Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_mountaineers
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc, add_doctrine_cost_reduction, add_mastery_bonus
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_mountaineers
	icon = GFX_focus_generic_mountain_troops
	prerequisite = {
		focus = JAP_instill_the_spirit_of_bushido
	}
	relative_position_id = JAP_instill_the_spirit_of_bushido
	x = -2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		JAP_army_faction_is_at_least_influential = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_tech_bonus = {
			name = JAP_sea_mountaineers
			bonus = 1
			uses = 1
			category = mountaineers_tech
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = JAP_sea_mountaineers
				cost_reduction = 0.25
				uses = 2
				category = special_forces_doctrine
			}
			custom_effect_tooltip = mountaineer_subdoctrines_default_add_mastery_bonus_effect_tooltip generic_skip_one_line_tt
			hidden_effect = {
				add_mastery_bonus = {
					name = JAP_sea_mountaineers
					bonus = 0.1
					days = 240
					sub_doctrine = mountaineers_1
				} {
					name = JAP_sea_mountaineers
					bonus = 0.1
					days = 240
					sub_doctrine = mountaineers_2
				}
			}
		}
		random_army_leader = {
			limit = {
				NOT = {
					has_trait = trait_mountaineer
				}
			}
			add_trait = {
				trait = trait_mountaineer
			}
		}
		JAP_add_or_modify_imperial_army = yes
		add_to_variable = {
			JAP_army_acclimatization_cold_climate_gain_factor = 0.1
			tooltip = acclimatization_cold_climate_gain_factor_tt
		}
	}
}
### Entity: Character
Component: SLO_julius_thorzo
Source: game
File: common/characters/SLO.txt

Code:
SLO_julius_thorzo = {
	name = SLO_julius_thorzo
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = SLO_julius_thorzo
		allowed = {
			original_tag = SLO
		}
		traits = {
			navy_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Faction
Component: faction_goal_develop_guyanan_bauxite
Constructs: limit, has_tech, complete_effect, add_faction_power_projection, has_completed_goal, add_resource, has_resources_in_collection
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_develop_guyanan_bauxite = {
	name = develop_guyanan_bauxite_goal_name
	description = develop_guyanan_bauxite_goal_desc
	category = short_term
	group = resources_to_market_icon
	allowed = {

	}
	visible = {
		687 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available = {
		FROM = {
			has_tech = excavation1 excavation2
		}
	}
	completed = {
		687 = {
			CONTROLLER = {
				has_tech = excavation3
			}
			infrastructure = > 4
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		if = {
			limit = {
				NOT = {
					has_completed_goal = faction_goal_develop_guyanan_bauxite
				}
			}
			687 = {
				add_resource = {
					type = aluminium
					amount = 14
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			controls_state = 687
		} {
			add = 1
			has_resources_in_collection = {
				collection = {
					input = game:scope
					operators = {
						faction_members
					}
					name = FACTION
				}
				resource = aluminium
				amount = < 30
				extracted = no
			}
		} {
			add = 3
			has_resources_in_collection = {
				collection = {
					input = game:scope
					operators = {
						faction_members
					}
					name = FACTION
				}
				resource = aluminium
				amount = < 10
				extracted = no
			}
		}
	}
}
### Entity: AI Strategy
Component: ENG_heavy_tank_anti_air
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/ENG_tank.txt

Code:
ENG_heavy_tank_anti_air = {
	category = land
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		land_heavy_tank_anti_air
	}
	priority = {
		factor = 5
		modifier = {
			NOT = {
				has_tech = fighter2
			}
			any_enemy_country = {
				has_tech = fighter2
			}
			factor = 3
		}
	}
	heavy_tank_anti_air_1 = {
		priority = {
			factor = 1
		}
		enable = {
			has_tech = interwar_antiair
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_aa_chassis_1
			modules = {
				main_armament_slot = tank_anti_air_cannon
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon tank_heavy_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_anti_air_2 = {
		priority = {
			factor = 2
		}
		enable = {
			has_tech = antiair2
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_aa_chassis_2
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon_2 tank_heavy_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_anti_air_3 = {
		priority = {
			factor = 2
		}
		enable = {
			has_tech = antiair5
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = heavy_tank_aa_chassis_3
			modules = {
				main_armament_slot = tank_anti_air_cannon_3
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_typ
# ... (truncated)
### Entity: Modifier Reference
Construct: night_spotting_chance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## night_spotting_chance

* Number with 1 decimal places
* **Categories**: naval
### Entity: Idea
Component: POL_legion_of_merit
Constructs: has_government, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_legion_of_merit = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality democratic
		}
	}
	removal_cost = -1
	picture = FRA_national_mobilization_focus
	modifier = {
		high_command_cost_factor = -0.2
		experience_loss_factor = -0.25
		military_leader_cost_factor = -0.1
	}
}
### Entity: Country History
Country: TOS
Component: TOS_technology
Constructs: set_technology
Source: game
File: history/countries/TOS - Tuscany.txt

Code:
# Starting Technologies for TOS
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	fuel_refining = 1
	basic_train = 1
	armored_car1 = 1
}
### Entity: Decision
Component: debug_decisions
Constructs: limit, is_ai, is_debug, complete_effect, has_dynamic_modifier, add_to_variable
Source: game
File: common/decisions/GER.txt

Code:
debug_decisions = {
	DEBUG_Manu = {
		priority = 999
		allowed = {
			tag = GER
		}
		visible = {
			is_ai = no
			is_debug = yes
		}
		available = {

		}
		complete_effect = {

		}
	}
	DEBUG_DANNE_GER = {
		priority = 999
		allowed = {
			always = yes
			tag = GER
		}
		visible = {
			is_debug = yes
		}
		available = {

		}
		complete_effect = {
			if = {
				limit = {
					OR = {
						has_dynamic_modifier = {
							modifier = GER_mefo_bills_modifier
						} {
							modifier = GER_economy_of_conquest_modifier
						}
					}
				}
				custom_effect_tooltip = GER_modify_economy_of_conquest_modifier_tt
				add_to_variable = {
					GER_industrial_consumer_goods_factor = -0.1
					tooltip = consumer_goods_factor_tt
				}
				GER_reduce_mefo_bills_penalty = yes
			}
		}
	}
	DEBUG_DANNE_change_CG_GER = {
		priority = 999
		allowed = {
			always = yes
			tag = GER
		}
		visible = {
			is_debug = yes
		}
		available = {

		}
		complete_effect = {
			if = {
				limit = {
					OR = {
						has_dynamic_modifier = {
							modifier = GER_mefo_bills_modifier
						} {
							modifier = GER_economy_of_conquest_modifier
						}
					}
				}
				custom_effect_tooltip = GER_modify_economy_of_conquest_modifier_tt
				add_to_variable = {
					GER_industrial_consumer_goods_factor = 0.1
					tooltip = consumer_goods_factor_tt
				}
				GER_add_mefo_bills_penalty = yes
			}
		}
	}
}
### Entity: Name List
Component: FLA
Source: game
File: common/names/r56_names.txt

Code:
FLA = {
	male = {
		names = {
			Adriaan Albert Alfons Antoon August Bart Christiaan Cornelis Dirk Edward Kamiel Octave Urbanus Frans Fernand Gerard Georges Godfried Hendrik Jacob Jan Johan Johannes Karel Laurens Mathias Matthijs Nicolaas Pieter Philippus Walter Willem Wim Boudewijn Jeroom Lucien Clemens Pol Reimond Odiel Isidoor
		}
	}
	female = {
		names = {
			Frieda An Helena Antje Anneke Louise Liesje
		}
	}
	surnames = {
		Peeters Janssens Maes Jacobs Mertens Willems Claes Goossens Wouters De Smet Den Bos Van Parijs De Croo De Wever De Winter Van Lieferinge Van Engeland Van Brabant Molenaars Van Der Meulen Somers Deschacht Vertongen Tielemans De Mesmaeker Verwilgen Pastuur Van Der Wijden Van Der Elst Van Moer De Koninck Van den Briel Van den Hof Van der Bijl Van Kleenputte Van Liempd Van Setten Bosch Bruggink Bruinier Buijs Buurman Carstens Giesen Harberts Hilberdink Hoogewerff Hoving Jaapies Janssen Jolles Kaak Kraak Krouwel Kuiper Landzaat Lukkien Maas Rijnders Roelofsen Zavelsberg Scherpenhuijzen Schippers Steen Tebrunsvelt Varwijk Verhoef Visscher Vos Winkelman Van de Put
	}
	callsigns = {
		Mannetje Vos Struikgaai Kraai Leeuw Meeuw Papegaai Potvis Hop Guldensporen Schild en Vriend Ridder Nijlpaard
	}
}
### Entity: Character
Component: SPR_carmel_rosa_baserba
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_carmel_rosa_baserba = {
	name = SPR_carmel_rosa_baserba
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_4
		}
	}
	advisor = {
		slot = high_command
		idea_token = SPR_carmel_rosa_baserba
		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 = {
			army_regrouping_1
		}
		cost = 50
	}
}
### Entity: Effect Reference
Construct: show_ideas_tooltip
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## show_ideas_tooltip

* Supported Scopes: COUNTRY
* Supported Targets: none

```
show what idea does
```
### Entity: Decision
Component: GER_undoing_shit
Constructs: has_completed_focus, limit, add_ideas, remove_ideas, has_country_flag, add_stability, add_political_power, cancel_trigger
Source: game
File: common/decisions/r56_GER_decisions.txt

Code:
GER_undoing_shit = {
	GER_undo_state_atheism = {
		priority = 119
		icon = GFX_decision_generic_welfare
		activation = {
			NOT = {
				has_country_flag = GER_no_gov
			} {
				OR = {
					has_completed_focus = GER_kpd_in_coalition GER_nraf_in_coalition GER_spd_in_coalition
				}
			}
			has_completed_focus = GER_dstp_in_coalition GER_towards_state_atheism GER_hold_new_elections
		}
		allowed = {
			tag = GER
		}
		available = {
			NOT = {
				has_completed_focus = GER_towards_state_atheism
			}
		}
		cancel_trigger = {
			OR = {
				has_country_flag = GER_no_gov
				has_completed_focus = GER_kpd_in_coalition GER_nraf_in_coalition GER_spd_in_coalition
			}
			NOT = {
				has_completed_focus = GER_dstp_in_coalition
			}
		}
		days_mission_timeout = 100
		is_good = no
		complete_effect = {
			add_political_power = 25
		}
		timeout_effect = {
			add_political_power = -25
			uncomplete_national_focus = {
				focus = GER_towards_state_atheism
				uncomplete_children = yes
				refund_political_power = no
			}
			hidden_effect = {
				add_ideas = GER_towards_secularism
				remove_ideas = {
					GER_state_atheism GER_secularized_curriculum GER_mandatory_kjvd_membership_2 GER_state_atheism_2 GER_state_atheism_3 GER_state_atheism_4 GER_state_atheism_5 GER_state_atheism_6 GER_state_atheism_7 GER_state_atheism_8 GER_state_atheism_9 GER_state_atheism_10 GER_state_atheism_11 GER_state_atheism_12 GER_state_atheism_13
				}
			}
			custom_effect_tooltip = generic_undo_policy_tt
		}
		ai_will_do = {
			factor = 0
		}
	}
	GER_undo_state_atheism_2 = {
		priority = 119
		icon = GFX_decision_generic_welfare
		cost = 50
		visible = {
			NOT = {
				has_country_flag = GER_no_gov
			} {
				has_completed_focus = GER_kpd_in_coalition
			}
			has_completed_focus = GER_dstp_in_coalition GER_towards_state_atheism
		}
		allowed = {
			tag = GER
		}
		available = {

		}
		cancel_trigger = {
			OR = {
				has_country_flag = GER_no_gov
				has_completed_focus = GER_kpd_in_coalition
			}
		}
		days_remove = 25
		is_good = no
		complete_effect = {

		}
		remove_effect = {
			add_political_power = -25
			uncomplete_national_focus = {
				focus = GER_towards_state_atheism
				uncomplete_children = yes
				refund_political_power = no
			}
			hidden_effect = {
				add_ideas = GER_towards_secularism
				remove_ideas = {
					GER_state_atheism GER_secularized_curriculum GER_mandatory_kjvd_membersh
# ... (truncated)
### Entity: Scripted Trigger
Component: JAP_naval_faction_is_same_as_army
Constructs: has_idea
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_naval_faction_is_same_as_army = {
	custom_trigger_tooltip = {
		tooltip = JAP_naval_faction_is_same_as_army_tt
		OR = {
			has_idea = JAP_naval_faction_tier_1_equal_army JAP_naval_faction_tier_2_equal_army JAP_naval_faction_tier_3_equal_army JAP_naval_faction_tier_3
		}
	}
}
### Entity: Event
Component: r56_afghanistan.112
Constructs: is_triggered_only, add_war_support, add_opinion_modifier, fire_only_once
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.112
	picture = GFX_report_event_AFG_national_front
	title = r56_afghanistan.112.t
	desc = r56_afghanistan.112.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.112.a
		add_war_support = 0.05
		custom_effect_tooltip = AFG_ratify_durand
		add_opinion_modifier = {
			target = FROM
			modifier = medium_decrease
		}
	}
}
### Entity: Character
Component: AST_political_stalwart_uap
Constructs: stability_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_political_stalwart_uap = {
	random = no
	sprite = 13
	stability_factor = 0.075
	consumer_goods_factor = -0.05
	custom_modifier_tooltip = AST_advisor_uap_increase_modifier_tt
}
### Entity: Country History
Country: DOU
Component: DOU_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc, set_cosmetic_tag
Source: game
File: history/countries/DOU - Directorate of Ukraine.txt

Code:
# Misc for DOU
capital = 91
set_research_slots = 4
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		iw_small_airframe = 1
		aa_lmg = 1
		aa_cannon_1 = 1
		early_bombs = 1
		engines_1 = 1
		engines_2 = 1
		iw_medium_airframe = 1
		iw_large_airframe = 1
		basic_small_airframe = 1
		basic_medium_airframe = 1
		aircraft_construction = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
			fighter1 = 1
			early_bomber = 1
			strategic_bomber1 = 1
			naval_bomber1 = 1
			flying_boat = 1
		}
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
set_cosmetic_tag = DOU_CONDOMINIUM
### Entity: National Focus
Tree: lit_focus
Component: LIT_prepare_forest_brothers
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_prepare_forest_brothers
	icon = GFX_focus_generic_forest_brothers
	prerequisite = {
		focus = LIT_root_out_the_iron_wolf LIT_lithuanian_youth
	}
	x = 0
	y = 2
	relative_position_id = LIT_root_out_the_iron_wolf
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = BALTIC_forest_brothers_idea
	}
}
### Entity: Idea
Component: USA_prepare_intervention
Constructs: removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_prepare_intervention = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = FRA_scw_intervention_nationalists_focus
	modifier = {
		lend_lease_tension = -0.15
	}
}
### Entity: Event
Component: r56_italy.100
Constructs: is_triggered_only, ai_chance, limit, every_country, has_war_with, is_in_faction_with, add_to_faction, add_ai_strategy
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.100
	title = r56_italy.100.t
	desc = r56_italy.100.d
	picture = GFX_report_event_stresa_front
	is_triggered_only = yes
	option = {
		name = r56_italy.100.a
		custom_effect_tooltip = ITA_formalise_the_front_tt
		hidden_effect = {
			every_country = {
				limit = {
					is_in_faction_with = ENG
					NOT = {
						has_war_with = ITA
					}
				}
				ITA = {
					add_to_faction = PREV
				}
				add_ai_strategy = {
					type = alliance
					id = ITA
					value = 200
				}
			}
		}
	} {
		ai_chance = {
			base = 0
		}
		name = r56_italy.100.b
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_equipment_from_copper_coins
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_equipment_from_copper_coins
	icon = GFX_focus_PRC_equipment_from_copper_coins
	prerequisite = {
		focus = PRC_red_army_reborn
	}
	x = -3
	y = 1
	relative_position_id = PRC_red_army_reborn
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = PRC_equipment_from_copper_coins
			days = 365
		}
	}
}
### Entity: Order of Battle
Component: 3ya KOVO Tankovaya Gruppa
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SOV_1939_nsb.txt

Code:
division = {
	name = 3ya KOVO Tankovaya Gruppa
	location = 3511
	division_template = Tyazolaya-Tankovaya Brigada
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
	force_equipment_variants = {
		heavy_tank_chassis_0 = {
			owner = SOV
			creator = SOV
			version_name = T-35
		}
	} {
		light_tank_chassis_1 = {
			owner = SOV
			creator = SOV
			version_name = T-26TU mod. 1933
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_force_arienne_congolaise
Constructs: prerequisite, completion_reward, has_global_flag, add_to_variable
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_force_arienne_congolaise
	icon = GFX_focus_COG_force_aerienne_congolaise
	x = 0
	y = 1
	prerequisite = {
		focus = COG_establish_the_anc
	}
	relative_position_id = COG_establish_the_anc
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
	cost = 5
	bypass = {

	}
	available = {
		has_global_flag = COG_force_publique_reformed_flag
	}
	completion_reward = {
		air_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt modify_COG_COG_armee_nationale_congolaise_modifier_tt generic_skip_one_line_tt available_chief_of_airforce
		add_to_variable = {
			COG_armee_nationale_congolaise_modifier_experience_gain_air = 0.02
			tooltip = experience_gain_air_tt
		}
		show_ideas_tooltip = COG_gerard_greindl
	}
}
### Entity: Scripted Trigger
Component: BUL_state_is_in_the_aegean_sea
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_state_is_in_the_aegean_sea = {
	custom_trigger_tooltip = {
		tooltip = BUL_state_is_in_the_aegean_sea_tt
		OR = {
			state = 184 731 47 186 187 182 342 339 340 341 164
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_assert_our_authority
Constructs: prerequisite, limit, every_country, completion_reward, cancel_if_invalid, is_independent_china_or_warlord, create_wargoal, annex_everything
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_assert_our_authority
	icon = GFX_goal_demand_sudetenland
	mutually_exclusive = {
		focus = MAN_tsr_offer_vassalization
	}
	prerequisite = {
		focus = MAN_tsr_reclaim_the_empire
	}
	x = 1
	y = 1
	relative_position_id = MAN_tsr_reclaim_the_empire
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_country = {
			limit = {
				is_independent_china_or_warlord = yes
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
				}
			}
		}
	}
}
### Entity: Event
Component: cityfall.10
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.10
	title = cityfall.10.t
	desc = cityfall.10.d
	picture = GFX_news_event_fall_of_berlin2
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_berlin_ita
	}
	option = {
		name = cityfall.10.a
		trigger = {
			NOT = {
				TAG = ITA GER
			}
		}
	} {
		name = cityfall.10.b
		trigger = {
			TAG = ITA
		}
	} {
		name = cityfall.10.c
		trigger = {
			TAG = GER
		}
	}
}
### Entity: Order of Battle
Component: 1. Illinois Volunteers
Constructs: division_template
Source: game
File: history/units/USB_defense_force.txt

Code:
division = {
	name = 1. Illinois Volunteers
	location = 7626
	division_template = Local Defense Volunteers
}
### Entity: Modifier Reference
Component: NORDIC_communist_alliance_member_dmod
Constructs: research_speed_factor, remove_trigger, communism_drift
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NORDIC_communist_alliance_member_dmod = {
	enable = {
		always = yes
	}
	icon = GFX_idea_NORDIC_northern_union
	remove_trigger = {
		NORDIC_basic_joint_trigger = no
	}
	communism_drift = 0.015
	weekly_manpower = 200
	dig_in_speed_factor = -0.1
	production_factory_max_efficiency_factor = NORDIC_democratic_alliance_member_dmod_max_eff
	max_planning_factor = NORDIC_communist_alliance_member_dmod_max_planning
	research_speed_factor = NORDIC_communist_alliance_member_dmod_research
	production_lack_of_resource_penalty_factor = NORDIC_communist_alliance_member_dmod_resource_penalty
}
### Entity: Event
Component: PER_imperial_events.13
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.13
	title = PER_imperial_events.13.t
	desc = PER_imperial_events.13.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.13.a
	}
}