_rudra_rana
Source: game
File: common/characters/NEP.txt

Code:
NEP_rudra_rana = {
	advisor = {
		slot = navy_chief
		idea_token = NEP_rudra_rana
		allowed = {
			original_tag = NEP
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = NEP_rudra_rana
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_1
		}
	}
}
### Entity: Country History
Country: MEL
Component: MEL_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/MEL - Mari El.txt

Code:
# Politics & Parties for MEL
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 40
	communism = 10
	neutrality = 0
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_rural_infrastructure
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, every_state, is_owned_by, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_rural_infrastructure
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = MEX_focus_agricultural_credit_bank
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_agricultural_credit_bank
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_state = {
			limit = {
				is_owned_by = ROOT
				is_controlled_by = ROOT
				OR = {
					state = 477 485 478 479 480 481
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_air_region_208
Constructs: has_country_flag, check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_air_region_208 = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
		NOT = {
			has_country_flag = EAI_MILITARY_INVASION_planning_phase
		}
		is_in_array = {
			EAI_MILITARY_INVASION_air_regions = 208
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 208
		value = 25000
	}
}
### Entity: Unit Template
Component: LAT_CL_HISTORICAL
Source: game
File: common/units/names_ships/LAT_ship_names.txt

Code:
LAT_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		LAT
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	fallback_name = Gaismas Kruizeri %d
	unique = {
		Cesis Liepaja Priekule Daugavpils Aglona Auce
	}
}
### Entity: Idea
Component: KMT_the_new_way
Constructs: research_speed_factor, stability_factor, has_government, production_speed_buildings_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_new_way = {
	removal_cost = -1
	picture = GER_limited_democratic_principles
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	on_remove = {

	}
	modifier = {
		research_speed_factor = 0.05
		stability_factor = -0.05
		political_power_factor = 0.03
		production_speed_buildings_factor = 0.05
		democratic_drift = 0.01
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_revolutionary_war_of_the_masses
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable, add_manpower
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_revolutionary_war_of_the_masses
	icon = GFX_focus_generic_limited_social_mobilization
	prerequisite = {
		focus = PRC_request_for_aid PRC_he_long_second_army PRC_equipment_from_copper_coins
	} {
		focus = PRC_asymmetric_warfare PRC_conventional_warfare PRC_indirect_fire
	}
	x = 1
	y = 2
	relative_position_id = PRC_red_army_reborn
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		PRC_check_if_red_army_or_pla = yes
		add_to_variable = {
			PRC_the_chinese_army_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		} {
			PRC_the_chinese_army_training_time_factor = -0.05
			tooltip = training_time_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_manpower = 25000
	}
}