Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_instill_auftragstaktik
Constructs: prerequisite, limit, completion_reward, add_doctrine_cost_reduction, add_to_variable, has_character, is_field_marshal
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_instill_auftragstaktik
	icon = GFX_goal_generic_axis_build_infantry
	prerequisite = {
		focus = GER_the_prussian_legacy GER_adopt_new_panzer_doctrine
	}
	x = 2
	y = 2
	relative_position_id = GER_the_prussian_legacy
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		army_experience = 25
		add_doctrine_cost_reduction = {
			name = GER_instill_auftragstaktik
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_chief_of_army
		GER_modify_army_modifier = yes
		add_to_variable = {
			GER_military_initiative_factor = 0.1
			tooltip = initiative_factor_tt
		}
		show_ideas_tooltip = franz_halder
		if = {
			limit = {
				has_character = GER_gerd_von_rundstedt
				GER_gerd_von_rundstedt = {
					is_field_marshal = no
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			GER_gerd_von_rundstedt = {
				promote_leader = yes
			}
		} {
			limit = {
				has_character = GER_gunther_von_kluge
				GER_gunther_von_kluge = {
					is_field_marshal = no
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			GER_gunther_von_kluge = {
				promote_leader = yes
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: toggle_silhouette_portraits
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
toggle_silhouette_portraits
|
Enables and disables silhouette portraits.
|
Only for developers.
|
### Entity: National Focus
Tree: afg_focus
Component: AFG_spinzar_cotton_factory
Constructs: prerequisite, limit, completion_reward, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_spinzar_cotton_factory
	icon = GFX_focus_generic_industry_1
	prerequisite = {
		focus = AFG_expand_telegraph_network
	}
	x = -3
	y = 1
	relative_position_id = AFG_expand_telegraph_network
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			prioritize = {
				1007
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Decision
Component: FIN_confederated_finno_russian_republics_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/FIN_decision_categories.txt

Code:
FIN_confederated_finno_russian_republics_category = {
	icon = GFX_decision_category_generic_foreign_policy
	allowed = {
		has_dlc = Arms Against Tyranny
		original_tag = FIN
	}
	priority = 20
	visible = {
		has_completed_focus = FIN_confederated_finno_russian_republics
	}
}
### Entity: Idea
Component: EAI_DD_7/modern_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/modern_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_get_best_target_on_borders
Constructs: limit, clear_temp_array, is_in_array, add_to_temp_array, set_temp_variable, check_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_get_best_target_on_borders = {
	clear_temp_array = airbase_border_states scored_target_states scored_target_states_scores
	for_each_scope_loop = {
		array = controlled_states
		if = {
			limit = {
				impassable = no
				any_neighbor_state = {
					CONTROLLER = {
						is_in_array = {
							_AIRBASE_get_best_target_on_TARGET_COUNTRIES = THIS.id
						}
					}
				}
			}
			add_to_temp_array = {
				airbase_border_states = THIS.id
			} {
				scored_target_states = THIS.id
			}
		}
	}
	set_temp_variable = {
		state_radius = 100
	} {
		state_radius = 100
	} {
		enemy_state_radius = 150
	} {
		_AIRBASE_get_wanted_airbases_deploy_fraction = 0.5
	} {
		EAI_PC_AIRBASE_get_airbase_balance_score_WEIGHT = 15
	} {
		EAI_PC_AIRBASE_get_wanted_airbases_score_WEIGHT = 15
	} {
		EAI_PC_AIRBASE_get_distance_score_WEIGHT = 10
	} {
		EAI_PC_AIRBASE_get_airbase_level_score_WEIGHT = 5
	} {
		EAI_PC_AIRBASE_get_infra_level_score_WEIGHT = 5
	}
	for_each_loop = {
		array = airbase_border_states
		value = tmp_border_state
		for_each_scope_loop = {
			array = ROOT.controlled_states
			if = {
				limit = {
					impassable = no
					NOT = {
						is_in_array = {
							airbase_border_states = THIS.id
						}
					} {
						any_neighbor_state = {
							CONTROLLER = {
								is_in_array = {
									_AIRBASE_get_best_target_on_TARGET_COUNTRIES = THIS.id
								}
							}
						}
					}
				}
				var:tmp_border_state = {
					if = {
						limit = {
							OR = {
								check_variable = {
									distance_to@PREV = < state_radius
								}
								PREV = {
									any_neighbor_state = {
										state = var:tmp_border_state
									}
								}
							}
						}
						if = {
							limit = {
								NOT = {
									is_in_array = {
										scored_target_states = PREV.id
									}
								}
							}
							add_to_temp_array = {
								scored_target_states = PREV.id
							}
						}
					}
				}
			}
		}
	} {
		array = airbase_border_states
		value = tmp_border_state
		for_each_scope_loop = {
			array = _AIRBASE_get_best_target_on_TARGET_COUNTRIES
			for_each_scope_loop = {
				array = controlled_states
				var:tmp_border_state = {
					if = {
						limit = {
							check_variable = {
								distance_to@PREV = < enemy_state_radius
							}
						}
						add_to_temp_variable = {
							enemy_airbases_in_range_@THIS = PREV.building_level@air_base
						}
					}
				
# ... (truncated)
### Entity: AI Strategy
Component: ai_focus_naval_EST
Source: game
File: common/ai_focuses/EST.txt

Code:
ai_focus_naval_EST = {
	research = {
		naval_equipment = 5.0
		naval_doctrine = 100.0
		marine_tech = 10.0
		dd_tech = 3.0
		cl_tech = 3.0
		ca_tech = 3.0
		bc_tech = 3.0
		bb_tech = 3.0
		shbb_tech = 3.0
		tp_tech = 3.0
		cv_tech = 3.0
		ss_tech = 3.0
	}
}
### Entity: AI Strategy
Component: ITA_ConvoyEscort_1
Source: game
File: common/ai_navy/taskforce/ITA_taskforce_templates.txt

Code:
ITA_ConvoyEscort_1 = {
	allowed = {
		original_tag = ITA
	}
	ai_will_do = {
		factor = 5
	}
	mission = {
		convoy_escort
	}
	min_composition = {
		destroyer = {
			amount = 3
		}
	}
	optimal_composition = {
		destroyer = {
			amount = 10
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_STR_aircraft_production
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_STR_aircraft_production = {
	OR = {
		has_tech = basic_large_airframe strategic_bomber1
	}
	EAI_STR_tech_focus = yes
}
### Entity: Event
Component: austria.112
Constructs: is_triggered_only, ai_chance, limit, every_controlled_state, is_core_of, add_core_of, annex_country
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.112
	title = austria.112.t
	desc = austria.112.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = austria.112.a
		custom_effect_tooltip = GAME_OVER_TT
		AUS = {
			country_event = austria.113
		}
		effect_tooltip = {
			every_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				add_core_of = AUS
			}
			AUS = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
		}
	} {
		name = austria.112.a
		ai_chance = {
			base = 0
		}
		AUS = {
			country_event = austria.114
		}
		custom_effect_tooltip = raj_may_lead_to_war
	}
}
### Entity: Scripted Trigger
Component: EAI_non_strategic_materials_MODULE_FOCUS
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_non_strategic_materials_MODULE_FOCUS = {
	OR = {
		AND = {
			OR = {
				EAI_FTR_tech_focus = yes
				EAI_HFTR_tech_focus = yes
			} {
				check_variable = {
					EAI_fighter_variant = global.EAI_FIGHTER_VARIANT_C
				} {
					EAI_fighter_variant = global.EAI_FIGHTER_VARIANT_D
				}
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_rebuke_the_treaty_of_kars
Constructs: prerequisite, limit, has_government, completion_reward, add_state_claim, has_global_flag, is_in_faction_with, is_faction_leader
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_rebuke_the_treaty_of_kars
	icon = GFX_focus_attack_soviet
	prerequisite = {
		focus = TUR_misak_i_milli
	}
	x = 0
	y = 1
	relative_position_id = TUR_misak_i_milli
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_state_claim = 231 230 229 233
		if = {
			limit = {
				has_global_flag = TUR_soviets_keeping_eye_on_turkey
				TUR = {
					is_in_faction_with = SOV
					is_faction_leader = no
				}
				SOV = {
					any_allied_country = {
						NOT = {
							tag = TUR
						}
						OR = {
							controls_state = 231 230 229 233
						}
					}
				}
			}
			SOV = {
				country_event = {
					id = bftb_turkey.138
				}
			}
		}
		else_if = {
			limit = {
				has_global_flag = TUR_soviets_faction_warning
				TUR = {
					is_in_faction_with = SOV
					is_faction_leader = no
				}
				SOV = {
					any_allied_country = {
						NOT = {
							tag = TUR
						}
						OR = {
							controls_state = 231 230 229 233
						}
					}
				}
			}
			SOV = {
				country_event = {
					id = bftb_turkey.139
				}
			}
		} {
			limit = {
				has_global_flag = TUR_fascist_faction_leader_keeping_eye_on_turkey
				var:faction_leader = {
					has_government = fascism
				}
				TUR = {
					is_in_faction = yes
					is_faction_leader = no
					any_allied_country = {
						NOT = {
							tag = TUR
						}
						OR = {
							controls_state = 231 230 229 233
						}
					}
				}
			}
			var:faction_leader = {
				country_event = {
					id = bftb_turkey.138
				}
			}
		} {
			limit = {
				has_global_flag = TUR_fascist_faction_leader_warned_turkey
				var:faction_leader = {
					has_government = fascism
				}
				TUR = {
					is_in_faction = yes
					is_faction_leader = no
					any_allied_country = {
						NOT = {
							tag = TUR
						}
						OR = {
							controls_state = 231 230 229 233
						}
					}
				}
			}
			var:faction_leader = {
				country_event = {
					id = bftb_turkey.139
				}
			}
		}
	}
}
### Entity: Effect Reference
Construct: addfunds
Constructs: addfunds, prerequisite, add_cic_bank
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
addfunds
|
Adds funds to all MIOs
|
Adds 1000 funds to every MIO (military industrial organisation)
|

addTaskCapacity [number]
|
Adds task capacity to all MIOs
|
Defaults to 1 if no input given.
To add task capacity to only a specific MIO, you will need to find the MIO id in \Hearts of Iron IV\common\military_industrial_organization\organizations\<your country's tag>.txt
Then you use addTaskCapacity [<MIO id>] [number]

|

addSize [number]
|
Adds trait points to all MIOs
|
Defaults to 1 if no input given.
To add trait points to only a specific MIO, you will need to find the MIO id in \Hearts of Iron IV\common\military_industrial_organization\organizations\<your country's tag>.txt
Then you use addSize [<MIO id>] [number]

|

add_cic_bank [number]
|
Adds Economic Capacity Surplus for the player in the International Market
|
Defaults to 1 if no input given
|

whitepeace(wp) [<country tags>]
|
White peace with the specified countries.
|

|

teleport(tp)
|
Activates the Teleportation tool
|
Can teleport units where ever you tell them to go (right click a province with a selected unit)
|

allowdiplo(adiplo,nocb)
|
Allows to use all diplomatic actions for no matter the rules. (Can declare war without justification)
|
This is likely the most effective way of wanting to start a war without needing to wait for the justification. If you only want instant justification and not the extra options it comes with, then use (instant_wargoal).
|

debug_crash(crash)
|
Crashes the game.
|

|

instantconstruction (ic)
|
Toggles instant construction cheat.
|
Affects AI. Ships are also constructed instantly.
|

research [<slot id> or "all"]
|
Researches a technology from research slot or all.
|
Research all will instant research all technologies
|

research_on_icon_click (roic)
|
Research a technology when clicking on technology tree icon
|
Will Allow you to research an item without its prerequisite or two mutually exclusive items
|

toggle_hidden_techs (tht)
|
Toggle show/hide all hidden techs.
|

|

sp_breakthrough [<number>]
sp_breakthrough [<number> optional <specialisation>] (sp_br)

|
Adds special project breakthrough points for all facilities.
|
ex: sp_breakthrough 1
ex: sp_br 20 specialization_land

Specialization are: specialization_land, specialization_air, specialization_naval, specialization_nuclear (For the one added by mod it's in Mod Path\common\special_projects\spe
# ... (truncated)
### Entity: Idea
Component: EAI_DD_9/heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: Idea
Component: newport_news_shipbuilding
Constructs: research_bonus
Source: game
File: common/ideas/usa.txt

Code:
newport_news_shipbuilding = {
	allowed = {
		original_tag = USA
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		pacific_fleet_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.27
Constructs: is_triggered_only
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.27
	title = NSB_soviet_fascist_tsarist.27.t
	desc = NSB_soviet_fascist_tsarist.27.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.27.a
	}
}
### Entity: Modding Documentation
Construct: Objects
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## Draw.Objects
* Type: Boolean
* Not available in release build
### Entity: National Focus
Tree: kor_focus
Component: KOR_prosperity_propaganda
Constructs: prerequisite, has_government, add_stability, completion_reward
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_prosperity_propaganda
	icon = GFX_goal_generic_farm_tractor
	cost = 10
	prerequisite = {
		focus = KOR_complete_collectivization
	}
	relative_position_id = KOR_complete_collectivization
	x = 0
	y = 1
	available = {
		has_government = communism
	}
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		add_stability = 0.1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: MEN_disorganized_military_3
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_disorganized_military_3 = {
	name = MEN_disorganized_military
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = tur_disorganised_armed_forces
	modifier = {
		army_org_factor = -0.05
		max_planning_factor = -0.1
		army_morale_factor = -0.05
		war_support_factor = -0.05
		consumer_goods_factor = 0.05
	}
}
### Entity: Event
Component: SEA_generic_events.8
Constructs: is_triggered_only, ai_chance, add_stability, add_popularity, has_stability
Source: game
File: events/SEA_generic_events.txt

Code:
country_event = {
	id = SEA_generic_events.8
	title = SEA_generic_events.8.t
	desc = SEA_generic_events.8.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = SEA_generic_events.8.a
		ai_chance = {
			base = 10
		}
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
	} {
		name = SEA_generic_events.8.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_stability = > 0.8
			} {
				factor = 0.5
				has_stability = > 0.65
			}
		}
		add_stability = 0.01
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/BOL_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = BOL
		}
		requested_factories = 1
		progress = 0.33
		efficiency = 100
	}
}
### Entity: Country History
Country: BAD
Component: BAD_technology
Constructs: set_technology
Source: game
File: history/countries/BAD - Baden.txt

Code:
# Starting Technologies for BAD
set_technology = {
	etax_doctrine = 1
	camo = 1
	sniper_rifle = 1
	steel_production_1 = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
	mtg_transport = 1
}
### Entity: Scripted Trigger
Component: frloc_tags_sg_masc_cons_le_du_au_01a
Constructs: has_government
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_tags_sg_masc_cons_le_du_au_01a = {
	OR = {
		AND = {
			has_government = fascism
			OR = {
				tag = BOT BRA CAN CHL COS CUB ELS FSM GYA HAN HON JAP LUX MEK MEN MNT MZB NIC NOR PAR POR PRU RCG SHL SWE VEN WUR
				original_tag = BOT BRA CAN CHL COS CUB ELS FSM GYA HAN HON JAP LUX MEK MEN MNT MZB NIC NOR PAR POR PRU RCG SHL SWE VEN WUR
			}
		} {
			has_government = communism
			OR = {
				tag = LUX PAR SIK TAN
				original_tag = LUX PAR SIK TAN
			}
		} {
			has_government = democratic
			OR = {
				tag = BAN BLZ BRD CAN CHL COS DAH DEN ENG HON KAZ KUR KUW KYR LEB LIB LUX MOR NAV PAN SEN SHL VOL WLS
				original_tag = BAN BLZ BRD CAN CHL COS DAH DEN ENG HON KAZ KUR KUW KYR LEB LIB LUX MOR NAV PAN SEN SHL VOL WLS
			}
		} {
			has_government = neutrality
			OR = {
				tag = BHU BOT BRA BRM CHA CMR COG DAH GAB GHA GUA GYA KEN KHA KOS LEB MEN MEX MLI MLW MNT MZB NEP NGA NGR NIC PAK PAR POR QAT RCG RWA SHX SIA SPM SRL SUD SUR TAJ TAN TIB TIG TOG YEM YUN ZIM
				original_tag = BHU BOT BRA BRM CHA CMR COG DAH GAB GHA GUA GYA KEN KHA KOS LEB MEN MEX MLI MLW MNT MZB NEP NGA NGR NIC PAK PAR POR QAT RCG RWA SHX SIA SPM SRL SUD SUR TAJ TAN TIB TIG TOG YEM YUN ZIM
			}
		}
	}
}
### Entity: Decision
Component: RAJ_GOE_mughal_independence_category
Constructs: has_dlc, is_raj_or_raj_inheritor
Source: game
File: common/decisions/categories/RAJ_GOE_decision_categories.txt

Code:
RAJ_GOE_mughal_independence_category = {
	on_map_area = {
		targets = {
			443 989
		}
		name = RAJ_GOE_secure_western_india
		zoom = 150
	} {
		targets = {
			433 428 437
		}
		name = RAJ_GOE_secure_western_central_india
		zoom = 150
	} {
		targets = {
			429 427 424 425 423 982 983
		}
		name = RAJ_GOE_secure_southern_india
		zoom = 150
	} {
		targets = {
			436 984 426 438 435
		}
		name = RAJ_GOE_secure_central_india
		zoom = 150
	} {
		targets = {
			431 985 430 432 990 434
		}
		name = RAJ_GOE_secure_eastern_india
		zoom = 150
	} {
		targets = {
			441 787
		}
		name = RAJ_GOE_secure_northern_india
		zoom = 150
	} {
		targets = {
			440 986 439
		}
		name = RAJ_GOE_secure_northern_central_india
		zoom = 150
	}
	icon = GFX_decision_category_NOR_fascist_deploy_prep
	priority = 100
	allowed = {
		has_dlc = Graveyard of Empires
		OR = {
			is_raj_or_raj_inheritor = yes
			tag = ENG
		}
	}
}
### Entity: Order of Battle
Component: air_wing_219
Constructs: is_female
Source: game
File: history/units/SOV_night_witches_nsb_alt_bba.txt

Code:
air_wings = {
	219 = {
		small_plane_cas_airframe_0 = {
			owner = SOV
			amount = 40
			version_name = U-2
		}
		name = 588. Night Bomber Regiment 587. Bomber Regiment 586. Air Defense Fighter Regiment
		ace = {
			modifier = support_unique
			name = Lyubov
			surname = Golanchikova
			callsign = Singing Cuckoo
			is_female = yes
		} {
			modifier = bomber_unique
			name = Sofiya
			surname = Dolgorukaya
			callsign = Racing Princess
			is_female = yes
		} {
			modifier = fighter_unique
			name = Nadezhda
			surname = Degtereva
			callsign = Eager Bird
			is_female = yes
		}
		small_plane_cas_airframe_2 = {
			owner = SOV
			amount = 40
			version_name = Pe-2
		}
		small_plane_airframe_1 = {
			owner = SOV
			amount = 40
			version_name = Yak-1
		}
	}
}
### Entity: Scripted Effect
Component: AST_alp_5_time_discount_effect_reverse
Constructs: has_completed_focus, limit
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
AST_alp_5_time_discount_effect_reverse = {
	reduce_focus_completion_cost = {
		focus = AST_no_foreign_battlefields
		cost = -5
	} {
		focus = AST_aerial_defense
		cost = -5
	} {
		focus = AST_ratify_westminster_adoption_act
		cost = -5
	} {
		focus = AST_administer_the_mandate
		cost = -5
	} {
		focus = AST_a_rational_request
		cost = -5
	} {
		focus = AST_volunteers
		cost = -5
	} {
		focus = AST_until_the_tide_of_battle_swings
		cost = -5
	} {
		focus = AST_walls_and_whispers
		cost = -5
	} {
		focus = AST_united_states_as_our_keystone
		cost = -5
	} {
		focus = AST_liberty_loans
		cost = -5
	} {
		focus = AST_bring_on_the_giant
		cost = -5
	} {
		focus = AST_conscription_at_last
		cost = -5
	} {
		focus = AST_pleading_britain
		cost = -5
	} {
		focus = AST_reinforcements
		cost = -5
	} {
		focus = AST_ending_overseas_conscription
		cost = -5
	} {
		focus = AST_an_uncle_for_father_figure
		cost = -5
	} {
		focus = AST_we_endured
		cost = -5
	} {
		focus = AST_seven_million_britishers
		cost = -5
	} {
		focus = AST_its_fight_work_or_perish
		cost = -5
	}
	IF = {
		limit = {
			NOT = {
				has_completed_focus = AST_inevitably_independent
			}
		}
		reduce_focus_completion_cost = {
			focus = AST_allied_after_all
			cost = -5
		} {
			focus = AST_the_pacific_resistance
			cost = -5
		} {
			focus = AST_equal_training
			cost = 5
		} {
			focus = AST_a_northern_barrier
			cost = -5
		} {
			focus = AST_demand_resources
			cost = -5
		} {
			focus = AST_reclaim_the_lost_territory
			cost = -5
		}
	} {
		limit = {
			NOT = {
				has_completed_focus = AST_the_ultimate_overseas_duty
			}
		}
		reduce_focus_completion_cost = {
			focus = AST_under_the_rule_of_canberra
			cost = -5
		} {
			focus = AST_taking_the_helm
			cost = -5
		} {
			focus = AST_a_change_of_authority
			cost = -5
		}
	}
}