Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: greece.53
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.53
	title = greece.53.t
	desc = greece.53.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = greece.53.a
		ai_chance = {
			base = 100
		}
		GRE = {
			country_event = {
				days = 1
				id = greece.54
			}
		}
	} {
		name = greece.53.b
		ai_chance = {
			base = 0
		}
		GRE = {
			country_event = {
				days = 1
				id = greece.55
			}
		}
	}
}
### Entity: Character
Component: dive_bomber
Constructs: equipment_bonus
Source: game
File: common/country_leader/00_traits.txt

Code:
dive_bomber = {
	sprite = 14
	equipment_bonus = {
		small_plane_cas_airframe = {
			instant = yes
			air_ground_attack = 0.1
		}
	}
	air_doctrine_cost_factor = -0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: r56_BEL_uebl_2
Constructs: has_war_with
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_BEL_uebl_2 = {
	picture = can_wartime_prices_and_trade_board
	name = BEL_LUX_customs_union
	modifier = {
		production_speed_industrial_complex_factor = 0.05
	}
	cancel = {
		OR = {
			BEL = {
				exists = no
				has_war_with = LUX
			}
			LUX = {
				exists = no
				has_war_with = BEL
			}
		}
	}
}
### Entity: Order of Battle
Component: Chishima Kichi Shubitai
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = Chishima Kichi Shubitai
	location = 1399
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Event
Component: JUNO_brazil_news.5
Constructs: is_triggered_only
Source: game
File: events/TOA_Brazil.txt

Code:
news_event = {
	id = JUNO_brazil_news.5
	title = JUNO_brazil_news.5.t
	desc = JUNO_brazil_news.5.d
	picture = GFX_news_event_soviet_soldiers_ruins
	major = yes
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_news.5.a
	}
}
### Entity: Technology
Component: POL_artillery_training_focus
Constructs: research_cost
Source: game
File: common/technologies/r56_country_techs.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	infantry = {
		max_organisation = -1
		default_morale = -0.05
	}
	category_front_line = {
		soft_attack = 0.05
	}
}
### Entity: Event
Component: BBA_ethiopia_imperial_events.10
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_imperial_events.10
	title = BBA_ethiopia_imperial_events.10.t
	desc = BBA_ethiopia_imperial_events.10.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = BBA_ethiopia_imperial_events.10.a
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_imperial_events.12
				hours = 12
			}
		}
	} {
		name = BBA_ethiopia_imperial_events.10.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_imperial_events.11
				hours = 12
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/GER_1939_naval_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = submarine_2
			creator = GER
			version_name = Type VIIA
		}
		requested_factories = 1
		progress = 0.8
		amount = 2
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = submarine_2
			creator = GER
			version_name = Type VIIA
		}
		requested_factories = 1
		progress = 0.9
		amount = 3
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = destroyer_2
			creator = GER
			version_name = Zerstörer 1936
		}
		requested_factories = 1
		progress = 0.9
		amount = 3
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = destroyer_2
			creator = GER
			version_name = Zerstörer 1936
		}
		requested_factories = 1
		progress = 0.8
		amount = 2
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = destroyer_2
			creator = GER
			version_name = Zerstörer 1936
		}
		requested_factories = 1
		progress = 0.7
		amount = 2
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = destroyer_2
			creator = GER
			version_name = Zerstörer 1936
		}
		requested_factories = 1
		progress = 0.6
		amount = 2
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = destroyer_2
			creator = GER
			version_name = Zerstörer 1936
		}
		requested_factories = 1
		progress = 0.5
		amount = 2
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = destroyer_2
			creator = GER
			version_name = Zerstörer 1936
		}
		requested_factories = 1
		progress = 0.4
		amount = 2
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = heavy_cruiser_2
			creator = GER
		}
		requested_factories = 1
		progress = 0.9
		amount = 1
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = heavy_cruiser_3
			creator = GER
		}
		requested_factories = 1
		progress = 0.15
		amount = 1
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = battleship_3
			creator = GER
		}
		requested_factories = 1
		progress = 0.6
		amount = 1
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = battleship_3
			creator = GER
		}
		r
# ... (truncated)
### Entity: Character
Component: intelligence_service_deputy
Source: game
File: common/country_leader/00_traits.txt

Code:
intelligence_service_deputy = {
	random = no
	sprite = 15
	operative_slot = 1
	intelligence_agency_defense = 0.2
	intel_network_gain_factor = 0.2
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_nationalizations
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_nationalizations
	icon = GFX_goal_generic_communist_economy
	prerequisite = {
		focus = BUL_social_reforms
	}
	relative_position_id = BUL_social_reforms
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_ideas = idea_communist_central_management
	}
}
### Entity: Character
Component: URG_manuel_heinz_azpurua
Source: game
File: common/characters/URG.txt

Code:
URG_manuel_heinz_azpurua = {
	advisor = {
		slot = air_chief
		idea_token = URG_manuel_heinz_azpurua
		allowed = {
			original_tag = URG
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_3
		}
	}
}
### Entity: AI Strategy
Component: upgrade_intelligence_agency_as_spy_master
Constructs: has_war, is_spymaster
Source: game
File: common/ai_strategy/default.txt

Code:
upgrade_intelligence_agency_as_spy_master = {
	enable = {
		is_spymaster = yes
		OR = {
			has_war = no
			num_of_civilian_factories = > 50
		}
	}
	abort = {
		is_spymaster = no
		num_of_civilian_factories = < 40
	}
	ai_strategy = {
		type = intelligence_agency_usable_factories
		value = 10
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ANATO_motorized.png.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 | Hide file links

The following pages link to File:NATO motorized.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Land units (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:NATO_motorized.png"
### Entity: Effect Reference
Construct: strategic_state_location
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## strategic_state_location

* Supported Scopes: STATE
* Supported Targets: none

```
Add strategic locations to a state in scope
The available strategic locations is defined in strategic_locations.
Ex:
10 = {
  strategic_state_location = {
    my_strategic_area = [province_id]
    my_other_area = [province_id]
  }
}
```
### Entity: Idea
Component: MAN_mamc_heavy_2
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_mamc_heavy_2 = {
	name = MAN_mamc_heavy
	picture = generic_air_manufacturer_2
	available = {
		has_completed_focus = MAN_mamc_2
	}
	allowed = {
		original_tag = MAN
	}
	cost = 75
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		heavy_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Component: BEL_neutrality_dynamic_modifier
Constructs: has_war, production_speed_buildings_factor, remove_trigger, is_in_faction, send_volunteers_tension
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
BEL_neutrality_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_hol_aloof_neutrality
	remove_trigger = {
		has_war = yes
		is_in_faction = yes
	}
	production_speed_buildings_factor = BEL_neutrality_production_speed_buildings_factor
	production_speed_arms_factory_factor = BEL_neutrality_production_speed_arms_factory_factor
	production_speed_infrastructure_factor = BEL_neutrality_production_speed_infrastructure_factor
	production_speed_industrial_complex_factor = BEL_neutrality_production_speed_industrial_complex_factor
	join_faction_tension = BEL_neutrality_join_faction_tension
	justify_war_goal_time = BEL_neutrality_justify_war_goal_time
	guarantee_tension = BEL_neutrality_guarantee_tension
	send_volunteers_tension = BEL_neutrality_send_volunteers_tension
	enemy_justify_war_goal_time = BEL_neutrality_enemy_justify_war_goal_time
	lend_lease_tension = BEL_neutrality_lend_lease_tension
	embargo_threshold_factor = BEL_neutrality_embargo_threshold_factor
}
### Entity: Idea
Component: idea_SIA_military_slight_support
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_military_slight_support = {
	picture = SIA_military_slight_support
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		production_speed_arms_factory_factor = 0.05
		conscription_factor = 0.05
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AGlobe_current.png.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 | Hide file links

The following pages link to File:Globe current.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Current (file link) ‎ (← links | edit)

Template:Current/doc (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Globe_current.png"
### Entity: Decision
Component: SAU_east_destabilized
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/SAU_decision_categories.txt

Code:
SAU_east_destabilized = {
	icon = GFX_decision_category_NOR_fascist_deploy_prep
	picture = GFX_decision_cat_AFG_pan_islamic_unification
	priority = 100
	allowed = {
		original_tag = SAU
	}
	visible = {
		has_completed_focus = SAU_destabilize_the_east
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_com_takeover
Constructs: prerequisite, limit, has_government, add_war_support, add_stability, completion_reward, add_political_power, set_politics
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_com_takeover
	icon = GFX_focus_generic_soviet_politics
	cost = 10
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = ICE_com_rallies
	}
	available = {
		communism = > 0.4
	}
	x = 18
	y = 4
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			add_stability = -0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_war_support = 0.1
		add_political_power = 100
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Technology
Component: sp_naval_support_ships_pick_a
Constructs: research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	research_cost = 1
	start_year = 1940
	naval_general_support_value_factor = 0.25
	naval_general_support_factor = -0.1
	allow = {
		always = no
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_decentralisation
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_autonomy_ratio
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_decentralisation
	icon = GFX_focus_generic_self_management
	ai_will_do = {
		factor = 2
	}
	x = 16
	y = 1
	mutually_exclusive = {
		focus = MAL_centralisation
	}
	prerequisite = {
		focus = MAL_state_of_malaya
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = MAL_government_idea
			add_idea = MAL_government_idea_2
		}
		add_autonomy_ratio = {
			value = 0.35
			localization = mal_autonomy
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_collaboration_with_japan
Constructs: limit, has_government, completion_reward, add_political_power, is_subject_of, has_global_flag, create_corps_commander, create_field_marshal
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_collaboration_with_japan
	icon = GFX_goal_JAP_the_korean_question
	mutually_exclusive = {
		focus = KOR_collaboration_with_overlord
	}
	x = 24
	y = 0
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1000
			is_subject_of = JAP
		}
	}
	available = {
		is_subject_of = JAP
		OR = {
			has_government = fascism neutrality
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 120
		if = {
			limit = {
				NOT = {
					has_global_flag = japanse_korean_generals
				}
			}
			create_corps_commander = {
				name = Kim Suk-won
				portrait_path = gfx/leaders/JAP/Portrait_Japan_Generic_land_4.dds
				traits = {

				}
				skill = 2
				attack_skill = 2
				defense_skill = 1
				planning_skill = 3
				logistics_skill = 1
			}
			create_field_marshal = {
				name = Hong Sa-ik
				portrait_path = gfx/leaders/KOR/r56_portrait_KOR_Hong_Sa-ik.dds
				traits = {
					trait_reckless offensive_doctrine
				}
				skill = 3
				attack_skill = 3
				defense_skill = 2
				planning_skill = 2
				logistics_skill = 3
			}
			set_global_flag = japanse_korean_generals
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: EAI_DD_14/anti_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/anti_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Character
Component: GYA_edward_luckhoo
Source: game
File: common/characters/GYA.txt

Code:
GYA_edward_luckhoo = {
	name = GYA_edward_luckhoo
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_south_america_2.dds
		}
	}
	country_leader = {
		expire = 1965.1.1
		id = -1
		ideology = despotism
	}
}
### Entity: Order of Battle
Component: 2nd Gemunu Watch
Constructs: division_template
Source: game
File: history/units/SRL_1936.txt

Code:
division = {
	name = 2nd Gemunu Watch
	location = 7344
	division_template = Gemunu Watch
	start_experience_factor = 0.4
	start_equipment_factor = 0.7
}
### Entity: Scripted Effect
Component: EAI_get_naval_facility_score
Constructs: limit, set_variable, is_core_of
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_get_naval_facility_score = {
	set_variable = {
		EAI_naval_facility_score = 1
	}
	if = {
		limit = {
			EAI_no_border = yes
		}
		multiply_variable = {
			EAI_naval_facility_score = 5
		}
	} {
		limit = {
			EAI_no_enemy_border = yes
		}
		multiply_variable = {
			EAI_naval_facility_score = 5
		}
	} {
		limit = {
			EAI_region_priority = yes
		}
		multiply_variable = {
			EAI_naval_facility_score = 4
		}
	} {
		limit = {
			is_core_of = PREV
		}
		multiply_variable = {
			EAI_naval_facility_score = 4
		}
	}
}
### Entity: Character
Component: GUA_illegitimate_pretender_3
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GUA_illegitimate_pretender_3 = {
	name = GUA_illegitimate_pretender
	random = no
	political_power_factor = -0.1
	stability_factor = -0.1
	drift_defence_factor = 0.05
	ai_focus_aggressive_factor = 0.5
	ai_focus_war_production_factor = 0.25
	opinion_gain_monthly_same_ideology_factor = 0.1
	army_speed_factor = 0.1
	army_morale_factor = 0.05
	neutrality_drift = 0.05
	ai_strategy = {
		type = befriend
		id = FRA
		value = -100
	} {
		type = alliance
		id = FRA
		value = -100
	} {
		type = antagonize
		id = FRA
		value = 200
	}
}
### Entity: Scripted Effect
Component: GER_add_to_seize_gold_target_states_array
Constructs: limit, has_dynamic_modifier, add_to_array, set_state_flag
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_add_to_seize_gold_target_states_array = {
	if = {
		limit = {
			GER = {
				OR = {
					has_dynamic_modifier = {
						modifier = GER_mefo_bills_modifier
					} {
						modifier = GER_economy_of_conquest_modifier
					}
				}
			}
		}
		add_to_array = {
			array = GER.GER_seize_gold_target_states_array
			value = THIS
		}
		log = [THIS.GetName] was added to Array
		set_state_flag = GER_seize_gold_reserves_state_flag
	}
}
### Entity: AI Strategy
Component: SAU_communist_plan
Constructs: has_government, has_country_flag, has_game_rule, is_puppet
Source: game
File: common/ai_strategy_plans/SAU_alternate_strategy_plan.txt

Code:
SAU_communist_plan = {
	name = SAU: Saudi Communist AI Plan
	desc = Alternate communist behavior for Saudi Arabia.
	allowed = {
		original_tag = SAU
	}
	enable = {
		OR = {
			has_country_flag = SAU_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = SAU_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {
		is_puppet = yes
		NOT = {
			has_government = communism
		}
	}
	focus_factors = {
		SAU_solve_the_jafurah_dispute = 0
		SAU_reject_the_riyadh_line = 100
		SAU_concessions_to_standard_oil = 0
		SAU_deal_with_bp = 0
		SAU_2_Invite_the_Soviet_oil_barons = 100
		SAU_invite_brabag = 0
		SAU_introduce_the_constitution = 0
		SAU_continue_hakimovs_legacy = 100
		SAU_seek_german_arms = 0
		SAU_move_toward_german_alignment = 0
		SAU_join_the_comintern = 100
		SAU_western_alignment = 0
		SAU_maintain_international_neutrality = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: spain.2
Constructs: is_triggered_only, ai_chance, limit, has_government, add_political_power, has_civil_war, every_other_country
Source: game
File: events/Spain.txt

Code:
country_event = {
	id = spain.2
	title = spain.2.t
	desc = spain.2.d
	picture = GFX_report_event_spain_civil_war_volunteers_01
	is_triggered_only = yes
	trigger = {
		has_civil_war = yes
		original_tag = SPR
	}
	option = {
		name = spain.2.a
		every_other_country = {
			limit = {
				has_government = fascism
				NOT = {
					original_tag = SPR
				}
			}
			country_event = {
				id = spain.4
				days = 1
			}
		}
		if = {
			limit = {
				POR = {
					NOT = {
						has_government = communism
					}
				}
			}
			POR = {
				country_event = {
					id = spain.4
					days = 1
				}
			}
		}
	} {
		name = spain.2.b
		add_political_power = 40
		ai_chance = {
			factor = 0
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_escort_carrier_support
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_escort_carrier_support = {
	always = no
	NOT = {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_infrastructure_projects
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_controlled_by, has_civil_war, add_timed_idea, check_variable
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_infrastructure_projects
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = ETH_develop_the_capital_region
	}
	x = -1
	y = 1
	relative_position_id = ETH_develop_the_capital_region
	cost = 10
	available = {
		any_owned_state = {
			is_controlled_by = ROOT
		}
		has_civil_war = no
	}
	search_filters = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = ETH_infrastructure_projects
			days = 360
		}
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				check_variable = {
					ETH_state_development_production_speed = < -0.2
				}
			}
			custom_effect_tooltip = ETH_infrastructure_projects_tt
			add_to_variable = {
				ETH_state_development_production_speed = 0.1
			}
		}
	}
}
### Entity: Unit Template
Component: LUX_MNT_01
Source: game
File: common/units/names_divisions/LUX_names_divisions.txt

Code:
LUX_MNT_01 = {
	name = Mountain Division
	for_countries = {
		LUX
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		LUX_INF_01
	}
	fallback_name = %d. Alpenjäger-Division
	ordered = {
		1 = {
			%d. Alpenjäger-Division
		}
		2 = {
			%d. Alpenjäger-Division
		}
		3 = {
			%d. Alpenjäger-Division
		}
		4 = {
			%d. Alpenjäger-Division
		}
		5 = {
			%d. Alpenjäger-Division
		}
		6 = {
			%d. Alpenjäger-Division
		}
		7 = {
			%d. Alpenjäger-Division
		}
		8 = {
			%d. Alpenjäger-Division
		}
		9 = {
			%d. Alpenjäger-Division
		}
		10 = {
			%d. Alpenjäger-Division
		}
	}
}
### Entity: Shared Focus
Component: GUAY_urbanization
Constructs: shared_focus, prerequisite, limit, completion_reward, cancel_if_invalid, random_core_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_urbanization
	icon = GFX_focus_SWE_urbanization
	x = -1
	y = 1
	relative_position_id = GUAY_nationalize_foreign_owned_companies
	prerequisite = {
		focus = GUAY_nationalize_foreign_owned_companies
	}
	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_INDUSTRIAL
	}
	completion_reward = {
		random_core_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				any_core_state = {
					is_coastal = yes
				}
			}
			random_core_state = {
				limit = {
					is_coastal = yes
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_core_state = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
}