Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: spr_focus
Component: SPR_shared_burdens
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_shared_burdens
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_arm_the_people
	} {
		focus = SPR_appropriate_the_means_of_production
	}
	icon = GFX_goal_generic_consumer_goods
	x = 1
	y = 1
	relative_position_id = SPR_arm_the_people
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = SPR_anarchist_society_2
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_2
				add_idea = SPR_anarchist_society_5
			}
		}
		else_if = {
			limit = {
				has_idea = SPR_anarchist_society_5
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_5
				add_idea = SPR_anarchist_society_8
			}
		} {
			limit = {
				has_idea = SPR_anarchist_society_3
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_3
				add_idea = SPR_anarchist_society_6
			}
		} {
			limit = {
				has_idea = SPR_anarchist_society_6
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_6
				add_idea = SPR_anarchist_society_9
			}
		} {
			limit = {
				has_idea = SPR_anarchist_society_4
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_4
				add_idea = SPR_anarchist_society_7
			}
		} {
			limit = {
				has_idea = SPR_anarchist_society_7
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_7
				add_idea = SPR_anarchist_society_10
			}
		} {
			limit = {
				has_idea = SPR_anarchist_society_15
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_15
				add_idea = SPR_anarchist_society_16
			}
		} {
			limit = {
				has_idea = SPR_anarchist_society_17
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_17
				add_idea = SPR_anarchist_society_18
			}
		} {
			limit = {
				has_idea = SPR_anarchist_society_18
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_18
				add_idea = SPR_anarchist_society_19
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = SPR_anarchist_society_2
					add_idea = SPR_anarchist_society_5
				}
			}
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_modern_destroyers
Constructs: prerequisite, completion_reward, is_coastal, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_modern_destroyers
	icon = GFX_goal_generic_navy_anti_submarine
	prerequisite = {
		focus = YUG_naval_bombers
	}
	x = 2
	y = 3
	relative_position_id = YUG_expand_the_split_shipyards
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_modern_destroyers
			bonus = 1.0
			uses = 1
			category = dd_tech
		}
	}
}
### Entity: Idea
Component: SWE_aland_agreement_swe
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/sweden.txt

Code:
SWE_aland_agreement_swe = {
	allowed_civil_war = {
		always = yes
	}
	picture = SPR_seize_the_gold_reserves
	modifier = {
		production_speed_buildings_factor = -0.15
	}
}
### Entity: Modding Documentation
Construct: ai_strategy_ignore_claim
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_strategy_ignore_claim
* description: ai strategy value ignore_claim against country. Example: GER.ai_strategy_ignore_claim@ENG
### Entity: Character
Component: SWE_rickard_sandler
Constructs: limit, remove_ideas, has_war_with, set_rule, has_idea
Source: game
File: common/characters/SWE.txt

Code:
SWE_rickard_sandler = {
	advisor = {
		slot = political_advisor
		cost = 150
		idea_token = SWE_rickard_sandler
		allowed = {
			original_tag = SWE
		}
		available = {
			NOT = {
				has_war_with = FIN
			}
		}
		traits = {
			SWE_interventionist_firebrand
		}
		on_add = {
			SWE = {
				set_rule = {
					can_send_volunteers = yes
				}
				if = {
					limit = {
						has_idea = neutrality_idea
					}
					remove_ideas = neutrality_idea
				}
			}
			custom_effect_tooltip = SWE_the_cross_we_bear_tt_3
			SWE_increase_the_cross_we_bear = yes
		}
		on_remove = {
			SWE_reduce_the_cross_we_bear = yes
		}
		ai_will_do = {
			factor = 0
		}
	}
	name = SWE_rickard_sandler
	portraits = {
		civilian = {
			small = GFX_portrait_SWE_rickard_sandler_small
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_belgian_renaissance
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_belgian_renaissance
	icon = GFX_focus_BEL_belgian_renaissance
	prerequisite = {
		focus = BEL_the_european_crusade
	}
	relative_position_id = BEL_the_european_crusade
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 0
	y = 1
	cost = 10
	available = {

	}
	completion_reward = {
		custom_effect_tooltip = BEL_european_crusade_dynamic_modifier_tt
		add_to_variable = {
			BEL_european_crusade_research_speed_factor = 0.05
			tooltip = research_speed_factor_tt
		}
	}
}
### Entity: Unit Template
Component: BRA_DD_HISTORICAL
Source: game
File: common/units/names_ships/BRA_ship_names.txt

Code:
BRA_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		BRA
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = NRB 
	fallback_name = Contratorpedeiro %d
	unique = {
		Piaui Rio Grande do Norte Paraíba Alagoas Marnhão Sergipe Santa Catharina Mato Grosso Mariz e Barros Marcílio Dias Greenhalgh Amazonas Araguari Ajuricaba Acre Araguaya Apa Juruá Javari Jutahy Juruena Jaguaribe Japarua Babitonga Baependi Bauru Beberibe Benevente Bertioga Bocaina Bracuí
	}
}
### Entity: Character
Component: GER_walther_funk
Constructs: has_completed_focus, has_war, has_government, is_hired_as_advisor
Source: game
File: common/characters/GER.txt

Code:
GER_walther_funk = {
	name = GER_walther_funk
	portraits = {
		army = {
			small = GFX_idea_walther_funk
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = walther_funk
		allowed = {
			original_tag = GER
		}
		available = {
			has_government = fascism
			GER_hjalmar_schacht = {
				is_hired_as_advisor = no
			}
			GER_ludwig_erhard = {
				is_hired_as_advisor = no
			}
		}
		visible = {
			has_government = fascism
			NOT = {
				OR = {
					has_completed_focus = GER_oppose_hitler GER_oppose_hitler_ww
				}
			}
		}
		traits = {
			GER_reich_minister_of_economy
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 3
				has_war = yes
			}
		}
	}
}
### Entity: Decision
Component: HOL_obtain_foreign_colonial_investments
Constructs: has_completed_focus, has_war, limit, has_war_with, fire_only_once, production_speed_buildings_factor, has_idea, is_in_faction_with
Source: game
File: common/decisions/HOL.txt

Code:
HOL_obtain_foreign_colonial_investments = {
	HOL_attract_foreign_investors = {
		icon = hol_attract_foreign_investors
		allowed = {
			tag = HOL
		}
		available = {
			OR = {
				has_idea = export_focus free_trade
				is_in_faction_with = USA ENG JAP
			} {
				USA = {
					has_war = no
				}
				ENG = {
					has_war = no
				}
				JAP = {
					has_war = no
				}
			}
			has_war = no
			335 = {
				controller = {
					OR = {
						tag = ROOT
						is_subject_of = ROOT
					}
					has_full_control_of_state = PREV
				}
			}
			672 = {
				controller = {
					OR = {
						tag = ROOT
						is_subject_of = ROOT
					}
					has_full_control_of_state = PREV
				}
			}
			334 = {
				controller = {
					OR = {
						tag = ROOT
						is_subject_of = ROOT
					}
					has_full_control_of_state = PREV
				}
			}
			has_full_control_of_state = 695 309
		}
		cost = 25
		fire_only_once = no
		days_remove = 90
		modifier = {
			consumer_goods_factor = -0.15
		}
		visible = {
			tag = HOL
			OR = {
				has_completed_focus = HOL_obtain_foreign_colonial_investments HOL_obtain_foreign_colonial_investments_taog
			}
		}
		remove_effect = {

		}
		complete_effect = {

		}
	}
	HOL_attract_foreign_industry = {
		icon = generic_construction
		allowed = {
			tag = HOL
		}
		available = {
			OR = {
				has_idea = export_focus free_trade
				is_in_faction_with = USA ENG JAP
			} {
				USA = {
					has_war = no
				}
				ENG = {
					has_war = no
				}
				JAP = {
					has_war = no
				}
			}
			has_war = no
			335 = {
				controller = {
					OR = {
						tag = ROOT
						is_subject_of = ROOT
					}
					has_full_control_of_state = PREV
				}
			}
			672 = {
				controller = {
					OR = {
						tag = ROOT
						is_subject_of = ROOT
					}
					has_full_control_of_state = PREV
				}
			}
			334 = {
				controller = {
					OR = {
						tag = ROOT
						is_subject_of = ROOT
					}
					has_full_control_of_state = PREV
				}
			}
			has_full_control_of_state = 695 309
		}
		cost = 25
		fire_only_once = no
		days_remove = 90
		modifier = {
			production_speed_buildings_factor = 0.15
		}
		visible = {
			tag = HOL
			OR = {
				has_completed_focus = HOL_obtain_foreign_colonial_investments HOL_obtain_foreign_colonial_investments_taog
			}
		}
		remove_effect = {

		}
		complete_effect = {

		}
	}
	HOL_attract_west_indies_oil_companies = {
		icon = oil
		allowed = {
			tag = HOL
		}
		availabl
# ... (truncated)
### Entity: Idea
Component: idea_SIA_nsb_disarmed_nation
Constructs: production_speed_buildings_factor, has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_nsb_disarmed_nation = {
	name = SIA_national_savings_bond
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_manpower_bonus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.2
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_expand_pacific_holdings
Constructs: prerequisite, limit, every_country, owns_state, completion_reward, is_subject, add_named_threat, every_state
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_expand_pacific_holdings
	icon = GFX_focus_GER_expand_pacific_holdings
	prerequisite = {
		focus = GER_petition_for_the_return_of_old_colonies
	}
	mutually_exclusive = {
		focus = GER_divide_and_conquer GER_our_place_in_the_sun_ww
	}
	x = 0
	y = 2
	relative_position_id = GER_petition_for_the_return_of_old_colonies
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_named_threat = {
			threat = 5
			name = GER_expand_pacific_holdings
		}
		every_state = {
			limit = {
				OR = {
					state = 734 635 641 636 726 721 667 335 672 738 669 668 724 289 868 869 741 286 670 671 325 599 594 591 728 592 593 729 743 1017 1066 1067 1068 1069
				}
				NOT = {
					is_claimed_by = ROOT
					is_core_of = ROOT
					is_owned_by = ROOT
					controller = {
						OR = {
							has_a_german_trade_idea = yes
							is_in_faction_with = ROOT
							is_guaranteed_by = ROOT
						}
					}
				} {
					is_owned_by = ENG
					is_controlled_by = ENG
					controller = {
						is_ally_with = ENG
					}
				}
			}
			add_claim_by = ROOT
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		every_country = {
			limit = {
				OR = {
					original_tag = SIA VIN LAO CAM YUN GXC INS TAH PNG
				}
				NOT = {
					is_subject_of = ENG
					is_in_faction_with = ENG ROOT
					is_guaranteed_by = ROOT
					has_a_german_trade_idea = yes
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					is_in_faction_with = FRA
					has_guaranteed = FRA
				}
				FRA = {
					has_a_german_trade_idea = no
					OR = {
						owns_state = 734 635 641 728 741 286 670 671 1017 1066 1067 1068 1069
					}
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_claimed_state
					target = FRA
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				NOT = {
					is_in_faction_with = POR
					has_guaranteed = POR
				}
				POR = {
					has_a_german_trade_idea = no
					OR = {
						owns_state = 729 721
					}
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_claimed_state
					target = POR
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				NOT = {
					is_in_faction_with = HOL
					has_guaranteed = HOL
			
# ... (truncated)
### Entity: Character
Component: SPR_andres_nin
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_andres_nin = {
	name = SPR_andres_nin
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = SPR_andres_nin
		ledger = army
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
		}
		available = {
			has_completed_focus = SPR_masters_of_our_own_fate
			NOT = {
				has_completed_focus = SPR_regional_defense_council_of_aragon
			}
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			military_theorist
		}
	}
}
### Entity: Idea
Component: VEN_oil_6
Constructs: production_speed_buildings_factor, has_idea, cancel_if_invalid
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_oil_6 = {
	picture = VEN_oil
	visible = {
		original_tag = VEN
		NOT = {
			OR = {
				has_idea = VEN_oil VEN_oil_2 VEN_oil_3 VEN_oil_4 VEN_oil_6 VEN_oil_7 VEN_oil_8 VEN_oil_9 VEN_oil_10 VEN_oil_11
			}
		}
	}
	allowed_to_remove = {
		always = no
	}
	modifier = {
		consumer_goods_expected_value = 0.8
		civilian_intel_to_others = 5
		production_speed_buildings_factor = -0.5
		production_speed_industrial_complex_factor = -0.3
		production_speed_arms_factory_factor = -0.3
		conversion_cost_civ_to_mil_factor = 0.3
		conversion_cost_mil_to_civ_factor = 0.3
	}
	cancel_if_invalid = no
}
### Entity: Event
Component: news.204
Constructs: is_triggered_only, is_in_faction, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.204
	title = news.204.t
	desc = news.204.d
	picture = GFX_news_event_polish_tanks
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	option = {
		name = news.204.a
		trigger = {
			is_in_faction = yes
			NOT = {
				is_in_faction_with = GER
			} {
				is_in_faction_with = POL
			}
		}
	} {
		name = news.204.b
		trigger = {
			is_in_faction_with = GER
		}
	} {
		name = news.204.c
		trigger = {
			is_in_faction_with = POL
		}
	} {
		name = news.204.e
		trigger = {
			is_in_faction = no
		}
	}
}
### Entity: Character
Component: QUE_pierre_chasse
Source: game
File: common/characters/QUE.txt

Code:
QUE_pierre_chasse = {
	name = QUE_pierre_chasse
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
	advisor = {
		slot = high_command
		idea_token = QUE_pierre_chasse
		ledger = army
		allowed = {
			original_tag = QUE
		}
		traits = {
			army_commando_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: MUN_czech.1054
Constructs: is_triggered_only, declare_war_on, annex_everything, add_to_war
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1054
	title = MUN_czech.1054.t
	desc = MUN_czech.1054.d
	picture = GFX_report_event_czech_soldiers_01
	is_triggered_only = yes
	option = {
		name = MUN_czech.1054.a
		declare_war_on = {
			target = LIT
			type = annex_everything
		}
		activate_decision = form_commonwealth
		FROM = {
			add_to_war = {
				targeted_alliance = ROOT
				enemy = LIT
			}
		}
	} {
		name = MUN_czech.1017.b
	}
}
### Entity: Country History
Country: SIN
Component: SIN_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SIN - Sindh.txt

Code:
# Politics & Parties for SIN
set_politics = {
	ruling_party = neutrality
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 30
	communism = 5
	neutrality = 60
	fascism = 5
}
### Entity: Achievement
Component: brexit
Constructs: has_country_flag, has_war_with, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
brexit = {
	id = 181
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = ICE
	}
	happened = {
		tag = ICE
		has_country_flag = achivement_started_uprising_scotland achivement_started_uprising_wales achivement_started_uprising_northen_ireland
		SCO = {
			has_war_with = ENG
		}
		NIR = {
			has_war_with = ENG
		}
		WLS = {
			has_war_with = ENG
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_workers_of_the_world_unite_old
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_workers_of_the_world_unite_old
	text = SOV_workers_of_the_world_unite
	icon = GFX_goal_generic_multinational_army
	prerequisite = {
		focus = SOV_state_of_perpetual_warfare
	}
	mutually_exclusive = {
		focus = SOV_claims_on_poland_old
	}
	x = 0
	y = 2
	relative_position_id = SOV_state_of_perpetual_warfare
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = SOV_workers_of_the_world_unite_idea
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: INS_revolution_events.1
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.1
	title = INS_revolution_events.1.t
	desc = INS_revolution_events.1.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.1.a
	}
}
### Entity: Scripted Trigger
Component: EAI_nonaligned_focus
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/EAI_DIPLOMACY_triggers.txt

Code:
EAI_nonaligned_focus = {
	NOT = {
		EAI_major_country = yes
	}
	OR = {
		has_country_flag = EAI_neutral_focus
	}
}
### Entity: Idea
Component: ICE_viking_spirit_odin_thor
Constructs: research_speed_factor, stability_factor, political_power_gain, war_support_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_odin_thor = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.1
		stability_factor = 0.1
		research_speed_factor = 0.05
		political_power_gain = 0.15
		army_attack_factor = 0.15
		army_attack_speed_factor = 0.05
	}
}
### Entity: Event
Component: ww_BEL_event_spanish_interaction.9
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_spanish_interaction.9
	title = ww_BEL_event_spanish_interaction.9.t
	desc = ww_BEL_event_spanish_interaction.9.desc
	picture = GFX_report_event_generic_sign_treaty2
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_spanish_interaction.9.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Idea
Component: r56_LUX_economic_dependence_5
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_economic_dependence_5 = {
	picture = AFG_economy_in_ruins
	name = r56_LUX_economic_dependence
	allowed = {
		original_tag = LUX
	}
	targeted_modifier = {
		tag = GER
		extra_trade_to_target_factor = 0.25
	}
}
### Entity: Event
Component: peru.5
Constructs: is_triggered_only, add_war_support, add_stability, declare_war_on, take_state_focus, set_country_flag
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.5
	title = peru.5.t
	desc = peru.5.d
	picture = GFX_report_event_PRU_rio_de_janeiro_announcements
	is_triggered_only = yes
	option = {
		name = peru.5.a
		PRU = {
			declare_war_on = {
				type = take_state_focus
				target = ECU
			}
			country_event = {
				id = peru.13
				hours = 4
			}
		} {
			set_country_flag = PRU_to_war
		}
		ECU = {
			add_war_support = 0.05
		}
	} {
		name = peru.5.b
		ECU = {
			add_stability = 0.1
		}
		PRU = {
			transfer_state = 490
			hidden_effect = {
				set_country_flag = PRU_to_war
			}
			country_event = {
				id = peru.12
				hours = 4
			}
		}
	}
}
### Entity: AI Strategy
Component: HOL_alternate_monarchist_plan_taog
Constructs: has_completed_focus, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/HOL_TAOG_alternate_strategy_plan.txt

Code:
HOL_alternate_monarchist_plan_taog = {
	name = Netherlands Monarchist plan
	desc = Netherlands will become monarchist and join the allies, but not move the government to Batavia.
	allowed = {
		original_tag = HOL
		has_dlc = Thunder at Our Gates
	}
	enable = {
		OR = {
			has_completed_focus = HOL_oranje_boven
			has_game_rule = {
				rule = HOL_AI_BEHAVIOR
				option = NEUTRALITY
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		INSHOL_east_indies_investments INSHOL_netherlands_indonesia_union HOL_obtain_foreign_colonial_investments HOL_the_western_possessions HOL_abandon_the_gold_standard HOL_continue_the_public_works HOL_finish_the_noordoostpolder HOL_form_new_government HOL_gateway_to_europe HOL_maintain_trade_neutrality
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: State History
Component: 320
Constructs: add_core_of
Source: game
File: history/states/320-French India.txt

Code:
state = {
	id = 320
	name = STATE_320
	manpower = 286410
	state_category = enclave
	history = {
		owner = FRA
		add_core_of = RAJ
		victory_points = {
			10149 1
		}
		buildings = {
			infrastructure = 3
			10149 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		10149
	}
	local_supplies = 0.0
}
### Entity: State
Component: state_categories
Source: game
File: common/state_category/city.txt

Code:
state_categories = {
	city = {
		local_building_slots = 6
		color = {
			0 200 0
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_setting_course
Constructs: prerequisite, add_war_support, completion_reward, add_timed_idea
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_setting_course
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = ITA_gloria_al_regno_d_italia ITA_crush_opposition ITA_strengthen_the_papacy
	}
	x = -1
	y = 2
	relative_position_id = ITA_gloria_al_regno_d_italia
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_war_support = 0.05
		army_experience = 25
		air_experience = 25
		navy_experience = 25
		add_timed_idea = {
			idea = ITA_setting_course_ns
			days = 365
		}
	}
}
### Entity: Idea
Component: BUL_total_war
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_total_war = {
	picture = can_wartime_prices_and_trade_board
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.05
		mobilization_laws_cost_factor = -0.35
		economy_cost_factor = -0.35
	}
}
### Entity: Country History
Country: CHA
Component: CHA_characters
Constructs: recruit_character
Source: game
File: history/countries/CHA - Chad.txt

Code:
# Leaders & Characters for CHA
recruit_character = CHA_acas CHA_communist_guy CHA_ncs CHA_awt CHA_pot CHA_fascist_guy CHA_ai2 CHA_nt CHA_aco2 CHA_ar CHA_acr CHA_mt CHA_stc CHA_aa2 CHA_acgs CHA_ncm CHA_nccr CHA_coi CHA_democratic_guy CHA_acd2
### Entity: Idea
Component: bra_iti_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_iti_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = HOL_motors_production
	modifier = {
		production_speed_infrastructure_factor = 0.1
	}
}