Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: wtt_news.42
Constructs: is_triggered_only, has_war_with, has_country_flag, clr_country_flag, has_war_together_with
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.42
	title = wtt_news.42.t
	desc = wtt_news.42.desc
	picture = GFX_news_event_020
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.42.a
		trigger = {
			original_tag = ENG
			has_country_flag = rebuilt_suez
		}
		clr_country_flag = rebuilt_suez
	} {
		name = wtt_news.42.b
		trigger = {
			NOT = {
				original_tag = ENG
			}
			has_country_flag = rebuilt_suez
		}
		clr_country_flag = rebuilt_suez
	} {
		name = wtt_news.42.c
		trigger = {
			any_other_country = {
				has_war_together_with = ROOT
				has_country_flag = rebuilt_suez
			}
			NOT = {
				has_country_flag = rebuilt_suez
			}
		}
	} {
		name = wtt_news.42.d
		trigger = {
			any_other_country = {
				has_war_with = ROOT
				has_country_flag = rebuilt_suez
			}
			NOT = {
				has_country_flag = rebuilt_suez
			}
		}
	} {
		name = wtt_news.42.e
		trigger = {
			NOT = {
				has_country_flag = rebuilt_suez
			} {
				any_other_country = {
					has_war_together_with = ROOT
					has_country_flag = rebuilt_suez
				}
			} {
				any_other_country = {
					has_war_with = ROOT
					has_country_flag = rebuilt_suez
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: SOV_send_volunteers_to_sinkiang
Constructs: has_war_with, send_volunteers_desire
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_send_volunteers_to_sinkiang = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		SIK = {
			has_war_with = KHM
		}
		country_exists = SIK
	}
	abort = {
		NOT = {
			SIK = {
				has_war_with = KHM
			}
		}
	}
	ai_strategy = {
		type = send_volunteers_desire
		id = SIK
		value = 999
	}
}
### Entity: Event
Component: wuw_GER_mutual_guarantees.3
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_mutual_guarantees.3
	title = wuw_GER_mutual_guarantees.3.t
	desc = wuw_GER_mutual_guarantees.3.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = wuw_GER_mutual_guarantees.3.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Idea
Component: EAI_DD_17/super_heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/super_heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_artillery_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_austria_against_fascism
Constructs: has_completed_focus, prerequisite, add_stability, completion_reward, has_game_rule, add_popularity
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_austria_against_fascism
	icon = GFX_focus_generic_workers
	prerequisite = {
		focus = AUS_repeal_the_may_constitution
	}
	mutually_exclusive = {

	}
	x = 5
	y = 1
	relative_position_id = AUS_repeal_the_may_constitution
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		factor = 7
	}
	available = {

	}
	bypass = {

	}
	offset = {
		x = -2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_austromarxism_focus
		}
	} {
		x = -3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_hold_elections
		}
	} {
		x = -3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_reinstate_the_imperial_council
		}
	}
	available_if_capitulated = no
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_support_an_aerial_expansion
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_tech, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_support_an_aerial_expansion
	prerequisite = {
		focus = POR_never_another_la_lys
	}
	mutually_exclusive = {
		focus = POR_renew_the_portuguese_armada POR_rejuvenate_the_land_forces
	}
	icon = GFX_focus_generic_aircraft_production
	cost = 10
	ai_will_do = {
		base = 0
	}
	x = 2
	y = 2
	relative_position_id = POR_never_another_la_lys
	available = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			OR = {
				has_tech = basic_small_airframe basic_medium_airframe basic_large_airframe
			}
		}
		else = {
			OR = {
				has_tech = fighter1 tactical_bomber1 CAS1
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				112
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				180
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_ideas = HOL_domestic_jet_engine_designs_2
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Decision
Component: BRA_invite_foreign_companies_cat
Constructs: has_completed_focus, has_war, has_government, has_war_with, has_country_flag, fire_only_once, has_opinion, has_capitulated
Source: game
File: common/decisions/BRA.txt

Code:
BRA_invite_foreign_companies_cat = {
	BRA_invite_foreign_mio = {
		icon = GFX_decision_generic_industry
		allowed = {
			original_tag = BRA
		}
		visible = {
			has_completed_focus = BRA_invite_foreign_companies
		}
		available = {
			NOT = {
				has_country_flag = BRA_invite_company_in_progress
			}
			FROM = {
				has_opinion = {
					target = ROOT
					value = > 25
				}
				NOT = {
					OR = {
						has_war_with = ROOT
						surrender_progress = > 0.5
					}
				}
				has_government = democratic
			}
		}
		target_trigger = {
			FROM = {
				exists = yes
				OR = {
					original_tag = USA ENG FRA SWE
				}
				has_government = democratic
				NOT = {
					OR = {
						has_country_flag = BRA_already_sent_mio
						has_capitulated = yes
						is_government_in_exile = yes
					}
				}
			}
		}
		cost = 30
		fire_only_once = no
		days_remove = 30
		ai_will_do = {
			base = 5
			modifier = {
				factor = 0
				has_war_with = FROM
			} {
				factor = 5
				is_in_faction_with = FROM
			} {
				factor = 2
				has_war = yes
			}
		}
		complete_effect = {
			set_country_flag = BRA_invite_company_in_progress
		}
		remove_effect = {
			custom_effect_tooltip = BRA_invite_to_organization_of_american_states_tt
			FROM = {
				country_event = {
					id = JUNO_brazil_events.160
					hours = 1
				}
			}
		}
	}
}
### Entity: Character
Component: ENG_random_communist_minister_3
Constructs: has_country_flag
Source: game
File: common/characters/ENG.txt

Code:
ENG_random_communist_minister_3 = {
	portraits = {
		army = {
			small = GFX_idea_generic_communist_revolutionary_western_european_2d
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ENG_random_communist_minister_3
		visible = {
			has_country_flag = ENG_trade_unions_demand_minister_appointment_3
		}
		allowed = {
			original_tag = ENG
		}
		traits = {
			baron_of_terror
		}
	}
}
### Entity: Character
Component: BEL_georges_lemaitre
Source: game
File: common/characters/BEL.txt

Code:
BEL_georges_lemaitre = {
	name = BEL_georges_lemaitre
	portraits = {
		army = {
			large = GFX_portrait_BEL_georges_lemaitre
		}
	}
	scientist = {
		traits = {
			scientist_trait_nuclear_specialist
		}
		skills = {
			specialization_nuclear = 2
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/TAJ_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 1384
	division_template = Infantry Brigade
	start_experience_factor = 0.0
}
### Entity: Modifier Reference
Component: AFG_severe_pashtun_resistance
Constructs: remove_trigger, is_controlled_by
Source: game
File: common/dynamic_modifiers/AFG.txt

Code:
AFG_severe_pashtun_resistance = {
	icon = GFX_looting_resistance_icon
	remove_trigger = {
		NOT = {
			FROM = {
				is_controlled_by = PAK
			}
		}
	}
	local_manpower = -0.75
	resistance_growth = 0.35
	state_production_speed_buildings_factor = -0.35
	local_factories = -0.55
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_maintain_neutrality_r56
Constructs: prerequisite, has_war, add_ideas, has_country_flag, add_stability, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_maintain_neutrality_r56
	icon = GFX_goal_generic_neutrality_focus
	x = 1
	y = 1
	cost = 5
	available = {
		has_war = no
		is_subject = no
		is_in_faction = no
	}
	prerequisite = {
		focus = AFG_self_determination_for_pakistan
	}
	relative_position_id = AFG_self_determination_for_pakistan
	mutually_exclusive = {
		focus = AFG_the_kabul_pact
	}
	ai_will_do = {
		factor = 1
		modifier = {
			has_country_flag = AFG_AI_RANDOM_HASHIM
			add = 40
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		add_stability = 0.1
		add_ideas = neutrality_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: GER_ConvoyEscort_1
Source: game
File: common/ai_navy/taskforce/GER_taskforce_templates.txt

Code:
GER_ConvoyEscort_1 = {
	allowed = {
		original_tag = GER
	}
	ai_will_do = {
		factor = 5
	}
	mission = {
		convoy_escort
	}
	min_composition = {
		destroyer = {
			amount = 3
		}
	}
	optimal_composition = {
		destroyer = {
			amount = 10
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_rely_on_supremacy_of_the_will
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_funds_gain_factor, add_doctrine_cost_reduction, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_rely_on_supremacy_of_the_will
	icon = GFX_focus_JAP_rely_on_infantry_charges
	mutually_exclusive = {
		focus = JAP_reform_the_army
	}
	prerequisite = {
		focus = JAP_expand_kawagoe_army_arsenal
	}
	relative_position_id = JAP_expand_kawagoe_army_arsenal
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:JAP_kokura_arsenal_organization = {
				add_mio_funds_gain_factor = 0.05
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		army_experience = 15
		add_doctrine_cost_reduction = {
			name = JAP_rely_on_supremacy_of_the_will
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_add_or_modify_imperial_army = yes
		add_to_variable = {
			JAP_army_army_morale_factor = 0.05
			tooltip = army_morale_factor_tt
		} {
			JAP_army_army_org_factor = 0.03
			tooltip = army_org_factor_tt
		} {
			JAP_army_experience_loss_factor = 0.05
			tooltip = experience_loss_factor_tt
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_modern_logistics
Constructs: prerequisite, add_ideas, completion_reward, has_tech, complete_tooltip, add_tech_bonus, motorized_bonus, every_army_leader
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_modern_logistics
	icon = GFX_goal_ammunitions
	prerequisite = {
		focus = VNZ_field_hospitals
	}
	x = 0
	y = 1
	relative_position_id = VNZ_field_hospitals
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		has_tech = motorised_infantry
	}
	complete_tooltip = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			uses = 1
			category = logistics_tech
		}
	}
	completion_reward = {
		every_army_leader = {
			add_logistics = 1
		}
		add_ideas = ABC_modern_logistics_idea
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			uses = 1
			category = logistics_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: BUL_nsm_medium_loyalty_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_nsm_medium_loyalty_increase_effect = {
	custom_effect_tooltip = BUL_nsm_tt BUL_medium_loyalty_increase_tt
	add_to_variable = {
		BUL_nsm_loyalty = BUL_faction_medium_increase
	}
	clamp_variable = {
		var = BUL_nsm_loyalty
		min = 0
		max = 100
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_apart_but_togather
Constructs: prerequisite, limit, add_ideas, has_country_flag, completion_reward, is_subject_of, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_apart_but_togather
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = CZE_comprise_with_the_carpathians CZE_cut_carpathia_loose
	}
	relative_position_id = CZE_comprise_with_the_carpathians
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			SLO = {
				is_subject_of = ROOT
			}
			RUT = {
				is_subject_of = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_idea = CZE_federalization_agreement_2
			}
			swap_ideas = {
				remove_idea = CZE_federalization_agreement_2
				add_idea = CZE_federalization_agreement_3
			}
		} {
			limit = {
				has_country_flag = CZE_slovakia_autonomy_agreement_was_bypassed
			}
			add_ideas = CZE_federalization_agreement_1
		} {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			CZE_bop_low_increase_effect = yes
		}
		else_if = {
			limit = {
				has_idea = CZE_federalization_agreement_1
			}
			swap_ideas = {
				remove_idea = CZE_federalization_agreement_1
				add_idea = CZE_federalization_agreement_2
			}
		} {
			limit = {
				NOT = {
					has_country_flag = CZE_slovakia_autonomy_agreement_was_bypassed
				}
			}
			effect_tooltip = {
				swap_ideas = {
					remove_idea = CZE_federalization_agreement_1
					add_idea = CZE_federalization_agreement_2
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: MAN_speaker_of_the_senate
Source: game
File: common/country_leader/r56_traits.txt

Code:
MAN_speaker_of_the_senate = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	political_advisor_cost_factor = -0.15
	economy_cost_factor = -0.15
	trade_laws_cost_factor = -0.15
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_the_homeland_front
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_the_homeland_front
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = AUS_follow_the_jansa_plan
	}
	mutually_exclusive = {

	}
	x = -1
	y = 2
	relative_position_id = AUS_follow_the_jansa_plan
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = AUS_army_monarchy
				}
			}
			custom_effect_tooltip = AUS_army_monarchy_intro_tt
		}
		ELSE = {
			custom_effect_tooltip = AUS_army_intro_tt
		}
		add_to_variable = {
			AUS_army_army_core_attack_factor = 0.05
			tooltip = army_core_attack_factor_tt
		} {
			AUS_army_army_core_defence_factor = 0.05
			tooltip = army_core_defence_factor_tt
		}
	}
}
### Entity: Idea
Component: ICE_knud_i
Constructs: has_government, removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_knud_i = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.2
		army_core_defence_factor = 0.1
		drift_defence_factor = 0.2
	}
}
### Entity: Event
Component: jordan.5
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/Jordan.txt

Code:
country_event = {
	id = jordan.5
	title = jordan.5.t
	desc = jordan.5.d
	picture = GFX_report_event_kenya_army
	is_triggered_only = yes
	option = {
		name = jordan.5.a
		add_to_variable = {
			JOR_guns_amount = 500
		}
		custom_effect_tooltip = JOR_revolt_guns_tt
	}
}
### Entity: Idea
Component: CAT_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/catalonia.txt

Code:
CAT_fascist_guy = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = CAT
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: GER_reestablish_free_elections
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_reestablish_free_elections = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		political_power_factor = 0.05
		democratic_drift = 0.1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AGeneral_staff.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
General_staff.png &#8206;(57 × 64 pixels, file size: 7 KB, MIME type: image/png)
### Entity: Decision
Component: SIA_thai_cultural_mandates
Constructs: has_completed_focus, has_capitulated, is_subject
Source: game
File: common/decisions/categories/SIA_decision_categories.txt

Code:
SIA_thai_cultural_mandates = {
	allowed = {
		original_tag = SIA
	}
	icon = GFX_decision_category_generic_propaganda
	picture = GFX_decision_cat_picture_NOR_building_fascist_support
	priority = 40
	visible = {
		has_completed_focus = SIA_thai_cultural_mandates
		has_capitulated = no
		is_subject = no
	}
}
### Entity: AI Strategy
Component: default_role_ratios
Constructs: has_dlc
Source: game
File: common/ai_strategy/default.txt

Code:
default_role_ratios = {
	enable = {
		not = {
			has_dlc = Man the Guns
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_capital
		value = 100
	} {
		type = role_ratio
		id = naval_carrier
		value = 100
	} {
		type = role_ratio
		id = naval_sub
		value = 100
	} {
		type = role_ratio
		id = naval_screen
		value = 100
	}
}
### Entity: Wiki Documentation
Construct: Planing_Bonus
Constructs: Planing_Bonus, limit
Source: wiki
File: wiki/Battle_plan.html

Doc:
Planing Bonus[edit]
Each division that is part of a offensive battle plan will recive a combat bonus known as "Planing Bonus". This bonus will grow up to a limit as long as the division is stationed at a frontline that border another country. The planing bonus will start to decay if the division is fighting, moving or are not stationed at a frontline. Both the max planing bonus as well as the speed the planing bonus grow at (planning speed) can be increased. The mobile warfare doctrine have very quick planing speed while the grand battle plan doctrine can get a very large planing bonus if given the time. The closest defensive equivalent to the planing bonus is entrenchment. Planing bonus is also closely related to organization, both grow as the division rest and both decay as the division move or fight.
### Entity: Unit Leader
Component: ambusher
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
ambusher = {
	type = corps_commander
	gain_xp = {
		always = no
	}
	cost = 500
	modifier = {
		max_dig_in = 5
		recon_factor_while_entrenched = 0.25
	}
	ai_will_do = {
		factor = 1
	}
	mutually_exclusive = infantry_expert
	trait_type = assignable_trait
	any_parent = {
		infantry_leader
	}
	gui_row = 7
}
### Entity: Order of Battle
Component: Kwangsi 44 Shih
Constructs: division_template
Source: game
File: history/units/r56_GXC_1936.txt

Code:
division = {
	name = Kwangsi 44 Shih
	location = 1047
	division_template = Luchün Shih
	start_equipment_factor = 0.45
	start_experience_factor = 0.2
}
### Entity: Idea
Component: EAI_DD_10/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: HOL_REGIONS
Source: game
File: common/units/names_ships/HOL_ship_names.txt

Code:
HOL_REGIONS = {
	name = NAME_THEME_REGIONS
	for_countries = {
		HOL
	}
	type = ship
	prefix = HrMs 
	unique = {
		Gelderland Zeeland Friesland Gelderland Noord-Brabant Utrecht Drenthe Brabant Limburg
	}
}
### Entity: Idea
Component: SIA_defensive_reorganization_r56
Constructs: has_war, removal_cost, has_capitulated
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_defensive_reorganization_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = tur_coordinated_balkan_armed_forces
	cancel = {
		OR = {
			has_capitulated = yes
			has_war = no
		}
	}
	modifier = {
		minimum_training_level = -0.05
		dig_in_speed_factor = 0.15
		equipment_capture_factor = 0.15
		surrender_limit = 0.1
		org_loss_when_moving = -0.1
		enemy_army_bonus_air_superiority_factor = -0.05
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_qadir
Constructs: prerequisite, completion_reward, has_game_rule, add_trait
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_qadir
	icon = GFX_goal_PAL_auth
	prerequisite = {
		focus = PAL_militarism
	}
	mutually_exclusive = {
		focus = PAL_hashemite
	}
	x = 2
	y = 1
	relative_position_id = PAL_militarism
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_QADIR
			}
		}
	}
	completion_reward = {
		add_trait = {
			character = PAL_abdul_qadir_alhusseini
			ideology = despotism
			trait = nationalist_symbol
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_baltic_unification
Constructs: prerequisite, limit, completion_reward, is_faction_leader, every_other_country, is_baltic_country, is_in_faction_with, gain_annex_tt
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_baltic_unification
	icon = GFX_goal_anschluss
	prerequisite = {
		focus = EST_propose_baltic_union
	}
	x = -1
	y = 1
	relative_position_id = EST_propose_baltic_union
	mutually_exclusive = {
		focus = EST_baltic_stronger_together
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_baltic_country = yes
				is_in_faction_with = ROOT
			}
			country_event = {
				id = BALTIC_entente_events.6
				days = 3
			}
		} {
			limit = {
				is_baltic_country = yes
				NOT = {
					is_in_faction_with = ROOT
				}
			}
			custom_effect_tooltip = gain_annex_tt
			hidden_effect = {
				create_wargoal = {
					target = PREV
					type = annex_everything
				}
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					any_other_country = {
						is_baltic_country = yes
						is_in_faction_with = ROOT
					}
				}
				custom_effect_tooltip = if_they_accept_tt annex_countries_tt
				every_other_country = {
					limit = {
						is_baltic_country = yes
						is_in_faction_with = ROOT
					}
				}
			}
		}
	}
}