Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bel_focus
Component: BEL_dietsland
Constructs: prerequisite, completion_reward, is_in_faction_with, add_core_of, set_cosmetic_tag
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_dietsland
	icon = GFX_focus_BEL_dietsland
	prerequisite = {
		focus = BEL_flanders_ascendant
	}
	relative_position_id = BEL_flanders_ascendant
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	} {

	}
	x = 0
	y = 1
	cost = 10
	available = {
		HOL = {
			all_core_state = {
				OR = {
					controls_or_subject_of = yes
					controller = {
						original_tag = BEL
						is_in_faction_with = ROOT
					}
				}
			}
		}
		LUX = {
			all_core_state = {
				OR = {
					controls_or_subject_of = yes
					controller = {
						original_tag = BEL
						is_in_faction_with = ROOT
					}
				}
			}
		}
		BEL = {
			all_core_state = {
				OR = {
					controls_or_subject_of = yes
					controller = {
						original_tag = BEL
						is_in_faction_with = ROOT
					}
				}
			}
		}
	}
	completion_reward = {
		8 = {
			add_core_of = ROOT
		}
		custom_effect_tooltip = form_eu_netherlands_coring_states_tt BEL_dietsland_tt
		hidden_effect = {
			7 = {
				add_core_of = ROOT
			}
			35 = {
				add_core_of = ROOT
			}
			36 = {
				add_core_of = ROOT
			}
		} {
			set_cosmetic_tag = BEL_greater_netherlands
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_communist_brigades
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward, has_idea, add_timed_idea
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_communist_brigades
	icon = GFX_goal_communist_revolt
	prerequisite = {
		focus = BEL_go_left
	}
	relative_position_id = BEL_go_left
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		base = 6
		modifier = {
			factor = 0
			has_idea = neutrality_idea
		}
	}
	available = {
		NOT = {
			has_country_flag = BEL_king_martial_law
		}
	}
	completion_reward = {
		add_ideas = BEL_volunteer_corps
		add_timed_idea = {
			idea = internationalism
			days = 1000
		}
	}
	search_filters = {
		FOCUS_FILTER_SPA_CIVIL_WAR FOCUS_FILTER_POLITICAL
	}
}
### Entity: Define
Component: NDefines.NAI.AREA_DEFENSE_CAPITAL_COAST_WEIGHT
Source: game
File: common/defines/EAI_defines.lua

Code:
NDefines.NAI.AREA_DEFENSE_CAPITAL_COAST_WEIGHT = {
0.0 , 0.2 , 0.7
}
### Entity: Wiki Documentation
Construct: Democracy
Constructs: Democracy, limit
Source: wiki
File: wiki/Communist.html

Doc:
Democracy[edit]
Democracy is a political form in which popular vote govern directly or indirectly.

Traits[edit]
Can NOT declare war on country in same ideology group without wargoal

Can Guarantee other ideologies

Lowers World Tension with Guarantees

Can NOT puppet a country

Can NOT only justify wargoals against countries that have generated World Tension

Take states cost: +25%

Annex cost: +50%

Tension limits[edit]
Declare War limit: +100%

Join Faction tension limit: +80%

Lend-Lease tension limit: +50%

Send Volunteers tension limit: +50%

Guarantee world tension limit: +25%

Countries that start out as a Democracy:[edit]
Majors[edit]
United Kingdom

USA

France

Minors[edit]
Norway

Sweden
### Entity: Order of Battle
Component: 20ya Tankovaya Korpus
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SOV_1939_nsb.txt

Code:
division = {
	name = 20ya Tankovaya Korpus
	location = 10559
	division_template = Tankovaya Korpus
	start_experience_factor = 0.3
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = SOV
			creator = SOV
			version_name = BT-5
		}
	}
}
### Entity: Scripted Trigger
Component: is_potentially_communist_china
Constructs: is_potentially_communist_china
Source: game
File: common/scripted_triggers/PRC_scripted_triggers.txt

Code:
is_potentially_communist_china = {
	OR = {
		original_tag = PRC GXC YUN SHX XSM SIK GDC XIC SND KHM NXM SIC GSM HBC
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Communist.html

Doc:
This article is considered accurate for the current version of the game.

|
Please help improve this article or section by expanding it. |

Each country has one of the three ideologies.

Contents

1 Communism

1.1 Traits

1.2 Tension limits

1.3 Countries that start out as Communist:

1.3.1 Majors

1.3.2 Minors

2 Democracy

2.1 Traits

2.2 Tension limits

2.3 Countries that start out as a Democracy:

2.3.1 Majors

2.3.2 Minors

3 Fascism

3.1 Traits

3.2 Tension limits

3.3 Countries that start out as Fascist:

3.3.1 Majors

3.3.2 Minors
### Entity: Order of Battle
Component: 2 Renmin Jundui
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements_2.txt

Code:
division = {
	name = 2 Renmin Jundui
	location = 10629
	division_template = Erjinzhi Juntuán
}
### Entity: Unit Template
Component: IRE_MAR_01
Source: game
File: common/units/names_divisions/IRE_names_divisions.txt

Code:
IRE_MAR_01 = {
	name = Marine Division
	for_countries = {
		IRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %dth Irish Marines Division
	ordered = {
		1 = {
			%dst Irish Marines Division
		}
		2 = {
			%dnd Irish Marines Division
		}
		3 = {
			%drd Irish Marines Division
		}
		4 = {
			%dth Irish Marines Division
		}
		5 = {
			%dth Irish Marines Division
		}
		6 = {
			%dth Irish Marines Division
		}
		7 = {
			%dth Irish Marines Division
		}
		8 = {
			%dth Irish Marines Division
		}
		9 = {
			%dth Irish Marines Division
		}
		10 = {
			%dth Irish Marines Division
		}
	}
}
### Entity: Idea
Component: autark_support_II_idea
Constructs: war_support_factor, production_speed_buildings_factor, removal_cost, research_bonus
Source: game
File: common/ideas/r56_germany.txt

Code:
autark_support_II_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = tur_etatism
	modifier = {
		local_resources_factor = 0.1
		production_speed_buildings_factor = -0.05
		production_speed_arms_factory_factor = 0.1
		production_speed_steel_mill_factor = 0.1
		civilian_intel_to_others = -10
		conscription = 0.003
		war_support_factor = 0.05
		max_fuel_factor = 0.1
	}
	research_bonus = {
		synth_resources = 0.1
	}
}
### Entity: Unit Template
Component: BLR_INF_01
Source: game
File: common/units/names_divisions/BLR_names_divisions.txt

Code:
BLR_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		BLR
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dya Belaruskaya Stralkovaya Div.
	ordered = {
		1 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		2 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		3 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		4 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		5 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		6 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		7 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		8 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		9 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		10 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		11 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		12 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		13 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		14 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		15 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		16 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		17 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		18 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		19 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		20 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		21 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		22 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		23 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		24 = {
			%dya Belaruskaya Stralkovaya Div.
		}
		25 = {
			%dya Belaruskaya Stralkovaya Div.
		}
	}
}
### Entity: Scripted Effect
Component: ITA_create_paolo_caccia_dominioni_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_create_paolo_caccia_dominioni_operative = {
	create_operative_leader = {
		name = Paolo Caccia Dominioni
		GFX = GFX_portrait_ITA_paolo_caccia_dominioni
		traits = {
			operative_safe_cracker operative_tough operative_escape_artist
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			ITA EGY
		}
	}
}
### Entity: Country History
Country: BAS
Component: BAS_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/BAS - British Antilles.txt

Code:
# Politics & Parties for BAS
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 75
	fascism = 1
	communism = 1
	neutrality = 23
}
### Entity: Scorer
Component: operative_mission_build_intel_network_scorer
Constructs: has_war_with, has_capitulated, has_wargoal_against, is_justifying_wargoal_against
Source: game
File: common/scorers/country/operative_mission_scorer.txt

Code:
operative_mission_build_intel_network_scorer = {
	targets = {
		target_array = potential_and_current_enemies enemies_of_allies neighbors global.majors
		score = {
			base = 100
			modifier = {
				has_capitulated = yes
				factor = 0
			} {
				has_wargoal_against = FROM
				add = 100
			} {
				OR = {
					has_war_with = FROM
					FROM = {
						OR = {
							has_wargoal_against = PREV
							is_justifying_wargoal_against = PREV
						}
					}
				}
				add = 200
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/BRA_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 5156
	division_template = Divisão de Cavalaria
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Character
Component: ARM_george_mardikian
Constructs: has_government
Source: game
File: common/characters/ARM.txt

Code:
ARM_george_mardikian = {
	name = ARM_george_mardikian
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_5
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ARM_george_mardikian
		allowed = {
			original_tag = ARM
		}
		visible = {
			NOT = {
				has_government = communism
			}
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			quartermaster_general
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: AI Strategy
Component: GER_treat_COL_bad_untill_they_do_something_or_if_the_time_is_good
Constructs: has_completed_focus, has_government, has_war_with, is_faction_leader, is_in_faction, has_war_together_with
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
GER_treat_COL_bad_untill_they_do_something_or_if_the_time_is_good = {
	allowed = {
		original_tag = GER
	}
	enable = {
		GER = {
			has_government = fascism
			is_faction_leader = yes
		}
		COL = {
			has_government = fascism
			is_in_faction = no
		}
		country_exists = COL
	}
	abort = {
		OR = {
			date = > 1941.12.7
			GER = {
				has_war_with = USA
			}
			COL = {
				OR = {
					has_war_together_with = GER
					has_completed_focus = COL_axis_leanings_focus
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = COL
		value = -75
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_turanist_ambition
Constructs: prerequisite, limit, add_war_support, add_stability, completion_reward, is_in_faction, unlock_decision_category_tooltip
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_turanist_ambition
	icon = GFX_focus_TUR_turanist_ambition
	prerequisite = {
		focus = TUR_cypriot_and_oniki_ilhak TUR_reuniting_thrace_through_force TUR_konfederasyon TUR_unite_the_azeri_diaspora TUR_liberate_the_kurdish_diaspora
	}
	x = 0
	y = 3
	relative_position_id = TUR_misak_i_milli
	cost = 20
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		add_stability = -0.15
		if = {
			limit = {
				TUR = {
					is_in_faction = yes
				}
			}
			TUR = {
				leave_faction = yes
			}
		}
		unlock_decision_category_tooltip = form_turan_category
	}
}
### Entity: Event
Component: denmark_resistance_event.22
Constructs: is_triggered_only, clr_country_flag
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_resistance_event.22
	title = denmark_resistance_event.22.t
	desc = denmark_resistance_event.22.desc
	picture = GFX_report_event_DEN_danish_brigades
	is_triggered_only = yes
	option = {
		name = denmark_resistance_event.3.a
		clr_country_flag = DEN_ask_nation_to_host_the_brigades_flag
	}
}
### Entity: Unit Template
Component: HUN_MIL_03
Source: game
File: common/units/names_divisions/HUN_names_divisions.txt

Code:
HUN_MIL_03 = {
	name = Volksbund Divisions
	for_countries = {
		HUN
	}
	can_use = {
		original_tag = HUN
	}
	division_types = {
		militia
	}
	fallback_name = %d. Volksbundmiliz
	ordered = {

	}
}
### Entity: Effect Reference
Construct: every_unit_leader
Constructs: limit, every_unit_leader, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_unit_leader

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on every Unit Leader (or \"random_select_amount\" of random leader if specified) of the country in scope, that fulfills the \"limit\" trigger.
tooltip=key can be added to override tooltip title.
By default the effects are only displayed once, you may display them for each matching unit leader with display_individual_scopes.
ex: GER = {
  every_unit_leader = {
	tooltip = my_loc_key # Optional
	random_select_amount = 3 # Optional
	include_invisible = yes # Optional - default = no
	display_individual_scopes = yes # Optional - default = no
    ... character scope effects ...
  }
}
```
### Entity: Event
Component: bba_news.1
Constructs: is_triggered_only
Source: game
File: events/BBA_NewsEvents.txt

Code:
news_event = {
	id = bba_news.1
	title = bba_news.1.t
	desc = bba_news.1.desc
	picture = GFX_news_event_SOV_supreme_soviet
	major = yes
	is_triggered_only = yes
	option = {
		name = bba_news.1.a
	}
}
### Entity: Modifier Reference
Construct: naval_enemy_retreat_chance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_enemy_retreat_chance

* Number with 2 decimal places
* **Categories**: naval, unit_leader
### Entity: National Focus
Tree: ger_focus
Component: GER_demand_the_return_of_southern_jutland
Constructs: prerequisite, limit, has_war_with, completion_reward, add_political_power, is_subject, has_civil_war, is_fully_controlled_by
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_demand_the_return_of_southern_jutland
	icon = GFX_focus_generic_invade_denmark
	prerequisite = {
		focus = GER_return_of_the_kaiser_ww GER_military_dictatorship
	}
	x = 8
	y = 1
	relative_position_id = GER_return_of_the_kaiser_ww
	cost = 5
	available = {
		is_subject = no
		has_civil_war = no
	}
	bypass = {
		912 = {
			OR = {
				is_fully_controlled_by = ROOT
				controller = {
					has_war_with = ROOT
				} {
					is_ally_with = ROOT
				}
			}
		}
	}
	will_lead_to_war_with = DEN
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_named_threat = {
			threat = 2
			name = GER_demand_the_return_of_southern_jutland
		}
		add_state_claim = 912
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				912 = {
					is_controlled_by = DEN
				}
			}
			DEN = {
				country_event = {
					id = wuw_GER_diplomacy.57
					days = 2
					random_days = 2
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				add_political_power = 25
				add_popularity = {
					ideology = ROOT
					popularity = 0.05
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				912 = {
					transfer_state_to = ROOT
					add_core_of = ROOT
				}
			}
		}
		else_if = {
			limit = {
				912 = {
					controller = {
						NOT = {
							is_subject_of = ROOT
						}
					}
				}
			}
			912 = {
				controller = {
					country_event = {
						id = wuw_GER_diplomacy.60
						days = 2
						random_days = 2
					}
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				add_political_power = 25
				add_popularity = {
					ideology = ROOT
					popularity = 0.05
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				912 = {
					transfer_state_to = ROOT
					add_core_of = ROOT
				}
			}
		}
		else = {
			912 = {
				controller = {
					country_event = {
						id = wuw_GER_diplomacy.63
						hours = 1
					}
				}
			}
			effect_tooltip = {
				912 = {
					transfer_state_to = ROOT
					add_core_of = ROOT
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: A_Project_belongs_to_one_of_these_specializations_or_one_of
Source: vanilla_docs
File: common/special_projects/special_projects_documentation.md

Doc:
# A Project belongs to one of these specializations or one of the sub_specializations defined in them.
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Aviation_Effort
Constructs: shared_focus, limit, completion_reward, has_focus_tree, random_owned_controlled_state, is_core_of, add_building_construction, has_subdoctrine_in_track
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Aviation_Effort
	icon = GFX_goal_generic_airport
	x = 14
	y = 0
	offset = {
		x = 30
		y = 0
		trigger = {
			has_focus_tree = albania_focus
		}
	} {
		x = -4
		y = 0
		trigger = {
			tag = FRI
		}
	} {
		x = 14
		y = 0
		trigger = {
			tag = SAU
		}
	} {
		x = 35
		y = 0
		trigger = {
			has_focus_tree = r56_india
		}
	} {
		x = 10
		y = 0
		trigger = {
			has_focus_tree = ukraine_focus
		}
	} {
		x = 8
		y = 0
		trigger = {
			tag = WLS
		}
	} {
		x = 52
		y = 0
		trigger = {
			tag = LIE
		}
	} {
		x = 5
		y = 0
		trigger = {
			tag = MEN
		}
	} {
		x = -1
		y = 0
		trigger = {
			OR = {
				tag = BRM
				has_focus_tree = germany_shared_focus
			}
		}
	} {
		x = 8
		y = 0
		trigger = {
			OR = {
				tag = CYP
				has_focus_tree = cyprus_tree
			}
		}
	}
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		air_experience = 25
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = air_base
					size = > 1
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = air_base
					size = > 1
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_subdoctrine_in_track = fighter_aircraft
			}
			add_daily_mastery = {
				name = air_doc_bonus
				amount = 0.5
				days = 180
				track = fighter_aircraft
			}
		}
		else = {
			add_doctrine_cost_reduction = {
				name = air_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = air_doctrine
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: SEN_fascist_guy
Constructs: has_government
Source: game
File: common/characters/SEN.txt

Code:
SEN_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = SEN_fascist_guy
		allowed = {
			original_tag = SEN
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Event
Component: chile.41
Constructs: create_country_leader, has_government, has_country_flag, fire_only_once, set_country_flag
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.41
	title = chile.41.t
	desc = chile.41.d
	picture = GFX_report_event_AST_funeral_2
	fire_only_once = yes
	trigger = {
		date = > 1941.11.25
		ROOT = {
			original_tag = CHL
			exists = yes
			has_government = democratic
			NOT = {
				has_country_flag = r56_chile_new_democratic_leader
			}
		}
	}
	immediate = {
		set_country_flag = r56_chile_new_democratic_leader
	}
	option = {
		name = chile.41.a
		kill_country_leader = yes
		create_country_leader = {
			name = Juan Antonio Rios
			desc =  
			picture = gfx/leaders/CHL/r56_Portrait_CHL_Juan_Antonio_Rios.dds
			expire = 1962.10.26
			ideology = socialism
			traits = {
				implacable_republican
			}
		}
	}
}
### Entity: Event
Component: tfv_south_africa.51
Constructs: is_triggered_only, add_manpower
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.51
	title = tfv_south_africa.51.t
	desc = tfv_south_africa.51.d
	picture = GFX_report_event_german_volunteers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.51.a
		add_manpower = 5000
	}
}
### Entity: Scripted Effect
Component: r56_chinese_gui_clear_state_selection
Constructs: clr_country_flag
Source: game
File: common/scripted_effects/r56_scripted_effects.txt

Code:
r56_chinese_gui_clear_state_selection = {
	clr_country_flag = r56_chinese_gui_central_china_selected r56_chinese_gui_guangxi_selected r56_chinese_gui_hebei_selected r56_chinese_gui_inner_mongolia_selected r56_chinese_gui_korea_selected r56_chinese_gui_manchuria_selected r56_chinese_gui_mongolia_selected r56_chinese_gui_shaanxi_selected r56_chinese_gui_shanxi_selected r56_chinese_gui_sinkiang_selected r56_chinese_gui_taiwan_selected r56_chinese_gui_tibet_selected r56_chinese_gui_tunganistan_selected r56_chinese_gui_xibei_selected r56_chinese_gui_yunnan_selected r56_chinese_gui_sichuan_selected
}
### Entity: National Focus
Tree: per_focus
Component: PER_tehran_power_plant
Constructs: prerequisite, add_ideas, completion_reward, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_tehran_power_plant
	icon = GFX_focus_ARG_develop_the_electricity_sector
	prerequisite = {
		focus = PER_rapid_industrialization
	}
	x = 0
	y = 1
	relative_position_id = PER_rapid_industrialization
	cost = 10
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = PER_tehran_power_grid_idea
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		266 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = PER_tehran_power_grid_bonus
			bonus = 0.5
			uses = 2
			category = electronics
		}
	}
}
### Entity: Achievement
Component: turing_complete
Constructs: is_major, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_in_faction_with, is_fully_decrypted
Source: game
File: common/achievements.txt

Code:
turing_complete = {
	id = 103
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = ENG
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = turing_complete_tt
			GER = {
				is_major = yes
			}
			all_country = {
				OR = {
					AND = {
						NOT = {
							tag = GER
						} {
							is_in_faction_with = GER
						}
					}
					NOT = {
						is_major = yes
					}
					ENG = {
						is_fully_decrypted = PREV
					}
				}
			}
		}
	}
}