Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: israel.55
Constructs: is_triggered_only, add_manpower, add_days_mission_timeout
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.55
	title = israel.55.t
	desc = israel.55.d
	is_triggered_only = yes
	option = {
		name = israel.55.a
		add_manpower = -20
		add_days_mission_timeout = {
			mission = ISR_window_of_oppertunity
			days = -5
		}
	}
}
### Entity: Technology
Component: basic_machine_tools
Constructs: research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	production_factory_max_efficiency_factor = 0.1
	equipment_conversion_speed = 0.2
	path = {
		leads_to_tech = improved_machine_tools
		research_cost_coeff = 1
	} {
		leads_to_tech = concentrated_industry
		research_cost_coeff = 1
	} {
		leads_to_tech = dispersed_industry
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1936
	folder = {
		name = industry_folder
		position = {
			x = 0
			y = 0
		}
	}
	ai_will_do = {
		factor = 50
	}
	categories = {
		industry cat_production
	}
}
### Entity: Character
Component: CHL_e_novoa_fuentes
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CHL.txt

Code:
CHL_e_novoa_fuentes = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			slot = high_command
			idea_token = CHL_e_novoa_fuentes
			allowed = {
				original_tag = CHL
			}
			traits = {
				army_regrouping_3
			}
			visible = {
				NOT = {
					has_completed_focus = CHL_address_the_mapuche_conflict
				}
			}
			cost = 200
			ai_will_do = {
				factor = 1.0
			}
		}
		field_marshal = {
			traits = {
				skilled_staffer organizer expert_delegator
			}
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 3
			legacy_id = -1
			visible = {
				NOT = {
					has_completed_focus = CHL_address_the_mapuche_conflict
				}
			}
		}
		name = CHL_e_novoa_fuentes
		portraits = {
			army = {
				large = GFX_portrait_CHL_e_novoa_fuentes
				small = GFX_portrait_CHL_e_novoa_fuentes_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = army_chief
			idea_token = CHL_e_novoa_fuentes
			allowed = {
				original_tag = CHL
			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = CHL_e_novoa_fuentes
		portraits = {
			army = {
				small = GFX_idea_generic_army_south_america_2
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_11/support_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/support_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		support_equipment = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: Event
Component: ww_congo.15
Constructs: is_triggered_only, ai_chance, add_core_of, create_wargoal, annex_everything
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.15
	title = ww_congo.15.t
	desc = ww_congo.15.d
	picture = GFX_report_event_COG_force_publique_marching_to_war
	is_triggered_only = yes
	option = {
		name = ww_congo.15.a
		ai_chance = {
			base = 100
		}
		772 = {
			add_core_of = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = annex_everything
			target = FROM
			generator = {
				772
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.13
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.13
	title = BBA_italy_missiolinis.13.t
	desc = BBA_italy_missiolinis.13.desc
	picture = GFX_report_event_generic_italian_celebration
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_successful_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.13.a
		ai_chance = {
			base = 10
		}
		ITA_missiolini_conquer_ethiopia_success_effect = yes
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_small_arms_workshop
Constructs: prerequisite, limit, has_country_flag, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_small_arms_workshop
	prerequisite = {
		focus = BHU_first_inspection
	} {
		focus = BHU_improve_agriculture
	}
	relative_position_id = BHU_first_inspection
	icon = GFX_goal_generic_construct_mil_factory
	x = 1
	y = 1
	cost = 8
	available = {
		has_country_flag = bhutan_improved_military_standards
	}
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_peoples_volunteer_army
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_peoples_volunteer_army
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = PRC_sea_central_military_commission
	}
	x = 2
	y = 1
	relative_position_id = PRC_sea_central_military_commission
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = PRC_peoples_volunteer_army
	}
}
### Entity: Idea
Component: AUS_a_good_show_2
Constructs: stability_factor, has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_a_good_show_2 = {
	picture = SOV_scientist_defect
	name = AUS_a_good_show
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		political_advisor_cost_factor = -0.15
		opinion_gain_monthly_factor = 0.2
		trade_opinion_factor = 0.25
		opinion_gain_monthly_same_ideology_factor = 0.35
		political_power_factor = 0.1
		democratic_acceptance = 50
		stability_factor = 0.075
		democratic_drift = 0.02
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.72
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.72
	title = BBA_italy_missiolinis.72.t
	desc = BBA_italy_missiolinis.72.desc
	picture = GFX_report_event_fighters
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_failed_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.72.a
		ITA_missiolini_strengthen_the_airforce_failure_effect = yes
	}
}
### Entity: Idea
Component: COR_ncm
Source: game
File: common/ideas/corsica.txt

Code:
COR_ncm = {
	picture = generic_navy_asia_3
	allowed = {
		original_tag = COR
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: GER_cas
Constructs: has_tech, any_of
Source: game
File: common/ai_equipment/GER_planes.txt

Code:
GER_cas = {
	category = air
	available_for = {
		GER
	}
	roles = {
		air_cas
	}
	priority = {
		factor = 100
	}
	cas_0 = {
		priority = {
			factor = 10
			modifier = {
				has_tech = basic_small_airframe
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 500
			type = small_plane_cas_airframe_0
			modules = {
				fixed_main_weapon_slot = bomb_locks
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_1_1x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			bomb_locks engine_1_1x armor_plate_small fuel_tanks_small
		}
	}
	cas_1 = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = small_plane_cas_airframe_1
			modules = {
				fixed_main_weapon_slot = bomb_locks
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_2_1x
				special_type_slot_1 = lmg_defense_turret
				special_type_slot_2 = dive_brakes_small
			}
		}
		allowed_modules = {
			bomb_locks engine_2_1x armor_plate_small fuel_tanks_small lmg_defense_turret dive_brakes_small
		}
	}
	cas_2 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = small_plane_cas_airframe_2
			modules = {
				fixed_main_weapon_slot = bomb_locks
				fixed_auxiliary_weapon_slot_1 = {
					any_of = {
						tank_buster_2 tank_buster_1
					}
				}
				engine_type_slot = engine_3_1x
				special_type_slot_1 = lmg_defense_turret
				special_type_slot_2 = drop_tanks
			}
		}
		allowed_modules = {
			bomb_locks drop_tanks tank_buster_2 tank_buster_1 engine_3_1x
		}
	}
	cas_3 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = small_plane_cas_airframe_3
			modules = {
				fixed_main_weapon_slot = bomb_locks
				fixed_auxiliary_weapon_slot_1 = tank_buster_2
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_2_2x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			tank_buster_2 bomb_locks engine_2_2x
		}
	}
}
### Entity: Event
Component: himalaya_tibet.28
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.28
	title = himalaya_tibet.28.t
	desc = himalaya_tibet.28.desc
	picture = GFX_report_event_tibetan_army_3
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = himalaya_tibet.28.a
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.53
Constructs: is_triggered_only, limit, add_political_power, has_active_mission, add_days_mission_timeout
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.53
	title = bftb_bulgaria_factions.53.t
	desc = bftb_bulgaria_factions.53.desc
	picture = GFX_report_event_bul_boris_military
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.53.a
		BUL_zveno_low_loyalty_decrease_effect = yes
		BUL_zveno_high_popularity_decrease_effect = yes
		add_political_power = 50
		if = {
			limit = {
				has_active_mission = BUL_impending_zveno_coup
			}
			add_days_mission_timeout = {
				mission = BUL_impending_zveno_coup
				days = BUL_zveno_coup_timer_delay_high
			}
		}
	}
}
### Entity: Idea
Component: HOL_allied_technological_developments
Constructs: research_speed_factor, has_government, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_allied_technological_developments = {
	picture = generic_research_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.1
	}
}
### Entity: Event
Component: austria.101
Constructs: is_triggered_only
Source: game
File: events/Austria.txt

Code:
news_event = {
	id = austria.101
	title = austria.101.t
	desc = austria.101.desc
	is_triggered_only = yes
	picture = GFX_news_event_generic_sign_treaty3
	major = yes
	option = {
		name = austria.101.a
		trigger = {
			OR = {
				original_tag = AUS HUN
			}
		}
	} {
		name = austria.101.b
		trigger = {
			original_tag = ITA
		}
	} {
		name = austria.101.c
		trigger = {
			OR = {
				original_tag = CZE YUG ROM
			}
		}
	} {
		name = austria.101.d
		trigger = {
			NOT = {
				original_tag = CZE YUG ROM ITA AUS HUN
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_bop.2
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_bop.2
	title = BBA_italy_bop.2.t
	desc = BBA_italy_bop.2.desc
	picture = GFX_report_event_generic_soldiers_surrendering
	is_triggered_only = yes
	option = {
		name = BBA_italy_bop.2.a
		effect_tooltip = {
			ITA_bop_very_low_decrease_effect = yes
		}
		custom_effect_tooltip = ITA_losing_colonies_tt
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_41
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_41 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 41
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 41
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_anti_drought_measures
Constructs: shared_focus, prerequisite, limit, remove_ideas, completion_reward, is_core_of, is_fully_controlled_by, complete_tooltip
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_anti_drought_measures
	icon = GFX_focus_generic_land_reclamation
	prerequisite = {
		focus = PLY_expand_the_banana_platnations PLY_expand_the_fishing_sector
	}
	relative_position_id = PLY_agriculture_based_economy
	x = 0
	y = 2
	cost = 15
	ai_will_do = {
		factor = 10
	}
	available = {
		any_owned_state = {
			is_core_of = ROOT
			is_fully_controlled_by = ROOT
		}
	}
	complete_tooltip = {
		swap_ideas = {
			remove_idea = NIU_banana_plantations_ii
			add_idea = NIU_banana_plantations_iii
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = NIU_constant_drought
			}
			remove_ideas = NIU_constant_drought
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		swap_ideas = {
			remove_idea = NIU_banana_plantations_ii
			add_idea = NIU_banana_plantations_iii
		}
		capital_scope = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Shared Focus
Component: ARAB_warm_climate_training
Constructs: shared_focus, division_template, prerequisite, limit, add_ideas, completion_reward, has_idea, has_dlc
Source: game
File: common/national_focus/r56_arab_minor_military_shared.txt

Code:
shared_focus = {
	id = ARAB_warm_climate_training
	icon = GFX_focus_generic_camel_corps
	prerequisite = {
		focus = ARAB_under_the_sun
	}
	relative_position_id = ARAB_under_the_sun
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = SAF_hot_climate_training
				}
			}
			add_ideas = SAF_hot_climate_training
		} {
			limit = {
				has_dlc = Battle for the Bosporus
				has_tech = camelry
				has_template = Camel Corps
			}
			capital_scope = {
				create_unit = {
					division = name = "Camel Corps" division_template = "Camel Corps" start_experience_factor = 0.05 start_equipment_factor = 1 start_manpower_factor = 1
					owner = ROOT
					count = 1
				}
			}
		}
		else = {
			swap_ideas = {
				remove_idea = SAF_hot_climate_training
				add_idea = SAF_hot_climate_training2
			}
		}
		add_tech_bonus = {
			name = land_doc_bonus
			bonus = 1
			uses = 1
			category = summer_clothing_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: MAL_DD_HISTORICAL
Source: game
File: common/units/names_ships/MAL_ship_names.txt

Code:
MAL_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		MAL
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = KD 
	fallback_name = Destroyer %d
	unique = {
		Kasturi Lekir Laksamana Hang Nadim Laksamana Tun Abdul Jamil Kedah Pahang Perak Terengganu Kelantan Selangor Perdana Serang Ganas Ganyang Handalan Perkasa Pendekar Gempita Jerung Todak Paus Yu Baung Pari Sri Perlis Sri Johor
	}
}
### Entity: Idea
Component: idea_CHI_a_new_middle_kingdom
Constructs: removal_cost
Source: game
File: common/ideas/china.txt

Code:
idea_CHI_a_new_middle_kingdom = {
	picture = CHI_a_new_middle_kingdom
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_attack_against_major_factor = 0.15
		army_defence_against_major_factor = 0.15
		max_command_power_mult = 0.1
	}
}
### Entity: Achievement
Component: montezumas_revenge
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
montezumas_revenge = {
	id = 24
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = MEX
	}
	happened = {
		controls_state = 378 379 380 377 376 375
	}
}
### Entity: Character
Component: GER_governor_general_trait
Constructs: stability_factor, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_governor_general_trait = {
	random = no
	stability_factor = -0.1
	army_core_defence_factor = -0.1
	conscription_factor = 0.15
	non_core_manpower = 0.03
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/LAND/motorized_design
Constructs: limit, has_country_flag, random_list, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/LAND/motorized_design = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_motorized_design_A = yes
							NOT = {
								EAI_motorized_design_A = yes
								EAI_motorized_design_B = yes
								EAI_motorized_design_C = yes
							}
						}
					}
				}
			} {
				factor = 5
			} {
				factor = 20
				tag = SOV
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/motorized_design = global.EAI_A_MOT_DESIGN
			}
			set_variable = {
				EAI_FOCUS/LAND/motorized_design = global.EAI_A_MOT_DESIGN
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_motorized_design_B = yes
						}
					}
				}
			} {
				factor = 1
			} {
				factor = 20
				tag = GER
			} {
				factor = 0.001
				NOT = {
					check_variable = {
						EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
					} {
						EAI_FOCUS/LAND/armor_focus_OVERRIDE = global.EAI_MARM_FOCUS
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/motorized_design = global.EAI_B_MOT_DESIGN
			}
			set_variable = {
				EAI_FOCUS/LAND/motorized_design = global.EAI_B_MOT_DESIGN
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_motorized_design_C = yes
						}
					}
				}
			} {
				factor = 1
			} {
				factor = 0.001
				NOT = {
					check_variable = {
						EAI_FOCUS/LAND/armor_focus = global.EAI_LARM_FOCUS
					} {
						EAI_FOCUS/LAND/armor_focus_OVERRIDE = global.EAI_LARM_FOCUS
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/motorized_design = global.EAI_C_MOT_DESIGN
			}
			set_variable = {
				EAI_FOCUS/LAND/motorized_design = global.EAI_C_MOT_DESIGN
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/motorized_design_OVERRIDE = global.EAI_HISTORICAL
			}
		}
		set_variable = {
			EAI_FOCUS/LAND/motorized_design = global.EAI_HISTORICAL
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_organize_uprisings_in_the_country
Constructs: prerequisite, add_stability, completion_reward, random_days
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_organize_uprisings_in_the_country
	icon = GFX_SOV_organize_uprisings_in_the_country_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_the_need_for_policy_changes
	}
	x = -2
	y = 1
	relative_position_id = SOV_the_need_for_policy_changes
	cost = 10
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	search_filters = {
		FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		SOV_paranoia_low_increase_effect = yes
		add_stability = -0.05
		hidden_effect = {
			country_event = {
				id = NSB_soviet_communist_civil_war.007
				days = 5
				random_days = 3
			}
		}
		custom_effect_tooltip = SOV_organize_uprisings_in_the_country_tt
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_liberate_costarica
Constructs: prerequisite, has_war, remove_ideas, completion_reward, has_army_manpower, has_guaranteed, is_ally_with, add_core_of
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_liberate_costarica
	icon = GFX_goal_generic_attack_costa_rica
	prerequisite = {
		focus = HON_liberate_nicaragua
	}
	relative_position_id = HON_liberate_nicaragua
	x = 0
	y = 1
	will_lead_to_war_with = COS
	cost = 5
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			strength_ratio = {
				tag = COS
				ratio = > 1.5
			}
		} {
			add = 15
			has_war = no
			has_army_manpower = {
				size = > 35000
			}
			any_other_country = {
				NOT = {
					has_guaranteed = COS
					is_ally_with = COS
				}
			}
		}
	}
	available = {
		has_army_manpower = {
			size = > 35000
		}
		controls_state = 317
		r56_script_i_am_sane = yes
		COS = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		COS = {
			r56_script_standard_bypass = yes
		}
	}
	bypass_effect = {
		316 = {
			add_core_of = ROOT
		}
	}
	completion_reward = {
		316 = {
			add_core_of = HON
		}
		COS = {
			clr_country_flag = monroe_doctrine
			remove_ideas = USA_monroe_doctrine_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		declare_war_on = {
			target = COS
			type = take_core_state
			generator = {
				316
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Order of Battle
Component: Sendai Kakumei Ha
Constructs: division_template
Source: game
File: history/units/JAP_sunfall_civil_war.txt

Code:
division = {
	name = Sendai Kakumei Ha
	location = 7169
	division_template = Tsugekitai
	start_experience_factor = 0.1
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Albania.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
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