Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: ITA_francesco_pricolo
Source: game
File: common/characters/ITA.txt

Code:
ITA_francesco_pricolo = {
	name = ITA_francesco_pricolo
	portraits = {
		army = {
			small = GFX_idea_francesco_pricolo
		}
	}
	advisor = {
		slot = air_chief
		idea_token = francesco_pricolo
		allowed = {
			ITA_is_italian_tag = yes
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.33
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.33
	title = BBA_italy_missiolinis.33.t
	desc = BBA_italy_missiolinis.33.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_successful_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.33.a
		ITA_missiolini_strengthen_heavy_industry_success_effect = yes
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.54
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.54
	title = AAT_Sweden_flashpoints.54.t
	desc = AAT_Sweden_flashpoints.54.desc
	picture = GFX_report_event_worker_protests
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.54.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Country History
Country: PAN
Component: PAN_politics
Constructs: set_war_support, set_politics, set_popularities
Source: game
File: history/countries/PAN - Panama.txt

Code:
# Politics & Parties for PAN
set_war_support = 0.1
set_politics = {
	ruling_party = democratic
	last_election = 1932.6.5
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 100
}
### Entity: Character
Component: KEN_aco2
Source: game
File: common/characters/KEN.txt

Code:
KEN_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = KEN_aco2
		allowed = {
			original_tag = KEN
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_ben_gurion_stays
Constructs: prerequisite, has_country_flag, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_ben_gurion_stays
	icon = GFX_goal_ISR_ben_gurion
	relative_position_id = ISR_the_ageing_father
	x = -3
	y = 1
	cost = 5
	prerequisite = {
		focus = ISR_the_ageing_father
	}
	mutually_exclusive = {
		focus = ISR_sharett_takes_over
	}
	available = {
		has_country_flag = ISR_ben_gurion_stayed
	}
	completion_reward = {
		ISR_david_ben_gurion = {
			add_country_leader_trait = ISR_the_great_father
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_demand_free_elections
Constructs: prerequisite, limit, remove_ideas, completion_reward, is_historical_focus_on, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_demand_free_elections
	icon = GFX_focus_spr_torchbearers_of_tomorrow
	prerequisite = {
		focus = TUR_motion_with_four_signatures
	} {
		focus = TUR_call_for_protests_in_the_capital
	}
	x = 1
	y = 1
	relative_position_id = TUR_motion_with_four_signatures
	cost = 10
	ai_will_do = {
		factor = 7
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		democratic = > 0.5
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = TUR_traumatized_nation
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation
				add_idea = TUR_traumatized_nation_2
			}
		}
		else_if = {
			limit = {
				has_idea = TUR_traumatized_nation_2
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation_2
				add_idea = TUR_traumatized_nation_3
			}
		}
		else = {
			remove_ideas = TUR_traumatized_nation_3
		}
		remove_ideas = TUR_protests_in_the_capital_idea
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			election_frequency = 48
		}
		add_country_leader_role = {
			character = TUR_celal_bayar
			country_leader = {
				ideology = liberalism
				traits = {
					conservative_nationalist
				}
				expire = 1965.1.1
			}
			promote_leader = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: Event
Component: austria.73
Constructs: is_triggered_only, add_war_support, add_stability, retire_character, remove_power_balance
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.73
	title = austria.73.t
	desc = austria.73.d
	picture = GFX_report_event_AUS_heimwehr_march
	is_triggered_only = yes
	option = {
		name = austria.73.a
		effect_tooltip = {
			retire_character = AUS_kurt_schuschnigg
		}
		promote_character = AUS_ernst_rudiger_starhemberg
		add_stability = -0.05
		add_war_support = 0.1
		remove_power_balance = {
			id = AUS_heimwehr_power_balance
		}
	}
}
### Entity: Idea
Component: BALTIC_union_idea
Constructs: industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_union_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	modifier = {
		industrial_capacity_factory = 0.15
		consumer_goods_factor = -0.2
		training_time_factor = -0.15
		conscription_factor = 0.3
	}
}
### Entity: Idea
Component: NOR_abandoning_nynorsk_ns
Constructs: political_power_gain, has_government, removal_cost, set_variable
Source: game
File: common/ideas/norway.txt

Code:
NOR_abandoning_nynorsk_ns = {
	picture = generic_intel_bonus
	allowed = {
		NOR_AAT = yes
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		political_power_gain = -0.4
	}
	on_remove = {
		set_variable = {
			var = NOR.NOR_oppressed_civilians_dmod_recruitable_population_factor
			value = 0.25
			tooltip = conscription_factor_tt
		}
	}
}
### Entity: Event
Component: AAT_Sweden_nationalists.25
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.25
	title = AAT_Sweden_nationalists.25.t
	desc = AAT_Sweden_nationalists.25.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.25.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Order of Battle
Component: Kavalleribrigaden
Constructs: division_template
Source: game
File: history/units/SWE_1936.txt

Code:
division = {
	name = Kavalleribrigaden
	location = 6050
	division_template = Kavalleribrigaden
	start_experience_factor = 0.3
	start_equipment_factor = 0.1
}
### Entity: Event
Component: ww_BEL_event_spanish_interaction.1
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, fire_only_once
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_spanish_interaction.1
	title = ww_BEL_event_spanish_interaction.1.t
	desc = ww_BEL_event_spanish_interaction.1.desc
	picture = GFX_report_event_generic_rifles
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_spanish_interaction.1.a
		ai_chance = {
			base = 10
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 2000
			producer = FROM
		}
	}
}
### Entity: Idea
Component: r56_LUX_union_against_extremism
Constructs: stability_factor, war_support_factor, communism_drift, fascism_drift
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_union_against_extremism = {
	picture = generic_communism_banned
	modifier = {
		stability_factor = -0.1
		war_support_factor = 0.05
		political_power_factor = -0.05
		communism_drift = -0.03
		fascism_drift = -0.03
	}
}
### Entity: Event
Component: SEA_warlords.12
Constructs: is_triggered_only, fire_only_once, set_nationality
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.12
	title = SEA_warlords.12.t
	desc = SEA_warlords.12.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_warlords.12.a
		KHM = {
			XSM_ma_hongbin = {
				set_nationality = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_the_nationalization_of_copper
Constructs: prerequisite, limit, every_country, is_major, add_opinion_modifier, completion_reward, has_stability, is_in_faction
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_the_nationalization_of_copper
	icon = GFX_focus_generic_self_management
	relative_position_id = CHL_establish_the_ministry_of_mining
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_establish_the_ministry_of_mining
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {
		has_stability = > 0.69
		OR = {
			is_in_faction = no
			is_faction_leader = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		every_country = {
			limit = {
				is_major = yes
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_decrease
			} {
				target = ROOT
				modifier = minor_sanctions
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_modify_chilean_economy_ns_intro
		add_to_variable = {
			CHL_economy_local_resources_factor = 0.1
			tooltip = local_resources_factor_tt
		} {
			CHL_economy_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: Event
Component: AAT_Sweden_communism.5
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_stability, every_unit_leader, has_unit_leader_flag, add_popularity
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_communism.5
	title = AAT_Sweden_communism.5.t
	desc = AAT_Sweden_communism.5.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_read_write
	option = {
		name = AAT_Sweden_communism.5.a
		ai_chance = {
			base = 2
		}
		ROOT = {
			every_unit_leader = {
				limit = {
					has_unit_leader_flag = SWE_anti_communist_ringleader
				}
				retire = yes
			}
		}
		add_stability = 0.075
		add_war_support = -0.035
		add_popularity = {
			ideology = fascism
			popularity = -0.5
		} {
			ideology = neutrality
			popularity = -0.5
		}
	} {
		name = AAT_Sweden_communism.5.b
		ai_chance = {
			base = 1
		}
		ROOT = {
			every_unit_leader = {
				limit = {
					has_unit_leader_flag = SWE_anti_communist_ringleader
				}
				add_trait = {
					trait = SWE_promoted_away_from_power
				}
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = -0.5
		} {
			ideology = neutrality
			popularity = -0.5
		}
	}
}
### Entity: Event
Component: SEA_china_improvement.2
Constructs: is_triggered_only, limit, check_variable, add_to_variable, random_days
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_improvement.2
	title = SEA_china_improvement.2.t
	desc = SEA_china_improvement.2.desc
	picture = GFX_report_event_chinese_soldiers_running
	is_triggered_only = yes
	option = {
		name = SEA_china_improvement.2.a
		custom_effect_tooltip = CHI_modify_illicit_trade_tt SEA_china_improvement.2_tt
		IF = {
			limit = {
				check_variable = {
					CHI_illicit_trade_consumer_goods = < 0
				}
			}
			add_to_variable = {
				CHI_illicit_trade_consumer_goods = var:illicit_goods_reduction_step
				tooltip = consumer_goods_factor_tt
			}
		} {
			limit = {
				check_variable = {
					var = CHI_illicit_trade_industrial_capacity_factory
					value = 0
					compare = less_than
				}
			}
			add_to_variable = {
				CHI_illicit_trade_industrial_capacity_factory = var:illicit_goods_reduction_step
				tooltip = industrial_capacity_factory_tt
			}
		} {
			limit = {
				check_variable = {
					var = CHI_illicit_trade_industrial_capacity_dockyard
					value = 0
					compare = less_than
				}
			}
			add_to_variable = {
				CHI_illicit_trade_industrial_capacity_dockyard = var:illicit_goods_reduction_step
				tooltip = industrial_capacity_dockyard_tt
			}
		}
		hidden_effect = {
			country_event = {
				id = SEA_china_improvement.5
				months = 6
				random_days = 10
			}
		}
	}
}
### Entity: Character
Component: NAV_vicente_uribe
Source: game
File: common/characters/NAV.txt

Code:
NAV_vicente_uribe = {
	name = Vicente Uribe
	portraits = {
		civilian = {
			large = gfx/leaders/Europe/Portrait_Europe_Generic_3.dds
		}
	}
	country_leader = {
		ideology = stalinism
		traits = {
			r56_trait_opposed_to_fascism comintern_workhorse
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: State History
Component: 748
Constructs: add_core_of
Source: game
File: history/states/748-Zunyi.txt

Code:
state = {
	id = 748
	name = STATE_748
	provinces = {
		1010 4325 9939 10763
	}
	history = {
		owner = CHI
		add_core_of = CHI PRC
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			1010 3
		}
		1939.1.1 = {
			buildings = {
				infrastructure = 2
				air_base = 1
			}
		}
	}
	manpower = 1500000
	state_category = pastoral
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: ETH_fairey_aviation
Constructs: has_completed_focus, limit, has_war_with, has_dlc, has_idea, has_opinion, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_fairey_aviation = {
	picture = fairey_aviation
	allowed = {
		original_TAG = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		has_completed_focus = ETH_invite_foreign_industrialists
		IF = {
			limit = {
				NOT = {
					has_idea = ETH_fairey_aviation
				}
			}
			ENG = {
				has_opinion = {
					target = ETH
					value = > 75
				}
			}
		}
		ELSE = {
			NOT = {
				has_war_with = ENG
			}
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		naval_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: Order of Battle
Component: 19th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 19th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Event
Component: SEA_japan_tokko_arrest_events.4
Constructs: ai_chance, has_completed_focus, limit, has_government, has_country_flag, add_stability, add_opinion_modifier, fire_only_once
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_tokko_arrest_events.4
	title = SEA_japan_tokko_arrest_events.4.t
	desc = SEA_japan_tokko_arrest_events.4.desc
	picture = GFX_report_event_JAP_communists_arrested
	trigger = {
		original_tag = JAP
		date = > 1941.09.01 < 1943.01.01
		has_completed_focus = JAP_crackdown_on_foreign_agents
		NOT = {
			has_country_flag = JAP_tokko_arrests_cooldown_flag
		} {
			has_idea = JAP_increased_national_security_lar JAP_increased_national_security_no_lar
		}
		has_civil_war = no
		is_subject = no
		OR = {
			has_government = neutrality fascism
		}
		SOV = {
			exists = yes
			has_government = communism
			NOT = {
				is_ally_with = ROOT
			}
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = SEA_japan_tokko_arrest_events.4.a
		ai_chance = {
			base = 100
		}
		add_popularity = {
			ideology = SOV
			popularity = -0.05
		}
		add_political_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt JAP_sorge_incident_tt generic_skip_one_line_tt
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SOV_sorge_incident_opm
			}
		}
		IF = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			add_timed_idea = {
				idea = JAP_increased_national_security_no_lar
				days = 180
			}
		}
		ELSE = {
			add_timed_idea = {
				idea = JAP_increased_national_security_lar
				days = 180
			}
		}
		hidden_effect = {
			set_country_flag = {
				flag = JAP_tokko_arrests_cooldown_flag
				value = 1
				days = 60
			}
		}
	} {
		name = SEA_japan_tokko_arrest_events.4.b
		ai_chance = {
			base = 0
		}
		add_stability = -0.02
		add_popularity = {
			ideology = SOV
			popularity = 0.05
		}
		hidden_effect = {
			set_country_flag = {
				flag = JAP_tokko_arrests_cooldown_flag
				value = 1
				days = 60
			}
		}
	}
}
### Entity: Unit Template
Component: AUS_BC_HISTORICAL
Source: game
File: common/units/names_ships/AUS_ship_names.txt

Code:
AUS_BC_HISTORICAL = {
	name = NAME_THEME_HABSBURG_MONARCHS
	for_countries = {
		AUS
	}
	can_use = {
		always = yes
	}
	prefix = SMS 
	type = ship
	ship_types = {
		battleship battle_cruiser
	}
	fallback_name = Schlachtkreuzer %d
	link_numbering_with = {
		AUS_PZ_HISTORICAL
	}
	ordered = {
		1 = {
			Herzog Friedrich V
		}
		2 = {
			Erzherzog Maximilian I
		}
		3 = {
			Kaiser Karl V
		}
		4 = {
			Kaiser Ferdinand I
		}
		5 = {
			Kaiser Maximilian II
		}
		6 = {
			Kaiser Rudolf II
		}
		7 = {
			Kaiser Matthias
		}
		8 = {
			Kaiser Ferdinand II
		}
		9 = {
			Kaiser Ferdinand III
		}
		10 = {
			Kaiser Leopold I
		}
		11 = {
			Kaiser Joseph I
		}
		12 = {
			Kaiser Karl VI
		}
		13 = {
			Kaiser Franz I Stephan
		}
		14 = {
			Kaiser Joseph II
		}
		15 = {
			Kaiser Leopold II
		}
		16 = {
			Herzog Albrecht I
		}
		17 = {
			Herzog Rudolf I
		}
		18 = {
			Herzog Friedrich der Schöne
		}
		19 = {
			Herzog Albrecht II
		}
		20 = {
			Herzog Otto IV
		}
		21 = {
			Erzherzog Ferdinand IV
		}
		22 = {
			Erzherzog Rudolf IV
		}
		23 = {
			Kaiserin Maria Theresa
		}
		24 = {
			Kaiser Ferdinand I
		}
		25 = {
			Kaiser Franz Joseph I
		}
		26 = {
			Kaiser Karl I
		}
		27 = {
			Erzherzog Franz V
		}
		28 = {
			Erzherzog Franz Ferdinand
		}
		29 = {
			Kaiser Otto
		}
	}
}
### Entity: Character
Component: CHI_fang_zeyi
Constructs: has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_fang_zeyi = {
	name = CHI_fang_zeyi
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = CHI_fang_zeyi
		ledger = air
		allowed = {
			original_tag = CHI
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: Event
Component: netherlands.18
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/netherlands.txt

Code:
country_event = {
	id = netherlands.18
	title = netherlands.18.t
	desc = netherlands.18.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = netherlands.18.a
		ai_chance = {
			base = 100
		}
		set_country_flag = HOL_ENG_guarantees_refused
	}
}
### Entity: Order of Battle
Component: Royal Australian Navy
Source: game
File: history/units/AST_1936_naval_legacy.txt

Code:
fleet = {
	name = Royal Australian Navy
	naval_base = 12406
	task_force = {
		name = Australian Squadron
		location = 12406
		ship = {
			name = HMAS Canberra
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = AST
					version_name = Canberra Class
				}
			}
		} {
			name = HMAS Australia
			pride_of_the_fleet = yes
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = AST
					version_name = Canberra Class
				}
			}
		} {
			name = HMAS Sydney
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = AST
				}
			}
		} {
			name = HMAS Adelaide
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = AST
				}
			}
		} {
			name = HMAS Stuart
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = AST
				}
			}
		} {
			name = HMAS Vampire
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = AST
				}
			}
		} {
			name = HMAS Vendetta
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = AST
				}
			}
		} {
			name = HMAS Voyager
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = AST
				}
			}
		} {
			name = HMAS Waterhen
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = AST
				}
			}
		}
	}
}
### Entity: Event
Component: new_ger.4
Constructs: is_triggered_only
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.4
	title = new_ger.4.t
	desc = new_ger.4.d
	picture = GFX_report_event_soviet_german_soldier_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.4.a
	}
}
### Entity: Character
Component: ZAN_abeid_karume
Source: game
File: common/characters/ZAN.txt

Code:
ZAN_abeid_karume = {
	name = ZAN_abeid_karume
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_2
		}
	}
	country_leader = {
		ideology = socialism
		expire = 1972.4.7
		id = -1
	}
}
### Entity: AI Strategy
Component: ai_focus_aviation
Source: game
File: common/ai_focuses/HUN.txt

Code:
ai_focus_aviation = {
	research = {
		air_doctrine = 50.0
		light_air = 4.0
		light_fighter = 8.0
		jet_technology = 1.0
		cas_bomber = 2.0
		medium_air = 4.0
		tactical_bomber = 5.0
		heavy_air = 1.5
		air_equipment = 5.0
		para_tech = 10
	}
}
### Entity: Idea
Component: NIU_banana_plantations_i
Constructs: removal_cost
Source: game
File: common/ideas/niue.txt

Code:
NIU_banana_plantations_i = {
	picture = can_wartime_prices_and_trade_board
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_infrastructure_factor = 0.1
		consumer_goods_factor = -0.1
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_streamline_submarine_production
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_streamline_submarine_production
	icon = GFX_goal_generic_navy_submarine
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_raiding_fleet
	}
	x = 0
	y = 1
	relative_position_id = LIT_raiding_fleet
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = GER_modular_construction
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_train_navy_staff
Constructs: prerequisite, limit, completion_reward, is_coastal, cancel_if_invalid, random_character, is_character, add_naval_commander_role
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_train_navy_staff
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = SWI_naval_industry
	}
	relative_position_id = SWI_naval_industry
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = < 0.8
		fascism = < 0.2
		any_owned_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		navy_experience = 200
		random_character = {
			limit = {
				NOT = {
					is_character = SWI_federal_assembly SWI_federal_council
				}
			}
			add_naval_commander_role = {
				skill = 2
				attack_skill = 2
				defense_skill = 2
				maneuvering_skill = 2
				coordination_skill = 2
			}
		}
		create_navy_leader = {
			skill = 3
			traits = {

			}
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_coastal_forts
Constructs: prerequisite, limit, completion_reward, every_controlled_state, is_coastal, add_building_construction
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_coastal_forts
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = HON_haciendas
	}
	x = 30
	y = 5
	cost = 5
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 5
		custom_effect_tooltip = HON_adds_coastal_forts_tt
		every_controlled_state = {
			limit = {
				is_coastal = yes
			}
			add_building_construction = {
				type = coastal_bunker
				province = {
					all_provinces = yes
					limit_to_coastal = yes
				}
				level = 2
				instant_build = yes
			}
		}
	}
}