Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: afg_focus
Component: AFG_rebuild_the_silk_road
Constructs: prerequisite, limit, add_ideas, completion_reward, build_railway, build_only_on_allied, random_owned_state, is_fully_controlled_by
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_rebuild_the_silk_road
	icon = GFX_focus_RAJ_the_silk_road
	prerequisite = {
		focus = AFG_return_to_delhi
	}
	x = 0
	y = 1
	relative_position_id = AFG_return_to_delhi
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		build_railway = {
			level = 3
			start_province = 4709
			target_province = 4893
			build_only_on_allied = yes
		}
		add_ideas = BRA_rail_investment
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: bra_eficiencia_2
Constructs: removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_eficiencia_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = BRA_ind_pic
	modifier = {
		production_factory_efficiency_gain_factor = 0.05
		production_speed_infrastructure_factor = 0.1
		production_speed_industrial_complex_factor = 0.05
	}
}
### Entity: Character
Component: IRQ_ibrahim_al_ghandanfari
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_ibrahim_al_ghandanfari = {
	name = IRQ_ibrahim_al_ghandanfari
	portraits = {
		civilian = {
			small = GFX_portrait_IRQ_ibrahim_al_ghandanfari_small
		}
	}
	advisor = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		slot = political_advisor
		idea_token = IRQ_ibrahim_al_ghandanfari
		traits = {
			financial_expert
		}
		available = {

		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Scripted Trigger
Component: GER_civil_war_is_fascist_character
Constructs: is_character
Source: game
File: common/scripted_triggers/r56_GER_scripted_triggers.txt

Code:
GER_civil_war_is_fascist_character = {
	OR = {
		is_character = GER_rudolf_hess GER_martin_bormann GER_joseph_goebbels GER_wilhelm_keitel GER_heinrich_himmler GER_hermann_goring GER_joachim_von_ribbentrop GER_fritz_todt GER_albert_speer GER_werner_von_fritsch GER_ferdinand_schorner GER_felix_steiner GER_walter_kruger GER_paul_hausser GER_sepp_dietrich GER_walter_model
	}
}
### Entity: AI Strategy
Component: north_africa_uk
Constructs: has_war, is_historical_focus_on
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
north_africa_uk = {
	name = theater_north_africa
	regions = {
		128 225 29 126 182 48 68 69 100
	}
	cancel = {

	}
	preferred_countries = {
		AST SAF
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			original_tag = ENG
		} {
			factor = 2
			owns_any_state_of = {
				448 458 907 447 459 461
			}
		} {
			factor = 5
			is_historical_focus_on = yes
			tag = ENG
		} {
			factor = 0
			has_war = no
			date = < 1938.1.1
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_denounce_stalinism
Constructs: prerequisite, limit, has_war_with, completion_reward, is_on_continent, has_country_leader_ideology, every_other_country, is_ally_with
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_denounce_stalinism
	icon = GFX_focus_spr_masters_of_our_own_fate
	prerequisite = {
		focus = CZE_ally_with_moderate_socialists
	}
	mutually_exclusive = {
		focus = CZE_limited_cooperation
	}
	cost = 10
	relative_position_id = CZE_ally_with_moderate_socialists
	x = 3
	y = 1
	available = {
		any_other_country = {
			capital_scope = {
				is_on_continent = europe
			}
			custom_trigger_tooltip = {
				tooltip = CZE_country_leader_has_ideology_stalinism_tt
				has_country_leader_ideology = stalinism
			}
		}
	}
	ai_will_do = {
		factor = 0
	}
	completion_reward = {
		every_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = europe
				}
				has_country_leader_ideology = stalinism
				NOT = {
					has_war_with = ROOT
					is_ally_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Modifier Reference
Component: CHI_academy_of_sciences_dm
Constructs: research_speed_factor, remove_trigger
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_academy_of_sciences_dm = {
	icon = GFX_idea_jap_supremacy_of_technology
	research_speed_factor = CHI_academy_of_sciences_dm_research_speed_factor
	remove_trigger = {

	}
}
### Entity: Unit Template
Component: ENG_CL_COMMUNISM
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_CL_COMMUNISM = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		ENG
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = WLNS 
	fallback_name = Light Cruiser %s
	unique = {
		Amphion Apollo Penelope Aurora Southampton Birmingham Glasgow Newcastle Sheffield Gloucester Liverpool Manchester Edinburgh Belfast Fiji Kenya Nigeria Mauritius Trinidad Gambia Jamaica Bermuda Ceylon Newfoundland Uganda Swiftsure Minotaur Superb Tiger Lion Blake Hawke Bellerophon Bonaventure Dido Naiad Phoebe Hermione Euryalus Charybdis Cleopatra Sirius Scylla Argonaut Bellona Black Prince Diadem Royalist Spartan Tiger Lion Blake Constance Centaur Concord Phaeton Bristol Weymouth Dartmouth Falmouth Yarmouth Chatham Caroline Caledon Calypso Caradoc Cardiff Ceres Coventry Curacoa Curlew Cairo Calcutta Capetown Carlisle Colombo Danae Dauntless Dragon Delhi Dunedin Durban Despatch Diomede Emerald Enterprise Achilles Ajax Leander Neptune Orion Arethusa Galatea
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_embrace_peoples_tutelage
Constructs: prerequisite, has_government, completion_reward, is_subject_of, is_subject, add_popularity
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_embrace_peoples_tutelage
	icon = GFX_focus_chi_one_china_policy
	prerequisite = {
		focus = KOR_repeal_colonial_restrictions
	} {
		focus = KOR_reorganize_the_administration
	}
	relative_position_id = KOR_repeal_colonial_restrictions
	x = 3
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			is_subject_of = CHI
			AND = {
				is_subject = yes
				OVERLORD = {
					has_government = neutrality
				}
			}
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: EAI_DD_10/light_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/light_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_flame_chassis = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_prepare_for_war_on_WP3
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_war_justification_strategies.txt

Code:
EAI_DIPLO_prepare_for_war_on_WP3 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_prepare_for_war_targets^3 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = conquer
		id = WP3
		value = 200
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_unified_in_spirit
Constructs: has_completed_focus, prerequisite, limit, add_ideas, every_country, has_country_flag, completion_reward, allow_branch
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_unified_in_spirit
	icon = GFX_goal_generic_military_sphere
	relative_position_id = PRU_expel_europeans_from_south_america
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = PRU_expel_europeans_from_south_america
	}
	mutually_exclusive = {
		focus = PRU_unified_by_will
	}
	ai_will_do = {
		base = 1.5
	}
	allow_branch = {
		has_dlc = Trial of Allegiance
		NOT = {
			has_completed_focus = PRU_organize_future_elections
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	available = {
		any_country = {
			is_subject_of = ROOT
			OR = {
				tag = GAR INC MIS MAY INU CHR ITZ NAH IAS TAH SAM
				original_tag = BOL SUR ARG BRA MEX USA CAN
			}
		}
		NOT = {
			has_country_flag = PRU_inkareich
		}
	}
	completion_reward = {
		add_ideas = CHL_unified_in_spirit_idea
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_unified_in_spirit_tt
		every_country = {
			limit = {
				is_subject_of = ROOT
				OR = {
					tag = GAR INC MIS MAY INU CHR ITZ NAH IAS TAH SAM
					original_tag = BOL SUR ARG BRA MEX USA CAN
				}
			}
			add_ideas = CHL_unified_in_spirit_idea
		}
	}
}
### Entity: Idea
Component: FLA_camille_huysmans
Constructs: has_completed_focus, has_government
Source: game
File: common/ideas/flanders.txt

Code:
FLA_camille_huysmans = {
	allowed = {
		original_tag = FLA
	}
	available = {
		has_government = democratic
	}
	traits = {
		silent_workhorse
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 1
			OR = {
				has_completed_focus = GEN_Liberty_Ethos
				date = > 1939.1.1
			}
		}
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Source: game
File: common/scripted_guis/SWE_rearnament_scripted_gui.txt

Code:
scripted_gui = {
	swe_rearnament_system_ui = {
		context_type = decision_category
		window_name = swe_rearnament_system_ui_window
		properties = {
			swe_navy_icon = {
				frame = SWE_main_rearnament_frame
			}
			swe_army_icon = {
				frame = SWE_main_rearnament_frame
			}
			swe_air_icon = {
				frame = SWE_main_rearnament_frame
			}
			swe_folkhemmet_icon = {
				frame = SWE_main_rearnament_frame
			}
		}
	}
}
### Entity: Character
Component: FRA_charles_huntziger
Source: game
File: common/characters/FRA.txt

Code:
FRA_charles_huntziger = {
	name = FRA_charles_huntziger
	portraits = {
		army = {
			small = GFX_idea_charles_huntziger
		} {
			large = GFX_portrait_FRA_charles_huntziger
		}
	}
	advisor = {
		slot = high_command
		idea_token = charles_huntziger
		ledger = army
		allowed = {
			original_tag = FRA
		}
		traits = {
			army_logistics_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			old_guard infantry_officer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 3
		legacy_id = 0
	}
}
### Entity: Event
Component: AAT_Sweden_nationalists.29
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.29
	title = AAT_Sweden_nationalists.29.t
	desc = AAT_Sweden_nationalists.29.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.29.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Unit Template
Component: equipments
Constructs: is_archetype, naval_speed, build_cost_ic
Source: game
File: common/units/equipment/convoys.txt

Code:
equipments = {
	convoy = {
		year = 1910
		is_archetype = yes
		type = convoy
		picture = archetype_convoy
		group_by = archetype
		sprite = convoy
		interface_category = interface_category_other_ships
		surface_detection = 10
		sub_detection = 0
		fuel_consumption = 0
		lg_armor_piercing = 1
		armor_value = 0
		reliability = 0.8
		surface_visibility = 14
		torpedo_attack = 0
		lg_attack = 0.25
		naval_speed = 12
		max_strength = 60
		max_organisation = 30
		anti_air_attack = 0.1
		lend_lease_cost = 0
		offensive_weapons = no
		build_cost_ic = 70
		resources = {
			steel = 1
		}
	}
	convoy_1 = {
		year = 1910
		archetype = convoy
		active = yes
		priority = 10
	}
}
### Entity: Character
Component: ICE_olafur_petursson
Constructs: has_government
Source: game
File: common/characters/ICE.txt

Code:
ICE_olafur_petursson = {
	name = ICE_olafur_petursson
	portraits = {
		civilian = {
			small = GFX_portrait_ICE_olafur_petursson_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = ICE_olafur_petursson
		allowed = {

		}
		available = {
			has_government = fascism
		}
		visible = {

		}
		traits = {
			prince_of_terror
		}
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Character
Component: BUL_georgi_popov
Constructs: has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_georgi_popov = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = BUL_georgi_popov
		portraits = {
			army = {
				large = GFX_portrait_bul_georgi_popov
				small = GFX_portrait_BUL_georgi_popov_small
			}
		}
		corps_commander = {
			traits = {
				infantry_officer war_hero skilled_staffer
			}
			skill = 4
			attack_skill = 3
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 4
			legacy_id = 1202
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = BUL_georgi_popov
		portraits = {
			army = {
				large = GFX_portrait_BUL_georgi_popov
				small = GFX_portrait_BUL_georgi_popov_small
			}
		}
		field_marshal = {
			traits = {
				defensive_doctrine
			}
			skill = 4
			attack_skill = 2
			defense_skill = 4
			planning_skill = 3
			logistics_skill = 4
			legacy_id = -1
		}
	}
}
### Entity: Event
Component: mandate_palestine.107
Constructs: is_triggered_only, limit, create_wargoal, take_claimed_state
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.107
	picture = GFX_report_event_generic_battle
	title = mandate_palestine.107.t
	desc = mandate_palestine.107.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.107.a
	} {
		name = mandate_palestine.107.b
		if = {
			limit = {
				JOR = {
					exists = yes
					controls_state = 455
				}
			}
			create_wargoal = {
				type = topple_government
				target = JOR
			}
		}
		else = {
			455 = {
				controller = {
					MPL = {
						create_wargoal = {
							target = PREV
							type = take_claimed_state
							generator = {
								455
							}
						}
					}
				}
			}
		}
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Constructs: change_scope
Source: game
File: common/scripted_guis/r56_sg_ISR_knesset.txt

Code:
scripted_gui = {
	ISR_knesset_scripted_gui = {
		window_name = ISR_knesset_GUI
		context_type = decision_category
		dynamic_lists = {
			ISR_knesset_diagram = {
				array = ISR_knesset_array_x
				change_scope = no
				entry_container = ISR_knesset_seat_container
				index = seat_idx
			}
		}
		properties = {
			ISR_knesset_seat = {
				x = ISR_knesset_array_x^seat_idx
				y = ISR_knesset_array_y^seat_idx
				frame = ISR_knesset_array_frame^seat_idx
			}
		}
		effects = {
			refresh_button_click = {
				ISR_generate_random_party_seats = yes
			}
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_completed_focus
Source: game
File: common/scripted_localisation/AAT_finland_scripted_loc.txt

Code:
defined_text = {
	name = GetMiningTheSeasDecTooltipFromNavyBranch
	text = {
		trigger = {
			has_completed_focus = FIN_defensive_preparations
		}
		localization_key = FIN_mining_the_sea_unlocked
	} {
		localization_key = FIN_mining_the_sea_locked
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_the_hispanic_alliance
Constructs: prerequisite, limit, has_government, every_country, has_war_with, add_stability, completion_reward, is_on_continent
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_the_hispanic_alliance
	icon = GFX_goal_tripartite_pact
	relative_position_id = CHL_military_excercises
	x = 6
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_military_excercises
	}
	mutually_exclusive = {
		focus = CHL_the_path_to_conquest
	}
	ai_will_do = {
		base = 1.5
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	available = {
		has_government = fascism
		any_country = {
			NOT = {
				OR = {
					tag = ROOT
					has_war_with = ROOT
				}
			}
			capital_scope = {
				is_on_continent = south_america
			}
			OR = {
				has_government = fascism neutrality
			}
			is_in_faction = no
		}
		is_in_faction = no
		is_subject = no
	}
	completion_reward = {
		IF = {
			limit = {
				is_faction_leader = no
			}
			create_faction_from_template = {
				template = faction_template_hipanic_alliance_faction
				name = CHL_hipanic_alliance_faction
			}
		}
		every_country = {
			limit = {
				NOT = {
					OR = {
						tag = ROOT
						has_war_with = ROOT
					}
				} {
					OR = {
						original_tag = GYA SUR CAY HAI BAH BRA JAM GDL BAS TRI RIG YUC
					}
				}
				capital_scope = {
					is_on_continent = south_america
				}
				OR = {
					has_government = fascism neutrality
				}
				is_in_faction = no
			}
			country_event = {
				id = CHL_political_events.35
				days = 2
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_stability = 0.1
	}
}
### Entity: Joint Focus
Component: ABDA_the_malay_barrier
Constructs: has_completed_focus, prerequisite, limit, joint_focus, has_country_flag, add_to_variable, every_state, is_core_of
Source: game
File: common/national_focus/abdacom_shared_branch.txt

Code:
joint_focus = {
	id = ABDA_the_malay_barrier
	icon = GFX_goal_fortify_the_westwall
	prerequisite = {
		focus = ABDA_fortress_singapore ABDA_corps_expeditionnaire
	}
	relative_position_id = ABDA_abdacom
	text_icon = ABDACOM_focus_style
	x = -1
	y = 2
	cost = 5
	available = {
		OR = {
			has_country_flag = abdacom_member
			has_completed_focus = ABDA_abdacom
		}
	}
	available_if_capitulated = no
	ai_will_do = {
		base = 1
		modifier = {
			add = 2
			original_tag = INS
		}
	}
	completion_reward_joint_originator = {
		custom_effect_tooltip = ABDA_malay_barrier_modifier_tt
		hidden_effect = {
			add_to_variable = {
				ABDA_repair_speed_factor = 0.15
			} {
				ABDA_convoy_escort_efficiency = 0.1
			}
		}
		every_state = {
			limit = {
				is_core_of = MAL
				OR = {
					is_owned_by = ENG MAL
				}
			}
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		} {
			limit = {
				is_in_array = {
					array = INS.owned_states_at_game_start
					value = THIS
				}
				OR = {
					is_controlled_by = INS HOL
				}
			}
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	completion_reward_joint_member = {
		custom_effect_tooltip = ABDA_malay_barrier_modifier_tt
		hidden_effect = {
			add_to_variable = {
				ABDA_repair_speed_factor = 0.15
			} {
				ABDA_convoy_escort_efficiency = 0.1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: AFG_political_events.53
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.53
	title = AFG_political_events.53.t
	desc = AFG_political_events.53.desc
	is_triggered_only = yes
	picture = GFX_report_event_spr_anarchists2
	option = {
		name = AFG_political_events.53.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = AFG_political_events_53_tt
		set_country_flag = AFG_germany_will_aid_amanullah
	}
}
### Entity: Event
Component: BBA_ethiopia_balance_of_power_events.30
Constructs: is_triggered_only, ai_chance, division_template, limit, set_character_flag, random_owned_controlled_state, is_core_of, create_unit
Source: game
File: events/BBA_Ethiopia.txt

Code:
unit_leader_event = {
	id = BBA_ethiopia_balance_of_power_events.30
	title = BBA_ethiopia_balance_of_power_events.30.t
	desc = BBA_ethiopia_balance_of_power_events.30.desc
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_balance_of_power_events.30.a
		ai_chance = {
			base = 10
		}
		ETH_balcho_safo = {
			set_character_flag = safo_active_flag
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				837
			}
			create_unit = {
				division = name = "Sidamo levies"division_template = "Chitet Sefari" start_experience_factor = 0.06 start_equipment_factor = 1 start_manpower_factor = 1
				owner = ROOT
				allow_spawning_on_enemy_provs = no
				count = 1
			}
		}
	}
}
### Entity: Character
Component: navy_anti_submarine_2
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_anti_submarine_2 = {
	sprite = 4
	navy_submarine_detection_factor = 0.15
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Idea
Component: r56_CAN_forge_our_own_future_idea
Constructs: is_subject, removal_cost, autonomy_gain
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_forge_our_own_future_idea = {
	name = r56_CAN_forge_our_own_future_idea
	allowed = {
		is_subject = yes
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = r56_CAN_maple_leaf
	modifier = {
		autonomy_gain = 1
	}
}
### Entity: National Focus
Component: ah_nationalism_focus
Constructs: prerequisite, has_government, is_major, completion_reward, is_historical_focus_on, has_idea, add_timed_idea
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_nationalism_focus
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = ah_collectivist_ethos
	}
	mutually_exclusive = {
		focus = ah_internationalism_focus
	}
	available = {
		OR = {
			has_government = fascism neutrality
		}
	}
	x = -2
	y = 1
	relative_position_id = ah_collectivist_ethos
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			any_neighbor_country = {
				is_major = yes
				has_government = fascism
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = fascism
				}
			}
		} {
			factor = 10
			has_idea = SOV_russian_political_influence
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = nationalism
			days = 720
		}
	}
}
### Entity: Trigger Reference
Construct: has_captured_operative
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_captured_operative

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Checks if a country has a captured an operative ( supports scoped variables )
has_captured_operative = GER/yes/no

```
### Entity: Modifier Reference
Construct: own_operative_harmed_time_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## own_operative_harmed_time_factor

* Number with 0 decimal places
* **Categories**: unit_leader, country
### Entity: National Focus
Tree: eng_focus
Component: ENG_norwegian_intervention
Constructs: prerequisite, limit, add_ideas, completion_reward, create_wargoal, puppet_wargoal_focus, has_idea
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_norwegian_intervention
	available = {
		NOR = {
			exists = yes
			OR = {
				communism = > 0.2
				fascism = > 0.2
			}
		}
	}
	will_lead_to_war_with = NOR
	prerequisite = {
		focus = uk_scandinavian_focus
	}
	icon = GFX_focus_generic_attack_norway
	x = 0
	y = 2
	relative_position_id = uk_scandinavian_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = NOR
			expire = 0
		}
		if = {
			limit = {
				NOT = {
					has_idea = ENG_continuation_of_politics
				}
			}
			add_ideas = ENG_continuation_of_politics
		}
	}
}