Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: den_focus
Component: DEN_expand_the_ivittuut_mine
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_expand_the_ivittuut_mine
	icon = GFX_focus_DEN_expand_ivittuut_mine
	prerequisite = {
		focus = DEN_develop_greenland
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_develop_greenland
	x = -1
	y = 1
	cost = 10
	bypass = {

	}
	available = {
		101 = {
			is_fully_controlled_by = ROOT
		}
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				101 = {
					is_fully_controlled_by = ROOT
				}
			}
			101 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_resource = {
					type = aluminium
					amount = 10
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_Carrier_Focus_FCV_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Carrier_Focus_FCV_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = USA ENG
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = USA ENG
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_uranverein
Constructs: prerequisite, limit, completion_reward, has_war_with_major, has_tech, add_tech_bonus, is_special_project_completed, has_dlc
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_uranverein
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = GER_improve_the_logistics_system GER_defend_the_vaterland
	}
	x = 1
	y = 1
	relative_position_id = GER_improve_the_logistics_system
	cost = 5
	available = {
		has_war_with_major = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = GER_uranverein
				bonus = 1.0
				uses = 1
				category = nuclear
			}
		} {
			limit = {
				OR = {
					NOT = {
						is_special_project_completed = sp:sp_nuclear_reactor
					} {
						is_special_project_completed = sp:sp_nuclear_bomb
					}
					AND = {
						has_dlc = Gotterdammerung
						NOT = {
							is_special_project_completed = sp:sp_nuclear_warheads
						}
					}
				}
			}
			GER_add_or_modify_wunderwaffen = yes
		} {
			limit = {
				NOT = {
					is_special_project_completed = sp:sp_nuclear_reactor
				}
			}
			add_to_variable = {
				GER_wunderwaffen_sp_nuclear_reactor_speed_factor = GER_wunderwaffe_research_speed_bonus
				tooltip = sp_nuclear_reactor_speed_factor_tt
			}
		} {
			limit = {
				NOT = {
					is_special_project_completed = sp:sp_nuclear_bomb
				}
			}
			add_to_variable = {
				GER_wunderwaffen_sp_nuclear_bomb_speed_factor = GER_wunderwaffe_research_speed_bonus
				tooltip = sp_nuclear_bomb_speed_factor_tt
			}
		} {
			limit = {
				has_dlc = Gotterdammerung
				NOT = {
					is_special_project_completed = sp:sp_nuclear_warheads
				}
			}
			add_to_variable = {
				GER_wunderwaffen_sp_nuclear_warheads_speed_factor = GER_wunderwaffe_research_speed_bonus
				tooltip = sp_nuclear_warheads_speed_factor_tt
			}
		}
		else = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Decision
Component: SWE_ball_bearings_cat
Constructs: remove_ideas, has_war_with, has_country_flag, is_major, has_capitulated, is_embargoed_by, has_idea, is_ai
Source: game
File: common/decisions/SWE.txt

Code:
SWE_ball_bearings_cat = {
	SWE_trade_ball_bearings = {
		on_map_mode = map_and_decisions_view
		visible = {
			original_tag = SWE
			has_capitulated = no
		}
		cost = 30
		available = {
			NOT = {
				has_country_flag = SWE_waiting_for_ball_bearing_response
			} {
				FROM = {
					is_embargoed_by = ROOT
				}
			}
		}
		days_re_enable = 50
		target_trigger = {
			FROM = {
				is_major = yes
				NOT = {
					has_war_with = ROOT
					OR = {
						has_idea = SWE_ball_bearing_idea SWE_ball_bearing_idea_food_partner SWE_ball_bearing_idea_research_partner
						has_country_flag = SWE_rejected_ball_bearing
					}
				}
			}
		}
		ai_will_do = {
			base = 10
			modifier = {
				FROM = {
					is_ai = no
					NOT = {
						has_war_with = NOR
					} {
						has_war_with = FIN
					} {
						has_war_with = ICE
					} {
						has_war_with = DEN
					}
				}
				factor = 10
			}
		}
		complete_effect = {
			set_country_flag = {
				flag = SWE_waiting_for_ball_bearing_response
				days = 60
				value = 1
			}
			FROM = {
				set_variable = {
					PREV.ball_bearing_country_target = THIS
				}
			}
			country_event = {
				id = AAT_Sweden_ball_bearing.1
			}
		}
	}
	SWE_revoke_food_trade = {
		visible = {
			has_idea = SWE_ball_bearing_idea_food_partner
		}
		cost = 35
		complete_effect = {
			remove_ideas = SWE_ball_bearing_idea_food_partner
			SWE_reduce_or_remove_ball_bearing_food_trade_modifier = yes
		}
	}
	SWE_revoke_research_exchange = {
		visible = {
			has_idea = SWE_ball_bearing_idea_research_partner
		}
		cost = 0
		complete_effect = {
			remove_ideas = SWE_ball_bearing_idea_research_partner
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.2
Constructs: is_triggered_only, limit, add_ideas, has_country_flag, add_opinion_modifier, set_country_flag, add_offsite_building
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.2
	title = wuw_GER_diplomacy.2.t
	desc = wuw_GER_diplomacy.2.desc
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.1.a
		FROM = {
			add_ideas = GER_german_trade_ns
			add_opinion_modifier = {
				target = PREV
				modifier = GER_trading_partners
			}
			set_country_flag = GER_getting_offshore_civ_flag
		}
		if = {
			limit = {
				FROM = {
					original_tag = HOL
					has_country_flag = GER_trading_proposal_flag
				}
			}
			INS = {
				add_ideas = GER_german_trade_ns
				add_opinion_modifier = {
					target = GER
					modifier = GER_trading_partners
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = BEL
					has_country_flag = GER_trading_proposal_flag
				}
			}
			COG = {
				add_ideas = GER_german_trade_ns
				add_opinion_modifier = {
					target = GER
					modifier = GER_trading_partners
				}
			}
		}
		custom_effect_tooltip = war_will_cancel_deal_tt
		hidden_effect = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
		}
	}
}
### Entity: Idea
Component: BUL_tsar_boris_positive_03
Constructs: has_government, has_country_leader, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_tsar_boris_positive_03 = {
	picture = bul_tsar_boris_positive
	name = BUL_tsar_boris_positive_01
	allowed = {
		original_tag = BUL
		has_country_leader = {
			character = BUL_boris_iii
		}
	}
	allowed_civil_war = {
		has_country_leader = {
			character = BUL_boris_iii
		}
		NOT = {
			has_government = communism
		} {
			has_government = democratic
		}
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.3
		drift_defence_factor = 0.15
	}
}
### Entity: Event
Component: SEA_PRC_request_aid.9
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once, add_tech_bonus
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_request_aid.9
	title = SEA_PRC_request_aid.9.t
	desc = SEA_PRC_request_aid.9.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_request_aid.9.a
		ai_chance = {
			base = 50
		}
		effect_tooltip = {
			add_tech_bonus = {
				name = PRC_soviet_technological_cooperation
				bonus = 0.75
				uses = 2
				category = electronics
			}
			add_opinion_modifier = {
				target = FROM
				modifier = PRC_soviet_technological_cooperation_opinion
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			FROM = {
				add_tech_bonus = {
					name = PRC_soviet_technological_cooperation
					bonus = 0.75
					uses = 2
					category = electronics
				}
				add_opinion_modifier = {
					target = SOV
					modifier = PRC_soviet_technological_cooperation_opinion
				}
			}
		}
		FROM = {
			country_event = {
				id = SEA_PRC_request_aid.10
				days = 1
			}
		}
	} {
		name = SEA_PRC_request_aid.9.b
		ai_chance = {
			base = 5
		}
		FROM = {
			country_event = {
				id = SEA_PRC_request_aid.11
				days = 1
			}
		}
	}
}
### Entity: Music Config
Component: eastern_front/trecetibatalioane
Source: game
File: music/eastern_front.txt

Code:
music = {
	song = trecetibatalioane
	chance = {
		factor = 1
		modifier = {
			TAG = ROM
			factor = 3
		}
	}
}
### Entity: Event
Component: poland.171
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.171
	title = poland.171.t
	desc = poland.171.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = poland.171.a
	}
}
### Entity: Character
Component: militant_priest
Constructs: mobilization_speed, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
militant_priest = {
	random = no
	sprite = 13
	conscription = 0.005
	subversive_activites_upkeep = -0.25
	mobilization_speed = 0.25
	neutrality_drift = 0.05
}
### Entity: Event
Component: BBA_italy_interaction_events.39
Constructs: is_triggered_only, limit, has_global_flag, add_offsite_building
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.39
	title = BBA_italy_interaction_events.39.t
	desc = BBA_italy_interaction_events.39.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	hidden = yes
	option = {
		name = BBA_italy_interaction_events.39.a
		IF = {
			limit = {
				has_global_flag = ITA_will_get_british_somalia
			}
			ENG = {
				add_offsite_building = {
					type = industrial_complex
					level = -2
				}
			}
		} {
			limit = {
				has_global_flag = ITA_will_get_french_somaliland
			}
			FRA = {
				add_offsite_building = {
					type = industrial_complex
					level = -1
				}
			}
		} {
			limit = {
				has_global_flag = ITA_will_get_socotra
			}
			ENG = {
				add_offsite_building = {
					type = industrial_complex
					level = -1
				}
			}
		} {
			limit = {
				has_global_flag = ITA_will_get_tunisia
			}
			FRA = {
				add_offsite_building = {
					type = industrial_complex
					level = -2
				}
			}
		} {
			limit = {
				has_global_flag = ITA_will_get_malta
			}
			ENG = {
				add_offsite_building = {
					type = industrial_complex
					level = -1
				}
			}
		}
	}
}
### Entity: Character
Component: CHI_du_yuesheng
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_du_yuesheng = {
	name = CHI_du_yuesheng
	portraits = {
		civilian = {
			small = GFX_portrait_CHI_du_yuesheng_small
		}
	}
	gender = male
	advisor = {
		slot = political_advisor
		idea_token = CHI_du_yuesheng
		available = {
			has_completed_focus = CHI_reinforce_connections_with_shanghai_elites
			NOT = {
				has_completed_focus = CHI_reshuffle_the_green_gang
			}
		}
		visible = {
			NOT = {
				has_completed_focus = CHI_end_military_primacy
			}
		}
		allowed = {
			original_tag = CHI
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			CHI_shanghai_financier
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_a_new_chinese_identity
Constructs: prerequisite, add_war_support, completion_reward, add_political_power, is_subject_of, cancel_if_invalid, complete_tooltip, add_autonomy_score
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_a_new_chinese_identity
	icon = GFX_focus_CHI_strengthening_our_resolve
	x = 1
	y = 1
	relative_position_id = CHI_tsr_establish_the_tewu
	prerequisite = {
		focus = CHI_tsr_establish_the_tewu
	}
	mutually_exclusive = {
		focus = CHI_tsr_embrace_japanese_cultural_institutions
	}
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject_of = JAP
	}
	bypass = {

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

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_political_power = 75
		add_war_support = 0.1
		add_autonomy_score = {
			value = 1000
			localization = CHI_tsr_a_new_chinese_identity
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_defend_the_borders
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_defend_the_borders
	available = {
		OR = {
			has_full_control_of_state = 112 180 179
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_standardization
	}
	mutually_exclusive = {
		focus = POR_rebuild_the_lines_of_torres_vedras
	}
	icon = GFX_focus_generic_provoke_border_clashes
	x = -1
	y = 1
	relative_position_id = POR_standardization
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 112
			}
			112 = {
				add_building_construction = {
					type = coastal_bunker
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
					level = 1
					instant_build = yes
				} {
					type = bunker
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 180
			}
			180 = {
				add_building_construction = {
					type = coastal_bunker
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
					level = 1
					instant_build = yes
				} {
					type = bunker
					level = 1
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
				}
			}
		} {
			limit = {
				has_full_control_of_state = 179
			}
			179 = {
				add_building_construction = {
					type = coastal_bunker
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
					level = 1
					instant_build = yes
				} {
					type = bunker
					level = 1
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_join_the_axis
Constructs: shared_focus, prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_historical_focus_on
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_join_the_axis
	icon = GFX_goal_generic_the_axis
	cost = 10.0
	prerequisite = {
		focus = SPR_sindicato_vertical
	}
	ai_will_do = {
		factor = 25
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		is_in_faction = no
		is_puppet = no
		has_government = fascism
		any_other_country = {
			is_major = yes
			has_government = fascism
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > 0
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
					exists = yes
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = GER
						has_war_with = ROOT
					}
				}
			}
			GER = {
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				POR = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					} {
						any_other_country = {
							is_in_faction_with = PREV
							has_war_with = ROOT
						}
					}
				}
			}
			POR = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	mutually_exclusive = {
		focus = SPR_francoist_neutrality SPR_join_italy SPR_common_front_against_nazism SPR_una_grande_y_libre
	}
	relative_position_id = SPR_sindicato_vertical
	x = 2
	y = 1
}
### Entity: Character
Component: CHL_pedro_alfonso
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/CHL.txt

Code:
CHL_pedro_alfonso = {
	name = CHL_pedro_alfonso
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_pedro_alfonso_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_pedro_alfonso
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_government = democratic neutrality
			}
			NOT = {
				has_completed_focus = CHL_address_the_mapuche_conflict
			}
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CHL_denounce_the_anarchy CHL_the_future_of_Chile CHL_address_the_mapuche_conflict
				}
			}
		}
		traits = {
			JUNO_miniter_of_economy_and_commerce
		}
	}
}
### Entity: Decision
Component: PER_civil_unrest_category
Constructs: has_completed_focus, has_civil_war
Source: game
File: common/decisions/categories/PER_decision_categories.txt

Code:
PER_civil_unrest_category = {
	icon = GFX_decision_category_NOR_fascist_deploy_prep
	priority = 35
	picture = GFX_decision_cat_picture_spr_the_inevitable_civil_war
	visible_when_empty = no
	allowed = {
		original_tag = PER
		has_civil_war = no
	}
	visible = {
		has_completed_focus = PER_legacy_of_greatness
	}
}
### Entity: Character
Component: inexperienced_imperialist
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
inexperienced_imperialist = {
	random = no
	political_power_factor = -0.3
	stability_factor = 0.05
	justify_war_goal_time = -0.25
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: CHI_the_lingguang_incident_cat
Constructs: division_template, limit, random_country, has_war_with, add_war_support, has_country_flag, add_stability, add_opinion_modifier
Source: game
File: common/decisions/CHI_decisions.txt

Code:
CHI_the_lingguang_incident_cat = {
	CHI_intervene_in_guangdong = {
		icon = generic_nationalism
		fire_only_once = yes
		allowed = {
			original_tag = CHI
		}
		available = {

		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 100
				GDC = {
					is_ai = yes
				}
			}
		}
		cost = 100
		visible = {
			GDC = {
				has_country_flag = GDC_civil_war
			}
		}
		complete_effect = {
			random_country = {
				limit = {
					has_country_flag = GDC_civil_war_hanmou
				}
				ROOT = {
					set_autonomy = {
						target = PREV
						autonomy_state = autonomy_sea_warlord_subject
						freedom_level = 0.5
						end_wars = no
						end_civil_wars = no
					}
				}
			}
			declare_war_on = {
				target = GDC
				type = annex_everything
			}
		}
	}
	GDC_restore_order = {
		icon = generic_nationalism
		available = {

		}
		ai_will_do = {
			base = 100
		}
		cost = 10
		visible = {
			GDC = {
				has_country_flag = GDC_civil_war
			}
			tag = GDC
			has_civil_war = no
		}
		complete_effect = {
			add_political_power = 60
			add_stability = 0.1
			hidden_effect = {
				IF = {
					limit = {
						GXC = {
							NOT = {
								has_country_flag = GXC_the_struggle_for_independence
							}
						}
					}
					clr_global_flag = lingguang_incident_active
				}
				clr_country_flag = GDC_civil_war
			}
		}
	}
	CHI_growing_impatience_dummy = {
		available = {
			GXC = {
				has_country_flag = GXC_fortify_the_border GXC_sent_out_the_japanese GXC_persuaded_warlords GXC_negotiated_with_chiang
			}
		}
		visible = {
			GXC = {
				exists = yes
			}
			NOT = {
				has_war_with = GXC
			}
			hidden_trigger = {
				GXC = {
					has_country_flag = GXC_the_struggle_for_independence
				}
				NOT = {
					has_global_flag = GXC_negotiated_with_chiang_flag
				}
			}
		}
		activation = {
			always = no
		}
		is_good = no
		priority = 100
		days_mission_timeout = 160
		cancel_if_not_visible = yes
		timeout_effect = {
			effect_tooltip = {
				CHI = {
					declare_war_on = {
						target = GXC
						type = annex_everything
					}
				}
			}
		}
	}
	CHI_growing_impatience = {
		available = {
			GXC = {
				has_country_flag = GXC_fortify_the_border GXC_sent_out_the_japanese GXC_persuaded_warlords GXC_negotiated_with_chiang
			}
		}
		visible = {
			CHI = {
				NOT = {
					has_war_with = GXC
				}
			}
			GXC = {
				exists = yes
				has_country_flag = GXC_the_struggle_for_independence
			
# ... (truncated)
### Entity: National Focus
Tree: chl_focus
Component: CHL_establish_the_airforce
Constructs: owns_state, completion_reward, add_tech_bonus, add_building_construction
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_establish_the_airforce
	icon = GFX_goal_CHL_coa_air_force
	x = 0
	y = 0
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		owns_state = 279
	}
	completion_reward = {
		air_experience = 25
		add_tech_bonus = {
			name = CHL_plane_bonus
			bonus = 1
			uses = 1
			category = air_equipment
		}
		279 = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: PRU_increase_army_15_percent
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/PRU_scripted_effects.txt

Code:
PRU_increase_army_15_percent = {
	add_power_balance_value = {
		id = PRU_army_navy_bop
		value = 0.15
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/ISR_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 1065
	division_template = Israel Defence Forces
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: Achievement
Component: history_repeated_itself
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_global_flag
Source: game
File: common/achievements.txt

Code:
history_repeated_itself = {
	id = 74
	possible = {
		tag = USA
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_global_flag = USA_civil_war_fired
		CSA = {
			exists = no
		}
	}
}
### Entity: Idea
Component: POR_the_iberian_social_revolution
Constructs: stability_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_the_iberian_social_revolution = {
	picture = NOR_sivog
	allowed = {
		original_tag = POR
	}
	cancel = {
		has_government = neutrality
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.2
		stability_factor = 0.05
		stability_weekly = 0.001
		weekly_casualties_war_support = 0.001
		defensive_war_stability_factor = 0.1
		communism_drift = 0.02
	}
}
### Entity: Character
Component: ZAM_communist_guy
Constructs: has_government
Source: game
File: common/characters/ZAM.txt

Code:
ZAM_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = ZAM_communist_guy
		allowed = {
			original_tag = ZAM
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}