Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: category_exile_forces
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_decision_categories.txt

Code:
category_exile_forces = {
	icon = infiltration
	picture = GFX_decision_cat_picture_government_in_exile
	allowed = {
		OR = {
			has_dlc = Man the Guns By Blood Alone
		}
	}
	priority = 6
}
### Entity: National Focus
Tree: ins_focus
Component: INS_guerilla_industry
Constructs: prerequisite, completion_reward, add_offsite_building, add_tech_bonus
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_guerilla_industry
	icon = GFX_goal_generic_construct_military
	available = {

	}
	prerequisite = {
		focus = INS_commander_sudirman INS_commander_oerip
	}
	mutually_exclusive = {

	}
	x = 0
	y = 2
	relative_position_id = INS_the_peoples_security_army
	cost = 10
	ai_will_do = {
		base = 0.5
		modifier = {
			add = 1.5
			date = > 1941.1.1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
		add_tech_bonus = {
			name = INS_guerilla_industry
			bonus = 0.4
			uses = 2
			category = infantry_tech
		} {
			name = INS_guerilla_industry
			bonus = 0.4
			uses = 1
			category = support_tech
		} {
			name = INS_guerilla_industry
			bonus = 0.5
			uses = 1
			category = light_air
		}
	}
}
### Entity: Idea
Component: EAI_DD_19/motorized_rocket_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/motorized_rocket_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_strengthen_the_mobilization_plan
Constructs: completion_reward, modify_the_red_army_tt, add_to_variable, set_variable
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_strengthen_the_mobilization_plan
	icon = GFX_SOV_strengthen_the_mobilization_plan_ccp_2d_sov_compatibility
	x = 7
	y = 0
	relative_position_id = SOV_found_the_pcdi
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = modify_the_red_army_tt
		add_to_variable = {
			SOV_the_red_army_mobilization_speed = 0.05
			tooltip = mobilization_speed_tt
		} {
			SOV_the_red_army_conscription_factor = 0.03
			tooltip = conscription_factor_tt
		} {
			SOV_the_red_army_mastery_loss_factor = 0.05
			tooltip = land_mastery_gain_factor_tt
		}
		set_variable = {
			SOV_the_red_army_mastery_loss_factor_inverted = SOV_the_red_army_mastery_loss_factor
		}
		multiply_variable = {
			SOV_the_red_army_mastery_loss_factor_inverted = -1
		}
	}
}
### Entity: State History
Component: 600
Constructs: add_core_of, set_province_controller
Source: game
File: history/states/600-Jiangxi.txt

Code:
state = {
	id = 600
	name = STATE_600
	history = {
		owner = CHI
		add_core_of = CHI PRC
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
		victory_points = {
			3992 3
		} {
			7199 1
		}
		1938.10.25 = {
			JAP = {
				set_province_controller = 1153 1628 3992 4038 4185 7653 10114 11988 13141
			}
		}
	}
	provinces = {
		1036 1053 1066 1110 1628 3992 4038 4081 4083 4156 4183 4185 7004 7054 7172 7199 7653 9942 9984 10057 10112 10114 10501 11945 11961 11988 12030 12495 13141
	}
	manpower = 15820400
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 2.0
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_domestic_artillery_production
Constructs: prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_domestic_artillery_production
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = ARM_small_arms_workshops
	}
	relative_position_id = ARM_small_arms_workshops
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 8
	}
	available = {
		controls_state = 230
		has_tech = improved_machine_tools
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				230
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = artillery_bonus
			bonus = 0.5
			ahead_reduction = 0.5
			uses = 1
			category = artillery
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:generic_artillery_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_worldstage_5
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, every_state, is_core_of, add_claim_by
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_worldstage_5
	icon = GFX_goal_generic_demand_territory
	ai_will_do = {
		factor = 2
	}
	relative_position_id = MAL_worldstage
	x = 1
	y = 1
	mutually_exclusive = {
		focus = MAL_worldstage_3
	}
	prerequisite = {
		focus = MAL_worldstage
	}
	available = {
		OR = {
			has_government = fascism neutrality
		}
		has_completed_focus = MAL_the_princes_6
	}
	cost = 10
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = INS
			}
			add_claim_by = MAL
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/AIR/strategic_bomber
Constructs: limit, has_country_flag, random_list, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/AIR/strategic_bomber = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_STR_air_focus_1 = yes
					}
				}
			} {
				factor = 1
			} {
				factor = 4
				OR = {
					tag = ENG USA
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/AIR/strategic_bomber = global.EAI_ON
			}
			set_variable = {
				EAI_FOCUS/AIR/strategic_bomber = global.EAI_ON
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_STR_air_focus_0 = yes
							NOT = {
								EAI_STR_air_focus_1 = yes
								EAI_STR_air_focus_0 = yes
							}
						}
					}
				}
			} {
				factor = 1
			} {
				factor = 100
				NOT = {
					EAI_major_country = yes
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/AIR/strategic_bomber = global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/AIR/strategic_bomber = global.EAI_OFF
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/strategic_bomber_OVERRIDE = global.EAI_HISTORICAL
			}
		}
		set_variable = {
			EAI_FOCUS/LAND/strategic_bomber = global.EAI_HISTORICAL
		}
	}
}
### Entity: Idea
Component: ITA_war_of_positions
Constructs: army_defence_factor, removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_war_of_positions = {
	name = ITA_war_of_positions
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = italy_war_of_positions
	modifier = {
		dig_in_speed_factor = 0.25
		army_defence_factor = 0.05
	}
}
### Entity: Character
Component: AUS_bruno_kreisky
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/AUS.txt

Code:
AUS_bruno_kreisky = {
	advisor = {
		slot = political_advisor
		idea_token = AUS_bruno_kreisky
		allowed = {
			original_tag = AUS
		}
		traits = {
			AUS_meticulous_lawyer
		}
		available = {
			has_completed_focus = AUS_release_imprisoned_leaders
		}
		ai_will_do = {
			base = 1
			modifier = {
				factor = 10
				has_government = democratic
			}
		}
	}
	name = AUS_bruno_kreisky
	portraits = {
		civilian = {
			small = GFX_portrait_AUS_bruno_kreisky_small
		}
	}
}
### Entity: Idea
Component: COG_minerva_imperia_motorized
Constructs: research_bonus
Source: game
File: common/ideas/congo.txt

Code:
COG_minerva_imperia_motorized = {
	picture = BEL_minerva_imperia_motorized_organization
	allowed = {
		original_tag = COG
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Character
Component: SWE_sven_olov_lindholm
Source: game
File: common/characters/SWE.txt

Code:
SWE_sven_olov_lindholm = {
	name = SWE_sven_olov_lindholm
	portraits = {
		civilian = {
			large = GFX_portrait_SWE_sven_olav_lindholm
		}
	}
}
### Entity: Character
Component: SPR_andres_garcia_la_calle
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_andres_garcia_la_calle = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = SPR_andres_garcia_la_calle
		portraits = {
			army = {
				small = GFX_idea_SPR_andres_garcia_la_calle
			}
		}
		advisor = {
			slot = air_chief
			idea_token = SPR_andres_garcia_la_calle
			ledger = air
			allowed = {
				has_dlc = La Resistance
				original_tag = SPR
			}
			visible = {
				NOT = {
					tag = SPA SPB
				}
			}
			available = {
				NOT = {
					has_completed_focus = SPR_masters_of_our_own_fate
				}
				custom_trigger_tooltip = {
					tooltip = SPR_not_nationalist_spain_tt
					NOT = {
						tag = SPA
					}
				}
			}
			traits = {
				air_chief_ground_support_2
			}
			cost = 100
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = SPR_andres_garcia_calle
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_3
			}
		}
		advisor = {
			slot = air_chief
			idea_token = SPR_andres_garcia_calle
			name = SPR_andres_garcia_calle
			allowed = {
				NOT = {
					has_dlc = La Resistance
				}
				original_tag = SPR
			}
			visible = {
				NOT = {
					has_government = fascism
				}
			}
			available = {
				NOT = {
					has_government = fascism
				}
			}
			traits = {
				air_chief_ground_support_3
			}
			cost = 200
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AMove.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Move:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Category:To be moved ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Move"
### Entity: Country History
Country: JER
Component: JER_misc
Constructs: set_research_slots, set_convoys
Source: game
File: history/countries/JER - Jersey & Guernsey.txt

Code:
# Misc for JER
capital = 1076
set_research_slots = 3
set_convoys = 20
### Entity: National Focus
Tree: cub_focus
Component: CUB_medium_bomber_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, create_equipment_variant, add_tech_bonus
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_medium_bomber_focus
	icon = GFX_goal_generic_occupy_start_war
	prerequisite = {
		focus = CUB_heavy_fighter_concept CUB_air_innovations
	}
	mutually_exclusive = {
		focus = CUB_light_bomber_focus
	}
	relative_position_id = CUB_air_base_expansion
	x = -1
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			create_equipment_variant = {
				name = Ba.65
				type = small_plane_cas_airframe_1
				modules = {
					fixed_main_weapon_slot = small_bomb_bay
					fixed_auxiliary_weapon_slot_1 = light_mg_2x
					engine_type_slot = engine_2_1x
					special_type_slot_1 = empty
				}
				icon = GFX_ITA_CAS1_medium
			}
			add_tech_bonus = {
				name = CUB_medium_bomber_focus
				bonus = 1
				uses = 1
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = CUB_medium_bomber_focus
				bonus = 1
				uses = 1
				category = tactical_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: EAI_DD_11/small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.11
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_an_airbase_in_the_sea
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_an_airbase_in_the_sea
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = ICE_the_armed_forces_of_iceland
	}
	mutually_exclusive = {
		focus = ICE_a_naval_hub_in_the_atlantic
	}
	x = -2
	y = 1
	relative_position_id = ICE_the_armed_forces_of_iceland
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = ICE_an_airbase_in_the_sea
			cost_reduction = 0.25
			uses = 2
			category = air_doctrine
		}
		add_tech_bonus = {
			name = ICE_an_airbase_in_the_sea
			bonus = 0.25
			uses = 1
			category = naval_bomber
		}
		air_experience = 20
	}
}
### Entity: Unit Template
Component: sub_units
Constructs: maximum_speed, affects_speed
Source: game
File: common/units/recon.txt

Code:
sub_units = {
	recon = {
		abbreviation = CREC
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		type = {
			infantry support
		}
		group = support
		categories = {
			category_front_line category_support_battalions category_divisional_support_battalions category_army category_recon
		}
		regimental = no
		combat_width = 0
		max_strength = 2
		max_organisation = 20
		default_morale = 0.3
		manpower = 500
		training_time = 120
		weight = 0.1
		supply_consumption = 0.02
		recon = 1
		can_be_parachuted = yes
		defense = -0.5
		breakthrough = -0.5
		soft_attack = -0.9
		hard_attack = -0.9
		maximum_speed = 0.6
		essential = {
			infantry_equipment support_equipment
		}
		need = {
			infantry_equipment = 40
			support_equipment = 10
		}
		battalion_mult = {
			category = category_artillery
			soft_attack = 0.1
		}
		forest = {
			movement = 0.05
		}
		hills = {
			movement = 0.1
		}
		mountain = {
			movement = 0.1
		}
		jungle = {
			movement = 0.1
		}
		marsh = {
			movement = 0.1
		}
		plains = {
			movement = 0.05
		}
		desert = {
			movement = 0.05
		}
		river = {
			movement = 0.1
		}
		same_support_type = recon
	}
	mot_recon = {
		abbreviation = MREC
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		type = {
			infantry support
		}
		group = support
		categories = {
			category_front_line category_support_battalions category_divisional_support_battalions category_army category_recon
		}
		battalion_mult = {
			category = category_artillery
			soft_attack = 0.1
		}
		regimental = no
		combat_width = 0
		max_strength = 2
		max_organisation = 20
		default_morale = 0.3
		manpower = 500
		training_time = 120
		weight = 0.1
		supply_consumption = 0.02
		recon = 1.5
		can_be_parachuted = yes
		defense = -0.09
		breakthrough = -0.5
		soft_attack = -0.9
		hard_attack = -0.9
		essential = {
			infantry_equipment support_equipment motorized_equipment
		}
		transport = motorized_equipment
		need = {
			infantry_equipment = 40
			support_equipment = 10
			motorized_equipment = 20
		}
		forest = {
			movement = 0.05
		}
		hills = {
			movement = 0.1
		}
		mountain = {
			movement = 0.1
		}
		jungle = {
			movement = 0.05
		}
		marsh = {
			movement = 0.1
		}
		plains = {
			movement = 0.15
		}
		desert = {
			movement = 0.2
		}
		river = {
			movement = 0.1
		}
		same_sup
# ... (truncated)
### Entity: Idea
Component: DEN_Tax_Reductions
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
DEN_Tax_Reductions = {
	removal_cost = -1
	picture = r56_CAN_briefcase
	modifier = {
		production_speed_infrastructure_factor = 0.2
		production_speed_rail_way_factor = 0.2
		production_speed_buildings_factor = 0.1
		consumer_goods_factor = 0.1
		production_factory_efficiency_gain_factor = 0.15
		production_factory_max_efficiency_factor = 0.1
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_the_second_helvetic_republic
Constructs: prerequisite, completion_reward, cancel_if_invalid, set_autonomy, set_cosmetic_tag
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_the_second_helvetic_republic
	icon = GFX_focus_generic_improve_the_administration
	prerequisite = {
		focus = SWI_join_france
	}
	relative_position_id = SWI_join_france
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		SWI_is_fully_centralized = yes
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		FRA = {
			set_autonomy = {
				target = SWI
				autonomy_state = autonomy_dominion
			}
		}
		set_cosmetic_tag = SWI_FRA_puppet_democratic
		SWI_remove_militia_recruitment_law = yes
		SWI_turn_militias_into_regulars = yes
		country_lock_all_division_template = no
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_exile_calles
Constructs: prerequisite, remove_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_exile_calles
	icon = GFX_focus_mex_exile_calles
	prerequisite = {
		focus = MEX_focus_plan_of_agua_prieta
	}
	mutually_exclusive = {
		focus = MEX_focus_jefe_maximo
	}
	x = -1
	y = 1
	relative_position_id = MEX_focus_plan_of_agua_prieta
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		remove_ideas = MEX_callistas
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = MEX_bartolome_garcia_correa
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_antanas_gustaitis_reforms
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_antanas_gustaitis_reforms
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = LIT_anbo_viii
	} {
		focus = LIT_open_new_aviation_workshops
	}
	x = -1
	y = 1
	relative_position_id = LIT_open_new_aviation_workshops
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		air_experience = 30
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 3
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scope Reference
Construct: Collections
Constructs: Collections, limit, every_xxx
Source: vanilla_docs
File: common/collections/_documentation.md

Doc:
## Creating Collections

To create a new collection, pick a unique name and put the following script in any
script file in "common/collections":

```
my_awesome_collection = {

	input = prefix:another_collection # A reference to another collection that will be used as input

	limit = {
		# Optional
		#
		# A trigger that can be used to make the new collection only contain elements of the input
		# that match certain criteria.
		#
		# SCOPE = element of the input collection
		# PREV = previous scope, defined by the context in which the collection is used
		# ROOT = PREV.ROOT
		# FROM = PREV.FROM
		#
		# NOTE : the scope structure above mimics the scope structure of other every_xxx effects
	}
}
```

To reference the newly created collection in script, use the *collection:* prefix:

```
some_property = collection:my_awesome_collection
```
### Entity: Country History
Country: DMN
Component: DMN_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/DMN - Dominica.txt

Code:
# Politics & Parties for DMN
set_war_support = 0.2
set_stability = 0.5
add_ideas = {
	disarmed_nation
}
set_politics = {
	ruling_party = democratic
	last_election = 1933.2.16
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	communism = 25
	neutrality = 25
}
### Entity: Character
Component: SOV_konstantin_rodzayevsky
Constructs: limit, has_government, has_dlc, has_character_flag, has_autonomy_state
Source: game
File: common/characters/SOV.txt

Code:
SOV_konstantin_rodzayevsky = {
	instance = {
		allowed = {
			has_dlc = No Step Back
		}
		name = SOV_konstantin_rodzayevsky
		portraits = {
			civilian = {
				large = GFX_portrait_SOV_konstantin_rodzayevsky
			}
			army = {
				small = GFX_idea_konstantin_rodzaevsky
			}
		}
		country_leader = {
			ideology = fascism_ideology
			traits = {
				fascist_orchestrator
			}
			expire = 1953.3.1.1
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Step Back
			}
		}
		name = SOV_konstantin_rodzayevsky
		portraits = {
			army = {
				small = GFX_idea_konstantin_rodzaevsky
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = konstantin_rodzaevsky
			allowed = {
				original_tag = SOV
			}
			visible = {
				NOT = {
					has_character_flag = SOV_character_purged_flag
				}
			}
			available = {
				if = {
					limit = {
						has_dlc = Man the Guns
					}
					NOT = {
						has_autonomy_state = autonomy_supervised_state
					}
				} {
					limit = {
						has_character_flag = SOV_exiled_flag
					}
					NOT = {
						has_character_flag = SOV_exiled_flag
					}
				}
			}
			traits = {
				fascist_demagogue
			}
			do_effect = {
				NOT = {
					has_government = fascism
				}
			}
			ai_will_do = {
				factor = 0.0
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_the_irish_anti-britain_pact
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_the_irish_anti-britain_pact
	icon = GFX_focus_AST_the_irish_anti-britain_pact
	prerequisite = {
		focus = AST_an_equal_union
	}
	relative_position_id = AST_an_equal_union
	x = -2
	y = 1
	cost = 10
	available = {
		fighting_army_strength_ratio = {
			tag = ENG
			ratio = > 0.3
		}
		country_exists = IRE
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IRE = {
			country_event = {
				id = AST_diplomatic_events.62
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt AST_ireland_anti_british_pact_offer_accept_tt
		effect_tooltip = {
			IRE = {
				diplomatic_relation = {
					country = ENG
					relation = military_access
					active = no
				} {
					country = ENG
					relation = docking_rights
					active = no
				} {
					country = ENG
					relation = non_aggression_pact
					active = no
				} {
					country = AST
					relation = non_aggression_pact
					active = yes
				}
				AST = {
					diplomatic_relation = {
						country = IRE
						relation = military_access
						active = yes
					} {
						country = IRE
						relation = docking_rights
						active = yes
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt AST_ireland_anti_british_pact_offer_accept_later_tt
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			activate_mission = AST_northern_ireland_rises_up
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}