Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_plenipotentiary_of_armaments
Constructs: prerequisite, limit, has_country_flag, completion_reward, set_temp_variable, check_variable, swap_ideas, remove_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_plenipotentiary_of_armaments
	icon = GFX_focus_GER_plenipotentiary_of_armaments
	mutually_exclusive = {
		focus = GER_autonomous_organization_todt GER_plenipotentiary_of_the_four_year_plan
	}
	prerequisite = {
		focus = GER_employ_philipp_holzmann
	}
	text_icon = GER_inner_circle_focus_style
	x = 0
	y = 1
	relative_position_id = GER_employ_philipp_holzmann
	cost = @inner_circle_time_tier_2
	available = {
		if = {
			limit = {
				has_country_flag = GER_plenipotentiary_of_armaments_in_progress_flag
			}
			set_temp_variable = {
				temp_focus_days = @inner_circle_time_tier_2
			}
			multiply_temp_variable = {
				temp_focus_days = 7
			}
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_inner_circle_focus_in_progress_tt
					CHARACTER = GER_albert_speer
					FLAG_DAYS = [?GER_plenipotentiary_of_armaments_in_progress_flag:days]
				}
				always = no
			}
		} {
			limit = {
				check_variable = {
					GER_industrialist_prevailed = 0
					compare = not_equals
				}
			}
			if = {
				limit = {
					check_variable = {
						GER_industrialist_prevailed = 1
					}
				}
				custom_override_tooltip = {
					tooltip = {
						localization_key = GER_industrialists_intrigue_prevailed_tt
						PREVAILED_CHARACTER = GER_fritz_todt
					}
					always = no
				}
			}
			else_if = {
				limit = {
					check_variable = {
						GER_industrialist_prevailed = 2
					}
				}
				custom_override_tooltip = {
					tooltip = {
						localization_key = GER_industrialists_intrigue_prevailed_tt
						PREVAILED_CHARACTER = GER_albert_speer
					}
					always = yes
				}
			} {
				limit = {
					check_variable = {
						GER_industrialist_prevailed = 3
					}
				}
				custom_override_tooltip = {
					tooltip = {
						localization_key = GER_industrialists_intrigue_prevailed_tt
						PREVAILED_CHARACTER = GER_hermann_goring
					}
					always = no
				}
			}
		}
		else = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_focus_can_only_be_completed_by_advisor_tt
					CHARACTER = GER_albert_speer
					FOCUS = GER_ascension_of_speer
				}
				always = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = {
			localization_key = GER_ascended_character_trait_swap_tt
			CHARACTER = GER_
# ... (truncated)
### Entity: Name List
Component: AST
Source: game
File: common/names/00_names.txt

Code:
AST = {
	male = {
		names = {
			John Alf Adrian Louis Hallam Henry Shane Stafford William Frederick Thomas Ronald Lawrence Bruce Ray Stuart Brian Bob Scott Guy
		}
	}
	female = {
		names = {
			Sheila Wanda Mary Amelia Chloe Leslie Zoe Sophie Evie Barbera Olivia Charlotte Amelia Ava Mia Chloe Zoe Evie Sophie Emily Ella Matilda
		}
	}
	surnames = {
		Hope Tennyson Northcote War Thesinger Denman Forster Baird Issac Stewart Fisher Cook Davis Armstrong Anderson Mitchell MacKenzie
	}
	callsigns = {

	}
	ace = {
		name = Leslie
		callsign = Les
		surname = Clisby
		type = fighter
	} {
		name = John
		callsign = Wad
		surname = Waddy
		type = fighter
	} {
		name = Keith
		callsign = Bluey
		surname = Truscott
		type = fighter
	} {
		name = Paterson
		callsign = Pat
		surname = Hughes
		type = fighter
	} {
		name = Adrian
		callsign = Tim
		surname = Goldsmith
		type = fighter
	} {
		name = Clive
		callsign = Killer
		surname = Caldwell
		type = fighter
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_66
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_66 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 66
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 66
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.64
Constructs: is_triggered_only, ai_chance, limit, has_war_with, has_opinion, create_wargoal, puppet_wargoal_focus, has_war_with_major
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.64
	title = AAT_Sweden_flashpoints.64.t
	desc = AAT_Sweden_flashpoints.64.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.64.a
		trigger = {
			NOT = {
				has_war_with = FROM
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				add = 10
				has_opinion = {
					target = SWE
					value = < -60
				}
			}
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	} {
		name = AAT_Sweden_flashpoints.64.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				has_war_with = SWE
			} {
				add = 20
				has_war_with_major = yes
			}
		}
		IF = {
			limit = {
				NOT = {
					has_war_with = FROM
				}
			}
			FROM = {
				country_event = {
					id = AAT_Sweden_flashpoints.36
					random_days = 7
					days = 3
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: army_armor_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_armor_attack_factor

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: National Focus
Tree: lit_focus
Component: LIT_a_corporatist_economy
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_a_corporatist_economy
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = LIT_presidential_reform
	} {
		focus = LIT_state_media
	}
	x = 1
	y = 1
	relative_position_id = LIT_state_media
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = {
			EST_corporate_chambers_idea
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_promise_clergy_power
Constructs: prerequisite, limit, add_stability, completion_reward, add_political_power, allow_branch, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_promise_clergy_power
	icon = GFX_focus_TUR_loosen_the_laws_on_secularism
	prerequisite = {
		focus = PER_constitutional_monarchy
	}
	x = -2
	y = 1
	relative_position_id = PER_constitutional_monarchy
	cost = 5
	available = {

	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = PER_opposition_modifier
				}
			}
			custom_effect_tooltip = PER_modify_opposition_tt
			add_to_variable = {
				var = PER_opposition_stability_factor
				value = 0.05
				tooltip = stability_factor_tt
			}
		}
		ELSE = {
			add_stability = 0.05
		}
		add_political_power = 50
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = PER_generic_non_aligned
	}
}
### Entity: Idea
Component: CHI_whampoa_military_academy_spirit
Constructs: has_completed_focus, has_military_academy, has_dlc, planning_speed
Source: game
File: common/ideas/army_spirits.txt

Code:
CHI_whampoa_military_academy_spirit = {
	ledger = army
	available = {
		has_military_academy = yes
		NOT = {
			has_completed_focus = CHI_close_whampoa CHI_end_military_primacy
		}
	}
	visible = {
		tag = CHI
		has_dlc = No Compromise, No Surrender
	}
	modifier = {
		planning_speed = -0.05
		max_planning_factor = -0.05
		army_leader_start_level = 1
		party_popularity_stability_factor = 0.15
		army_leader_cost_factor = -0.15
		custom_modifier_tooltip = political_loyalty_spirit_tt
	}
	allowed_to_remove = {
		OR = {
			has_completed_focus = CHI_end_military_primacy CHI_close_whampoa CHI_focus_on_meritocratic_principles
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: Idea
Component: GER_economic_miracle_idea
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_economic_miracle_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_goods_red_bonus
	modifier = {
		production_speed_buildings_factor = 0.1
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_the_peoples_institute
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_the_peoples_institute
	icon = GFX_goal_communist_brain
	prerequisite = {
		focus = ALB_the_peoples_army
	}
	relative_position_id = ALB_the_peoples_army
	cost = 10
	x = -1
	y = 1
	available_if_capitulated = yes
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: BUL_german_industrial_concern
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_opinion, has_capitulated, is_subject
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_german_industrial_concern = {
	name = krupp
	picture = krupp
	cost = 75
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	available = {
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_german_industrial_concern_flag
				}
			}
			GER = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
				has_capitulated = no
				BUL_is_valid_subject = yes
			}
		}
		NOT = {
			has_war_with = GER
		} {
			has_completed_focus = BUL_nationalization
		}
		OR = {
			is_subject = no
			is_subject_of = GER
		}
		custom_trigger_tooltip = {
			tooltip = BUL_foreign_industrial_concern_requirements_ger_tt
			NOT = {
				check_variable = {
					BUL_german_industrial_investments = < BUL_industrial_investments_medium_cap
				}
			}
		}
	}
	on_add = {
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_german_industrial_concern_flag
				}
			}
			set_country_flag = BUL_contract_with_german_industrial_concern_flag
		}
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_a_new_dawn_over_asia
Constructs: has_completed_focus, prerequisite, limit, add_ideas, every_country, completion_reward, has_event_target, is_subject
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_a_new_dawn_over_asia
	icon = GFX_focus_RAJ_the_sun_sets
	prerequisite = {
		focus = SIA_national_defense_in_asia SIA_the_peoples_war_in_asia
	}
	x = -1
	y = 2
	relative_position_id = SIA_death_to_the_nationalists
	cost = 5
	bypass = {

	}
	ai_will_do = {
		factor = 50
	}
	available = {
		hidden_trigger = {
			has_event_target = WTT_communist_china
		}
		OR = {
			AND = {
				has_completed_focus = SIA_death_to_the_communists
				NOT = {
					country_exists = event_target:WTT_communist_china
				}
				event_target:WTT_communist_china = {
					is_subject = yes
				}
			} {
				has_completed_focus = SIA_death_to_the_nationalists
				NOT = {
					country_exists = event_target:WTT_current_china_leader
				}
				event_target:WTT_current_china_leader = {
					is_subject = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = idea_SIA_death_to_communists_2
			}
			swap_ideas = {
				remove_idea = idea_SIA_death_to_communists_2
				add_idea = idea_SIA_death_to_communists_3
			}
		}
		else_if = {
			limit = {
				has_idea = idea_SIA_death_to_nationalists_2
			}
			swap_ideas = {
				remove_idea = idea_SIA_death_to_communists_2
				add_idea = idea_SIA_death_to_nationalists_3
			}
		}
		else = {
			effect_tooltip = {
				add_ideas = idea_SIA_death_to_nationalists_3
			}
		}
		every_country = {
			limit = {
				is_on_same_continent_as = 608
				NOT = {
					original_tag = SOU
				}
				OR = {
					OR = {
						NOT = {
							is_on_same_continent_as = 608
						}
					} {
						tag = JAP
						is_subject_of = JAP
					}
				}
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_7/transport_plane_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/transport_plane_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		transport_plane_equipment = {
			build_cost_ic = -0.07
			instant = yes
		}
	}
}
### Entity: Event
Component: SEA_japan_air_accidents_events.02
Constructs: is_triggered_only, fire_only_once, set_country_flag, has_character, add_coordination, add_maneuver
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_air_accidents_events.02
	title = SEA_japan_air_accidents_events.02.t
	desc = SEA_japan_air_accidents_events.02.desc
	picture = GFX_report_event_generic_bombers
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			set_country_flag = JAP_yamamoto_survived_flag
		}
	}
	trigger = {
		has_character = JAP_isoroku_yamamoto
	}
	option = {
		name = SEA_japan_air_accidents_events.02.a
		JAP_isoroku_yamamoto = {
			add_coordination = 1
			add_maneuver = 1
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_establish_western_grand_duchies
Constructs: prerequisite, completion_reward, add_political_power, is_subject, unlock_decision_tooltip
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_establish_western_grand_duchies
	icon = GFX_focus_GER_western_grand_duchies
	prerequisite = {
		focus = GER_backdoor_negotiations GER_schlieffen_once_more_ww GER_bypass_maginot_in_the_south_ww
	}
	dynamic = yes
	x = 3
	y = 1
	relative_position_id = GER_backdoor_negotiations
	cost = 5
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = GER_establish_greater_flanders_decision GER_establish_greater_brittany_decision GER_establish_wales_decision GER_establish_scotland_decision
	}
}
### Entity: Event
Component: JUNO_brazil_events.51
Constructs: is_triggered_only, ai_chance, add_to_faction, add_ai_strategy
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.51
	title = JUNO_brazil_events.51.t
	desc = JUNO_brazil_events.51.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.51.a
		ai_chance = {
			base = 10
		}
		add_to_faction = FROM
		FROM = {
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = 400
			}
		}
	}
}
### Entity: Idea
Component: NOR_kongens_garde
Constructs: army_defence_factor, has_government, has_cosmetic_tag, removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_kongens_garde = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			NOT = {
				has_government = communism
			}
			has_cosmetic_tag = NOR_kingdom
		}
	}
	removal_cost = -1
	picture = generic_infantry_bonus
	modifier = {
		army_morale_factor = 0.1
		army_defence_factor = 0.03
	}
}
### Entity: Event
Component: INS_political_events.12
Constructs: is_triggered_only, ai_chance, is_historical_focus_on
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_political_events.12
	title = INS_political_events.12.t
	desc = INS_political_events.12.desc
	picture = GFX_report_event_japanese_transport_soldiers
	is_triggered_only = yes
	option = {
		name = INS_political_events.12.a
		ai_chance = {
			base = 1
		}
		custom_effect_tooltip = INS_peta_explain_tt_jap
		INS = {
			country_event = {
				id = INS_political_events.13
				hours = 12
			}
		}
	} {
		name = INS_political_events.12.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					INS_check_plan_true_historical = yes
					is_historical_focus_on = yes
				}
			}
		}
		INS = {
			country_event = {
				id = INS_political_events.8
				hours = 12
			}
		}
	}
}
### Entity: Character
Component: JAP_state_shinto_advocate
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_state_shinto_advocate = {
	random = no
	sprite = 13
	army_org_factor = 0.05
	army_morale_factor = 0.05
	war_support_factor = 0.05
}
### Entity: AI Strategy
Component: ITA_ConvoySurfaceRaiding_1
Source: game
File: common/ai_navy/taskforce/ITA_taskforce_templates.txt

Code:
ITA_ConvoySurfaceRaiding_1 = {
	allowed = {
		original_tag = ITA
	}
	ai_will_do = {
		factor = 1
	}
	keep_updated = yes
	mission = {
		convoy_raiding
	}
	min_composition = {
		battle_cruiser = {
			amount = 1
		}
	}
	optimal_composition = {
		battle_cruiser = {
			amount = 2
		}
	}
}
### Entity: Effect Reference
Construct: add_legitimacy
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_legitimacy

* Supported Scopes: COUNTRY
* Supported Targets: none

```
add_legitimacy = 10. Adds legitimacy to Scope country. Value has to be 0-100.
```
### Entity: National Focus
Tree: usa_focus
Component: USA_liberty_ships
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_liberty_ships
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = USA_maritime_commission
	}
	x = -3
	y = 2
	relative_position_id = USA_two_ocean_navy_act
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = liberty_ships_focus
	}
}
### Entity: Idea
Component: PAL_incompetent_high_command
Constructs: removal_cost, breakthrough_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_incompetent_high_command = {
	picture = chi_incompetent_officers
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_org_factor = -0.05
		army_speed_factor = -0.05
		breakthrough_factor = -0.01
	}
}
### Entity: Modifier Reference
Component: ADU_lead_the_ummah
Constructs: is_subject, is_subject_of, compliance_gain
Source: game
File: common/modifiers/r56_static_modifiers.txt

Code:
ADU_lead_the_ummah = {
	valid_relation_trigger = {
		OR = {
			tag = MOR TUN ALG LBA EGY PAL IRQ PAK SYR LEB YEM OMA QAT KUW JOR INS MAL
		} {
			AND = {
				is_subject = yes
				NOT = {
					is_subject_of = ROOT
				}
			}
			is_subject = no
			exists = yes
		}
	}
	compliance_gain = 0.1
}
### Entity: AI Strategy
Component: EAI_SOV_reduce_air_production
Constructs: check_variable, has_deployed_air_force_size
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_reduce_air_production = {
	allowed = {
		tag = SOV
	}
	enable = {
		surrender_progress = > 0
		OR = {
			AND = {
				check_variable = {
					EAI_FOCUS/AIR/fighter = global.EAI_ON
				}
				has_deployed_air_force_size = {
					size = > 6000
					type = fighter
				}
			} {
				check_variable = {
					EAI_FOCUS/AIR/heavy_fighter = global.EAI_ON
				}
				has_deployed_air_force_size = {
					size = > 4000
					type = heavy_fighter
				}
			}
		}
	}
	abort = {
		NOT = {
			surrender_progress = > 0
			OR = {
				AND = {
					check_variable = {
						EAI_FOCUS/AIR/fighter = global.EAI_ON
					}
					has_deployed_air_force_size = {
						size = > 3000
						type = fighter
					}
				} {
					check_variable = {
						EAI_FOCUS/AIR/heavy_fighter = global.EAI_ON
					}
					has_deployed_air_force_size = {
						size = > 2000
						type = heavy_fighter
					}
				}
			}
		}
	}
	ai_strategy = {
		type = air_factory_balance
		value = -50
	}
}
### Entity: Idea
Component: SWE_defense_in_depth_2
Source: game
File: common/ideas/sweden.txt

Code:
SWE_defense_in_depth_2 = {
	picture = SWE_hedgehog_defense
	allowed = {
		tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		land_reinforce_rate = 0.01
		army_morale_factor = 0.05
		pocket_penalty = -0.2
		supply_consumption_factor = -0.1
		no_supply_grace = 72
		cas_damage_reduction = 0.1
		enemy_army_bonus_air_superiority_factor = -0.1
	}
}
### Entity: Scripted Effect
Component: EAI_construction_strategy_GENERIC
Constructs: limit
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_strategies_deprecated.txt

Code:
EAI_construction_strategy_GENERIC = {
	if = {
		limit = {
			OR = {
				oil = > 80
				rubber = > 80
				steel = > 80
				tungsten = > 80
				chromium = > 80
				aluminium = > 80
			}
		}
		EAI_queue_INF_resource = yes yes
	}
}
### Entity: AI Strategy
Component: EAI_ENG_battle_of_britain_NAVAL_europe_convoy_route
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_battle_of_britain_NAVAL_europe_convoy_route = {
	enable = {
		is_in_faction_with = ENG
		FRA = {
			EAI_PREV_on_same_side_with_THIS = yes
		}
		GER = {
			FRA = {
				EAI_PREV_defeated_THIS = yes
			}
		}
		has_war_with = GER
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 42
		value = 50
	} {
		type = naval_avoid_region
		id = 16
		value = 50
	}
}
### Entity: Event
Component: AAT_finland_continuation_war.11
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, add_resource, add_timed_idea
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_continuation_war.11
	title = AAT_finland_continuation_war.11.t
	desc = AAT_finland_continuation_war.11.desc
	picture = GFX_report_event_finnish_soldiers_snow
	is_triggered_only = yes
	option = {
		name = AAT_finland_continuation_war.11.a
		ai_chance = {
			base = 50
		}
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = -30
			producer = GER
		} {
			type = infantry_equipment
			amount = -250
			producer = GER
		} {
			type = support_equipment
			amount = -200
			producer = GER
		} {
			type = artillery_equipment
			amount = -150
			producer = GER
		}
		64 = {
			add_resource = {
				type = tungsten
				amount = 2
			} {
				type = chromium
				amount = 2
			} {
				type = steel
				amount = 2
			}
		}
		add_timed_idea = {
			idea = FIN_the_lapland_war
			days = 186
		}
		hidden_effect = {
			news_event = {
				id = aat_news.121
				hours = 24
			}
		}
	} {
		name = AAT_finland_continuation_war.11.b
		ai_chance = {
			base = 50
		}
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = -10
			producer = GER
		} {
			type = infantry_equipment
			amount = -150
			producer = GER
		} {
			type = support_equipment
			amount = -100
			producer = GER
		} {
			type = artillery_equipment
			amount = -50
			producer = GER
		}
		add_timed_idea = {
			idea = FIN_the_lapland_war
			days = 186
		}
		hidden_effect = {
			news_event = {
				id = aat_news.121
				hours = 24
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_romanian_alliance
Constructs: prerequisite, limit, has_war_with, completion_reward, is_faction_leader, set_faction_name, unlock_national_focus, has_dlc
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_romanian_alliance
	icon = GFX_focus_invite_romania
	prerequisite = {
		focus = POL_protect_czechozlovakia
	} {
		focus = POL_baltic_alliance_focus
	}
	x = 0
	y = 2
	relative_position_id = POL_baltic_security
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_faction_leader = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_faction_name = miedzymorze_faction
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.214
			}
		}
		unlock_national_focus = POL_the_between_the_seas_concept
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			set_faction_manifest = faction_manifest_between_the_seas
		}
		if = {
			limit = {
				ROM = {
					exists = yes
					is_subject = no
					is_in_faction = no
				}
				NOT = {
					has_war_with = ROM
				}
			}
			ROM = {
				country_event = {
					id = poland.16
					days = 1
				}
			}
		}
	}
}