Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ast_focus
Component: AST_british_pact
Constructs: prerequisite, limit, has_government, has_war_with, has_country_flag, completion_reward, add_to_variable, add_country_leader_trait
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_british_pact
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = AST_realize_the_value_of_british_citizenship
	}
	relative_position_id = AST_realize_the_value_of_british_citizenship
	overlay = GFX_focus_fast_overlay_conscription
	dynamic = yes
	x = 0
	y = 2
	cost = 5
	available = {
		has_country_flag = AST_a_convenient_disaster_flag
		has_government = fascism
		NOT = {
			has_war_with = ENG
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_australia_first_spirit_tt generic_skip_one_line_tt generic_skip_one_line_tt AST_conscription_law_so_far
		add_to_variable = {
			AST_australia_first_war_support_factor = 0.05
			tooltip = war_support_factor_tt
		}
		add_country_leader_trait = AST_the_matriarch_leader
		IF = {
			limit = {
				NOT = {
					is_in_faction_with = ENG
					has_non_aggression_pact_with = ENG
				}
			}
			ENG = {
				country_event = {
					id = AST_diplomatic_events.47
					days = 3
				}
			}
			custom_effect_tooltip = if_they_accept generic_skip_one_line_tt generic_skip_one_line_tt
			effect_tooltip = {
				diplomatic_relation = {
					country = ENG
					relation = non_aggression_pact
					active = yes
				}
			}
		} {
			limit = {
				has_dynamic_modifier = AST_imperial_pressure_spirit
			}
			custom_effect_tooltip = AST_imperial_pressure_spirit_tt generic_skip_one_line_tt
			add_to_variable = {
				AST_imperial_pressure_democratic_drift = -0.01
				tooltip = democratic_drift_tt
			} {
				AST_imperial_pressure_stability_factor = 0.05
				tooltip = stability_factor_tt
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = AST_gloster_aircraft_organization
			mio:AST_gloster_aircraft_organization = {
				add_mio_size = 2
			}
		}
		ELSE = {
			custom_effect_tooltip = available_industrial_concern
			show_ideas_tooltip = AST_gloster_aircraft_organization_idea
		}
		hidden_effect = {
			AST_conscription_level_scripted_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: JAM_ncm
Source: game
File: common/characters/JAM.txt

Code:
JAM_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = JAM_ncm
		allowed = {
			original_tag = JAM
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_balkans_dominance
Constructs: limit, add_ideas, add_opinion_modifier, completion_reward, cancel_if_invalid, set_rule, every_other_country, has_opinion_modifier
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_balkans_dominance
	icon = GFX_goal_demand_sudetenland
	mutually_exclusive = {
		focus = ROM_preserve_greater_romania
	}
	x = 15
	y = 0
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = ROM_balkans_dominance
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {

			}
			every_other_country = {
				limit = {
					has_opinion_modifier = BFTB_balkan_pact_ally
				}
				remove_opinion_modifier = {
					target = ROM
					modifier = BFTB_balkan_pact_ally
				}
				hidden_effect = {
					ROOT = {
						remove_opinion_modifier = {
							target = PREV
							modifier = BFTB_balkan_pact_ally
						}
					}
				}
			}
		}
		hidden_effect = {
			if = {
				limit = {

				}
				remove_opinion_modifier = {
					target = BUL
					modifier = BFTB_balkan_pact_enemy
				} {
					target = HUN
					modifier = BFTB_balkan_pact_enemy
				}
				add_opinion_modifier = {
					target = BUL
					modifier = BFTB_incongruous_neighbors
				} {
					target = HUN
					modifier = BFTB_incongruous_neighbors
				}
			}
		}
	}
}
### Entity: Decision
Component: YUG_progress_crushing_decisions
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/YUG_decision_categories.txt

Code:
YUG_progress_crushing_decisions = {
	icon = saf_anti_colonialist_crusade
	allowed = {
		original_tag = YUG
	}
	visible = {
		has_completed_focus = YUG_crush_the_ustasa
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_form_the_combined_logistics_command
Constructs: has_completed_focus, prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_form_the_combined_logistics_command
	icon = GFX_focus_CHI_combined_logistics_command
	prerequisite = {
		focus = CHI_focus_on_meritocratic_principles
	}
	x = 0
	y = 1
	relative_position_id = CHI_focus_on_meritocratic_principles
	cost = 10
	available = {
		OR = {
			has_completed_focus = CHI_serve_the_country_with_utmost_loyalty CHI_the_well_timed_swoop_of_a_falcon
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		base = 200
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_corruption_in_the_armed_forces_tt generic_skip_one_line_tt CHI_modify_corruption_in_the_armed_forces_tt
		add_to_variable = {
			CHI_corruption_in_the_armed_forces_conscription_factor = 0.1
			tooltip = recruitable_population_factor_tt
		} {
			CHI_corruption_in_the_armed_forces_command_power_gain_mult = 0.1
			tooltip = command_power_gain_mult_tt
		} {
			CHI_unstructured_logistics_railway_construction_speed = 0.1
			tooltip = production_speed_rail_way_factor_tt
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_depoliticised_army
Constructs: prerequisite, remove_ideas, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_depoliticised_army
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = MEX_focus_control_the_army
	} {
		focus = MEX_focus_ban_political_militias
	}
	x = 3
	y = 1
	relative_position_id = MEX_focus_control_the_army
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		remove_ideas = MEX_politicised_army_2
		add_doctrine_cost_reduction = {
			name = land_doctrine
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		MEX_decrease_cedillo_tension = yes
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_anti_capitalist_revolution
Constructs: prerequisite, has_government, completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_anti_capitalist_revolution
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = POL_anti_imperialism
	}
	relative_position_id = POL_anti_imperialism
	mutually_exclusive = {
		focus = POL_preserve_bougoise_democracy POL_morges_pact
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		has_government = communism
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		unlock_decision_category_tooltip = POL_anti_capitalist_decisions
	}
}
### Entity: Event
Component: news.711
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_portugal.txt

Code:
news_event = {
	id = news.711
	title = news.711.t
	desc = news.711.d
	picture = GFX_news_event_012
	major = yes
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = news.711.o
	}
}
### Entity: Character
Component: PER_hassan_majid_firooz
Source: game
File: common/characters/PER.txt

Code:
PER_hassan_majid_firooz = {
	advisor = {
		slot = army_chief
		idea_token = PER_hassan_majid_firooz
		allowed = {
			original_tag = PER
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = PER_hassan_majid_firooz
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
}
### Entity: Wiki Documentation
Construct: optional
Source: wiki
File: wiki/Template%3AUnsigned.html

Doc:
optional
|

Please add the correct time zone to the time stamp.
### Entity: AI Strategy
Component: ETH_lon_dont_support_ethiopia_with_weapons
Constructs: has_completed_focus, has_dlc, is_league_of_nations_member, has_global_flag, send_lend_lease_desire
Source: game
File: common/ai_strategy/ETH.txt

Code:
ETH_lon_dont_support_ethiopia_with_weapons = {
	allowed = {
		has_dlc = By Blood Alone
	}
	enable = {
		is_league_of_nations_member = yes
		NOT = {
			tag = ETH
		}
	}
	abort = {
		OR = {
			NOT = {
				has_global_flag = second_italo_ethiopian_war_flag
			}
			ETH = {
				has_completed_focus = ETH_arms_purchases
			} {
				has_completed_focus = ETH_international_mediation
			}
		}
	}
	ai_strategy = {
		type = send_lend_lease_desire
		id = ETH
		value = -200
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_penal_battalions
Constructs: division_template, prerequisite, completion_reward, is_locked, force_allow_recruiting, create_unit
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_penal_battalions
	icon = GFX_focus_SOV_penal_battalions
	x = 2
	y = 1
	relative_position_id = BRA_use_the_national_security_law
	prerequisite = {
		focus = BRA_use_the_national_security_law
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = BRA_penal_battalions_tt
		hidden_effect = {
			division_template = {
				name = Batalhões de Presos
				is_locked = yes
				force_allow_recruiting = yes
				override_model = BRA_militia_alt_0_entity
				division_cap = 6
				regiments = {
					penal_battalion = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {
					artillery = {
						x = 0
						y = 0
					}
				}
			}
			capital_scope = {
				create_unit = {
					division = division_template = "Batalhões de Presos" start_experience_factor = 0 start_equipment_factor = 1.0
					OWNER = ROOT
				} {
					division = division_template = "Batalhões de Presos" start_experience_factor = 0 start_equipment_factor = 1.0
					OWNER = ROOT
				} {
					division = division_template = "Batalhões de Presos" start_experience_factor = 0 start_equipment_factor = 1.0
					OWNER = ROOT
				} {
					division = division_template = "Batalhões de Presos" start_experience_factor = 0 start_equipment_factor = 1.0
					OWNER = ROOT
				} {
					division = division_template = "Batalhões de Presos" start_experience_factor = 0 start_equipment_factor = 1.0
					OWNER = ROOT
				} {
					division = division_template = "Batalhões de Presos" start_experience_factor = 0 start_equipment_factor = 1.0
					OWNER = ROOT
				}
			}
		}
	}
}
### Entity: Idea
Component: HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff
Constructs: has_war, industrial_capacity_factory
Source: game
File: common/ideas/hungary.txt

Code:
HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff = {
	name = HUN_treaty_of_triannon
	picture = HUN_treaty_of_triannon
	allowed = {
		original_tag = HUN
	}
	available = {
		has_war = no
	}
	rule = {
		can_access_market = no
	}
	modifier = {
		conscription = -0.005
		production_speed_arms_factory_factor = -0.5
		industrial_capacity_factory = -0.1
		military_industrial_organization_funds_gain = -0.1
		military_industrial_organization_research_bonus = -0.1
		experience_gain_air_factor = -0.25
	}
}
### Entity: Idea
Component: KMT_cbis
Constructs: removal_cost, encryption_factor, decryption_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_cbis = {
	removal_cost = -1
	picture = generic_secret_police
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		encryption_factor = 0.25
		decryption_factor = 0.25
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_form_mercosul
Constructs: prerequisite, completion_reward, is_in_faction, is_subject, set_rule, create_faction_from_template
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_form_mercosul
	icon = GFX_focus_BRA_form_mercosul
	prerequisite = {
		focus = BRA_domination_of_the_americas
	}
	x = 2
	y = 1
	relative_position_id = BRA_domination_of_the_americas
	cost = 5
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_in_faction = yes
		}
	}
	available = {
		is_subject = no
		is_in_faction = no
	}
	search_filters = {

	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_pan_american
			name = BRA_faction_mercosul_name
			icon = GFX_faction_logo_generic_fascist
		}
		custom_effect_tooltip = BRA_form_mercosul_focus_tt
	}
}
### Entity: Event
Component: hon.53
Constructs: is_triggered_only
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.53
	title = hon.53.t
	desc = hon.53.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.53.a
		CUB = {
			transfer_state = 695
		}
	}
}
### Entity: Idea
Component: EAI_DD_19/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_national_security_act
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_national_security_act
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = AST_establish_advisory_war_council
	}
	x = -2
	y = 1
	relative_position_id = AST_establish_advisory_war_council
	cost = 10
	ai_will_do = {
		factor = 8
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = AST_great_depression_1
			add_idea = AST_great_depression_2
		}
	}
}
### Entity: Unit Template
Component: SNG_INF_02
Source: game
File: common/units/names_divisions/SNG_names_divisions.txt

Code:
SNG_INF_02 = {
	name = Infantry Brigade
	for_countries = {
		SNG
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dth Infantry Brigade
	ordered = {
		1 = {
			%dst Infantry Brigade
		}
		2 = {
			%dnd Infantry Brigade
		}
		3 = {
			%drd Infantry Brigade
		}
		4 = {
			%dth Infantry Brigade
		}
		5 = {
			%dth Infantry Brigade
		}
		21 = {
			%dst Infantry Brigade
		}
		22 = {
			%dnd Infantry Brigade
		}
		23 = {
			%drd Infantry Brigade
		}
		31 = {
			%dst Infantry Brigade
		}
		32 = {
			%dnd Infantry Brigade
		}
		33 = {
			%drd Infantry Brigade
		}
		41 = {
			%dst Infantry Brigade
		}
		42 = {
			%dnd Infantry Brigade
		}
		43 = {
			%drd Infantry Brigade
		}
		51 = {
			%dst Infantry Brigade
		}
		52 = {
			%dnd Infantry Brigade
		}
		53 = {
			%drd Infantry Brigade
		}
		61 = {
			%dst Infantry Brigade
		}
		62 = {
			%dnd Infantry Brigade
		}
		63 = {
			%drd Infantry Brigade
		}
		71 = {
			%dst Infantry Brigade
		}
		72 = {
			%dnd Infantry Brigade
		}
		73 = {
			%drd Infantry Brigade
		}
		81 = {
			%dst Infantry Brigade
		}
		82 = {
			%dnd Infantry Brigade
		}
		83 = {
			%drd Infantry Brigade
		}
		91 = {
			%dst Infantry Brigade
		}
		92 = {
			%dnd Infantry Brigade
		}
		93 = {
			%drd Infantry Brigade
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_develop_the_provinces
Constructs: has_completed_focus, prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, add_state_core
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_develop_the_provinces
	prerequisite = {
		focus = PRU_unite_the_andes
	}
	icon = GFX_goal_PRU_panincaismo
	x = 0
	y = 2
	relative_position_id = PRU_incaism
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = PRU_incaism
			}
			swap_ideas = {
				remove_idea = PRU_incaism_idea
				add_idea = PRU_incaism_idea_1
			}
		}
		add_state_core = 305
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: NSB_soviet_paranoia_system_events.38
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_country_flag, add_political_power, has_idea, swap_ideas
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_paranoia_system_events.38
	title = NSB_soviet_paranoia_system_events.38.t
	desc = NSB_soviet_paranoia_system_events.38.desc
	picture = GFX_report_event_SOV_purge_young_officers
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SOV_paranoia_increase_purge_counter_great = yes
		}
	}
	option = {
		name = NSB_soviet_paranoia_system_events.28.a
		ai_chance = {
			base = 10
		}
		if = {
			limit = {
				has_idea = SOV_purged_junior_navy_officers_3
			}
		} {
			limit = {
				has_country_flag = SOV_purge_event_unavoidable_flag
			}
			custom_effect_tooltip = SOV_purge_event_unavoidable_purge_great_tt
		}
		else_if = {
			limit = {
				has_idea = SOV_purged_junior_navy_officers_2
			}
			swap_ideas = {
				remove_idea = SOV_purged_junior_navy_officers_2
				add_idea = SOV_purged_junior_navy_officers_3
			}
		} {
			limit = {
				has_idea = SOV_purged_junior_navy_officers_1
			}
			swap_ideas = {
				remove_idea = SOV_purged_junior_navy_officers_1
				add_idea = SOV_purged_junior_navy_officers_2
			}
		} {
			limit = {
				has_political_power = < SOV_purge_event_pp_to_avoid_great
			}
			custom_effect_tooltip = SOV_purge_event_not_enough_pp_to_avoid_great_tt
		}
		else = {
			add_ideas = SOV_purged_junior_navy_officers_1
		}
		hidden_effect = {
			SOV_paranoia_update_portraits_ui = yes
		}
		SOV_paranoia_low_decrease_effect = yes
		SOV_clear_unavoidable_purge_flags_effect = yes
		SOV_increase_opposition_navy_support_small = yes
	} {
		name = NSB_soviet_paranoia_system_events.28.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_political_power = < SOV_purge_event_pp_to_avoid_great_pay
			} {
				factor = 0
				SOV_is_opposition = yes
			}
		}
		trigger = {
			NOT = {
				has_political_power = < SOV_purge_event_pp_to_avoid_great
			} {
				has_country_flag = SOV_purge_event_unavoidable_flag
			}
		}
		add_political_power = SOV_purge_event_pp_to_avoid_great_pay
		SOV_paranoia_high_increase_effect = yes
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_curtail_pan_arabism
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject_of, is_in_faction_with, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_curtail_pan_arabism
	icon = GFX_focus_ETH_an_arabic_base
	prerequisite = {
		focus = PER_proclaim_greater_iran
	}
	x = -1
	y = 1
	relative_position_id = PER_proclaim_greater_iran
	cost = 5
	available = {
		has_government = fascism
		SAU = {
			exists = yes
			NOT = {
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		every_other_country = {
			limit = {
				exists = yes
				NOT = {
					OR = {
						is_in_faction_with = ROOT
						is_subject_of = ROOT
						has_war_with = ROOT
					}
				}
				OR = {
					tag = IRQ SAU KUW YEM OMA UAE QAT PAL SYR JOR LEB EGY
				}
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: NOR_deploy_prep_dem_1
Constructs: remove_dynamic_modifier, clear_variable, add_dynamic_modifier
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_deploy_prep_dem_1 = {
	remove_dynamic_modifier = {
		modifier = NOR_prep_his_dmod_1
	}
	clear_variable = NOR_state_preparation
	add_dynamic_modifier = {
		modifier = NOR_defend_state_dmod
		days = 365
		scope = ROOT
	}
}
### Entity: Idea
Component: ARG_FM2
Constructs: research_bonus
Source: game
File: common/ideas/r56_argentina.txt

Code:
ARG_FM2 = {
	allowed = {
		original_tag = ARG
	}
	picture = ARG_FM2
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: MAN_initial_socialist_reforms_2
Constructs: stability_factor, political_power_gain, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_initial_socialist_reforms_2 = {
	allowed = {
		always = yes
	}
	cancel = {

	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		consumer_goods_factor = -0.25
		stability_factor = -0.15
		political_power_gain = 0.05
	}
}
### Entity: Character
Component: TAOG_minister_of_welfare
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/taog_traits.txt

Code:
TAOG_minister_of_welfare = {
	sprite = 13
	random = no
	stability_factor = 0.05
	production_speed_industrial_complex_factor = 0.05
	production_speed_infrastructure_factor = 0.05
	democratic_drift = 0.04
	ai_will_do = {
		factor = 2
	}
}
### Entity: Event
Component: WW_hungary.122
Constructs: is_triggered_only, add_opinion_modifier, add_political_power, add_core_of, clr_country_flag
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.122
	title = WW_hungary.122.t
	desc = WW_hungary.122.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	option = {
		name = WW_hungary.122.a
		add_political_power = 75
		76 = {
			add_core_of = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		ROOT = {
			add_opinion_modifier = {
				target = FROM
				modifier = BUL_rejected_our_proposal
			}
		}
		hidden_effect = {
			FROM = {
				clr_country_flag = HUN_sent_banatian_demands
			}
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_agressive_stance
Constructs: prerequisite, add_ideas, completion_reward, is_subject, has_war_support, add_threat, every_neighbor_country, add_power_balance_value
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_agressive_stance
	icon = GFX_goal_generic_attack_allies
	cost = 10
	x = -2
	y = 1
	relative_position_id = LUX_establish_free_university
	prerequisite = {
		focus = LUX_establish_free_university
	}
	mutually_exclusive = {
		focus = LUX_restore_neutrality
	}
	available = {
		is_subject = no
		custom_trigger_tooltip = {
			tooltip = form_eu_netherlands_required_states_tt
			controls_state = 7 35 36
		} {
			tooltip = form_eu_belgium_required_states_tt
			controls_state = 6 34 965 1094 1095
		}
		controls_state = 8
		has_war_support = > 0.8
	}
	completion_reward = {
		add_threat = 5
		add_ideas = r56_LUX_agressive_benelux
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		every_neighbor_country = {
			news_event = {
				id = r56.news_event.10
				hours = 4
			}
		}
		add_power_balance_value = {
			id = LUX_neutrality_balance
			value = -0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}