Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: JAP_big_zaibatsu_faction_loss
Constructs: limit, check_variable, has_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_big_zaibatsu_faction_loss = {
	if = {
		limit = {
			check_variable = {
				JAP_zaibatsu_faction_influence_level = > JAP_minimum_faction_level
			}
		}
		if = {
			limit = {
				has_idea = JAP_zaibatsu_faction_tier_4
			}
			if = {
				limit = {
					check_variable = {
						JAP_zaibatsu_faction_influence_level = > JAP_maximum_faction_level_check
					}
				}
				custom_effect_tooltip = JAP_big_zaibatsu_faction_loss_tt
			}
			else = {
				custom_effect_tooltip = JAP_big_zaibatsu_faction_loss_tt
				JAP_zaibatsu_faction_goes_down_from_tier_4_to_tier_3 = yes
			}
		}
		else_if = {
			limit = {
				has_idea = JAP_zaibatsu_faction_tier_3
			}
			if = {
				limit = {
					check_variable = {
						JAP_zaibatsu_faction_influence_level = > JAP_tier_3_to_tier_2_big_gate
					}
				}
				custom_effect_tooltip = JAP_big_zaibatsu_faction_loss_tt
			}
			else = {
				custom_effect_tooltip = JAP_big_zaibatsu_faction_loss_tt
				JAP_zaibatsu_faction_goes_down_from_tier_3_to_tier_2 = yes
			}
		} {
			limit = {
				has_idea = JAP_zaibatsu_faction_tier_2
			}
			if = {
				limit = {
					check_variable = {
						JAP_zaibatsu_faction_influence_level = > JAP_tier_2_to_tier_1_big_gate
					}
				}
				custom_effect_tooltip = JAP_big_zaibatsu_faction_loss_tt
			}
			else = {
				custom_effect_tooltip = JAP_big_zaibatsu_faction_loss_tt
				JAP_zaibatsu_faction_goes_down_from_tier_2_to_tier_1 = yes
			}
		}
		else = {
			custom_effect_tooltip = JAP_big_zaibatsu_faction_loss_tt
		}
		subtract_from_variable = {
			JAP_zaibatsu_faction_influence_level = JAP_big_influence_point
		}
	}
	else_if = {
		limit = {
			check_variable = {
				JAP_zaibatsu_faction_influence_level = > JAP_tier_1_minimum_limit
			}
		}
		custom_effect_tooltip = JAP_small_zaibatsu_faction_loss_tt
		subtract_from_variable = {
			JAP_zaibatsu_faction_influence_level = JAP_small_influence_point
		}
	}
}
### Entity: Country History
Country: SOL
Component: SOL_technology
Constructs: set_technology
Source: game
File: history/countries/SOL - Solomon Islands.txt

Code:
# Starting Technologies for SOL
set_technology = {
	infantry_weapons = 1
}
### Entity: Event
Component: japan.15
Constructs: is_triggered_only, limit, add_ideas, add_stability, load_oob, add_manpower, set_global_flag, has_dlc
Source: game
File: events/Japan.txt

Code:
country_event = {
	id = japan.15
	title = japan.15.t
	desc = japan.15.d
	picture = GFX_report_event_indian_soldiers
	is_triggered_only = yes
	option = {
		name = japan.15.a
		hidden_effect = {
			load_oob = JAP_Indian_National_Army_reinforcement
		}
		custom_effect_tooltip = JAP_Indian_National_Army_arrives
		add_manpower = 10000
		set_global_flag = indian_national_army_setup
		RAJ = {
			add_stability = -0.2
			if = {
				limit = {
					has_dlc = Together for Victory
				}
				add_popularity = {
					ideology = fascism
					popularity = 0.1
				} {
					ideology = democratic
					popularity = -0.05
				}
				else = {
					add_ideas = RAJ_azad_hind
					ENG = {
						country_event = {
							id = britain.19
						}
					}
				}
			}
		}
	}
}
### Entity: Character
Component: generallissimo
Source: game
File: common/country_leader/00_traits.txt

Code:
generallissimo = {
	random = no
	defensive_war_stability_factor = 0.4
	ai_desired_divisions_factor = 0.05
}
### Entity: National Focus
Tree: ast_focus
Component: AST_womens_armed_services
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_womens_armed_services
	icon = GFX_focus_generic_women_in_military
	prerequisite = {
		focus = AST_recruitment_drive
	}
	relative_position_id = AST_recruitment_drive
	x = 0
	y = 2
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = available_political_advisor generic_skip_one_line_tt
		show_ideas_tooltip = AST_clare_stevenson
		add_or_modify_AST_strength_in_numbers_spirit = yes
		add_to_variable = {
			AST_strength_in_numbers_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		} {
			AST_strength_in_numbers_stability_factor = -0.05
			tooltip = stability_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER
	}
}
### Entity: Country History
Country: GUA
Component: GUA_technology
Constructs: set_technology
Source: game
File: history/countries/GUA - Guatemla.txt

Code:
# Starting Technologies for GUA
set_technology = {
	infantry_weapons = 1
	gw_artillery = 1
}
### Entity: Character
Component: KEN_ncs
Source: game
File: common/characters/KEN.txt

Code:
KEN_ncs = {
	advisor = {
		slot = high_command
		idea_token = KEN_ncs
		ledger = navy
		allowed = {
			original_tag = KEN
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Idea
Component: EST_republican_defence_league_idea
Constructs: removal_cost
Source: game
File: common/ideas/estonia.txt

Code:
EST_republican_defence_league_idea = {
	picture = EST_republican_defence_league
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		training_time_army_factor = -0.1
	}
}
### Entity: Joint Focus
Tree: ssb_focus
Component: SSB_savak_protect_us
Constructs: has_completed_focus, prerequisite, joint_focus, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/goe_shared_saadabad_branch.txt

Code:
joint_focus = {
	id = SSB_savak_protect_us
	icon = GFX_focus_PER_form_savak
	prerequisite = {
		focus = SSB_coordinate_military_production
	}
	relative_position_id = SSB_coordinate_military_production
	x = 0
	y = 1
	cost = 5
	text_icon = SSB_PER_focus_style
	available = {
		tag = PER
		has_completed_focus = PER_form_savak
		SSB_basic_available_trigger = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {

	}
	ai_will_do = {
		factor = 0
	}
	joint_trigger = {
		SSB_basic_available_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = SSB_spirit_tooltip
		add_to_variable = {
			var = SSB_intelligence_agency_defense
			value = 0.2
			tooltip = intelligence_agency_defense_tt
		} {
			var = SSB_agency_upgrade_time
			value = -0.2
			tooltip = agency_upgrade_time_tt
		}
	}
}
### Entity: Idea
Component: CHI_hyper_inflation_1
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_hyper_inflation_1 = {
	picture = chi_hyper_inflation
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
		industrial_capacity_factory = -0.05
	}
}
### Entity: Unit Template
Component: SAX_PAR_01
Source: game
File: common/units/names_divisions/SAX_names_divisions.txt

Code:
SAX_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		SAX
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d. Fallschirmjäger Division
	ordered = {
		1 = {
			%d. Fallschirmjäger Division
		}
		2 = {
			%d. Fallschirmjäger Division
		}
		3 = {
			%d. Fallschirmjäger Division
		}
		4 = {
			%d. Fallschirmjäger Division
		}
		5 = {
			%d. Fallschirmjäger Division
		}
		6 = {
			%d. Fallschirmjäger Division
		}
		7 = {
			%d. Fallschirmjäger Division
		}
		9 = {
			%d. Fallschirmjäger Division
		}
		8 = {
			%d. Fallschirmjäger Division
		}
		10 = {
			%d. Fallschirmjäger Division
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_form_savama
Constructs: has_completed_focus, prerequisite, limit, add_ideas, remove_ideas, has_government, add_stability, completion_reward
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_form_savama
	icon = GFX_focus_generic_secret_service_agency
	prerequisite = {
		focus = PER_roll_back_reforms PER_finding_a_shah
	}
	x = -1
	y = 1
	relative_position_id = PER_roll_back_reforms
	cost = 10
	available = {
		has_government = fascism
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = {
					name = Office of National Integrity
					icon = GFX_intelligence_agency_logo_generic_1
				}
			}
			else = {
				add_stability = 0.05
			}
		}
		else = {
			if = {
				limit = {
					NOT = {
						has_completed_focus = PER_form_savak
					}
				}
				add_ideas = PER_savak_idea_no_lar
			}
			else = {
				add_stability = 0.05
			}
		}
		remove_ideas = PER_azerbaijan_resistance_idea PER_kurdistan_resistance_idea
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_subjugating_the_bulgarians
Constructs: prerequisite, has_war, completion_reward, is_subject, is_puppet_of, create_wargoal, annex_everything
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_subjugating_the_bulgarians
	icon = GFX_focus_generic_attack_bulgaria
	prerequisite = {
		focus = GRE_hellenoturkism
	} {
		focus = GRE_cement_greco_german_ties
	}
	x = 1
	y = 1
	relative_position_id = GRE_hellenoturkism
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			AND = {
				has_war = no
				strength_ratio = {
					tag = BUL
					ratio = > 0.4
				}
			}
		}
	}
	available = {
		is_subject = no
	}
	bypass = {
		BUL = {
			OR = {
				exists = no
				is_puppet_of = GRE
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = BUL
			expire = 0
		}
	}
}
### Entity: Scripted Trigger
Component: TUR_is_hostile_kurdish_state
Constructs: has_dynamic_modifier
Source: game
File: common/scripted_triggers/TUR_scripted_triggers.txt

Code:
TUR_is_hostile_kurdish_state = {
	custom_trigger_tooltip = {
		tooltip = TUR_is_hostile_kurdish_state_tt
		OR = {
			AND = {
				state = 350
				OR = {
					has_dynamic_modifier = {
						modifier = kurdish_agitation
					} {
						modifier = kurdish_separatism
					} {
						modifier = kurdish_rebellion
					}
				}
			} {
				state = 353
				OR = {
					has_dynamic_modifier = {
						modifier = kurdish_agitation
					} {
						modifier = kurdish_separatism
					} {
						modifier = kurdish_rebellion
					}
				}
			} {
				state = 800
				OR = {
					has_dynamic_modifier = {
						modifier = kurdish_agitation
					} {
						modifier = kurdish_separatism
					} {
						modifier = kurdish_rebellion
					}
				}
			} {
				state = 352
				OR = {
					has_dynamic_modifier = {
						modifier = kurdish_agitation
					} {
						modifier = kurdish_separatism
					} {
						modifier = kurdish_rebellion
					}
				}
			}
		}
	}
}
### Entity: Game Rule
Component: FIN_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
FIN_ai_behavior = {
	name = FIN_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_HISTORICAL_FIN_AI_DESC
		allow_achievements = yes
	} {
		required_dlc = Arms Against Tyranny
		name = FIN_FASCIST_PLAN
		text = RULE_OPTION_FIN_FASCIST_PLAN
		desc = RULE_OPTION_FIN_FASCIST_PLAN_DESC
	} {
		required_dlc = Arms Against Tyranny
		name = FIN_COMMUNIST_PLAN
		text = RULE_OPTION_FIN_COMMUNIST_PLAN
		desc = RULE_OPTION_FIN_COMMUNIST_PLAN_DESC
	} {
		required_dlc = Arms Against Tyranny
		name = FIN_DEMOCRATIC_PLAN
		text = RULE_OPTION_FIN_DEMOCRATIC_PLAN
		desc = RULE_OPTION_FIN_DEMOCRATIC_PLAN_DESC
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: Idea
Component: CHI_hyper_inflation_4
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_hyper_inflation_4 = {
	picture = chi_hyper_inflation4
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.4
		industrial_capacity_factory = -0.2
	}
}
### Entity: Modifier Reference
Component: CHI_warlord_army_dynamic_modifier
Constructs: political_power_gain, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_warlord_army_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_CHI_military_affairs_commission
	political_power_gain = CHI_warlord_army_political_power_gain
	army_core_attack_factor = CHI_warlord_army_army_core_attack_factor
	army_core_defence_factor = CHI_warlord_army_army_core_defence_factor
	production_speed_buildings_factor = CHI_warlord_army_production_speed_buildings_factor
	army_infantry_attack_factor = CHI_warlord_army_army_infantry_attack_factor
	army_infantry_defence_factor = CHI_warlord_army_army_infantry_defence_factor
	special_forces_cap = CHI_warlord_army_special_forces_cap
	special_forces_out_of_supply_factor = CHI_warlord_army_special_forces_out_of_supply_factor
}
### Entity: Event
Component: chi_jap.7
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = chi_jap.7
	title = chi_jap.7.t
	desc = chi_jap.7.d
	picture = GFX_report_event_chinese_soldiers_01
	is_triggered_only = yes
	option = {
		name = chi_jap.7.a
	}
}
### Entity: Event
Component: wtt_xian_incident.4
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, has_war_with
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_xian_incident.4
	title = wtt_xian_incident.4.t
	desc = wtt_xian_incident.4.desc
	picture = GFX_report_event_china_politicians_captured
	is_triggered_only = yes
	option = {
		name = wtt_xian_incident.4.a
		ai_chance = {
			base = 25
			modifier = {
				factor = 4
				has_war_with = JAP
			} {
				PRC = {
					has_completed_focus = PRC_social_democracy_focus
				}
				factor = 2
			} {
				CHI_is_on_historical_plan_trigger = yes
				factor = 0
			}
		}
		PRC = {
			country_event = wtt_xian_incident.5
		}
	} {
		name = wtt_xian_incident.4.b
		ai_chance = {
			base = 75
			modifier = {
				PRC = {
					has_completed_focus = PRC_focus_on_china
				}
				factor = 2
			} {
				JAP = {
					NOT = {
						has_government = fascism
					}
				}
				factor = 2
			}
		}
		event_target:CHI_xian_instigator = {
			country_event = wtt_xian_incident.6
		}
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_vietnamese_private_armament_business
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_vietnamese_private_armament_business
	icon = GFX_goal_generic_construct_mil_factory
	cost = 10
	prerequisite = {
		focus = FRI_expand_the_tungsten_mines
	} {
		focus = FRI_expand_the_opium_trade
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				286
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				671
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = -1
	y = 5
	relative_position_id = FRI_continue_the_politique_politique_du_paysannat
}
### Entity: Event
Component: PER_imperial_events.172
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.172
	title = PER_imperial_events.172.t
	desc = PER_imperial_events.172.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.172.a
		ai_chance = {
			base = 90
		}
	}
}
### Entity: Event
Component: AUS_political_events.10
Constructs: is_triggered_only, add_opinion_modifier, add_political_power
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.10
	title = AUS_political_events.10.t
	desc = AUS_political_events.10.desc
	picture = GFX_report_event_czech_soldiers_01
	is_triggered_only = yes
	option = {
		name = AUS_political_events.10.a
		add_political_power = 150
		add_opinion_modifier = {
			target = GER
			modifier = large_decrease
		}
		GER = {
			add_opinion_modifier = {
				target = AUS
				modifier = large_decrease
			}
		}
	}
}
### Entity: Event
Component: r56w.event.31
Constructs: has_country_flag, fire_only_once, clr_country_flag, set_country_flag, set_global_flag
Source: game
File: events/r56w_events.txt

Code:
country_event = {
	id = r56w.event.31
	title = r56w.event.31.t
	desc = r56w.event.31.d
	picture = GFX_r56w_generic_event_02
	fire_only_once = yes
	trigger = {
		has_country_flag = r56w_flag_book_01
	}
	mean_time_to_happen = {
		days = 21
	}
	option = {
		name = r56w.event.31.a
		clr_country_flag = r56w_flag_book_01
		set_country_flag = r56w_flag_book_02
		set_global_flag = r56w_flag_book_open
	} {
		name = r56w.event.31.b
		clr_country_flag = r56w_flag_book_01
		set_country_flag = r56w_flag_book_closed
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_law_no_9914
Constructs: prerequisite, completion_reward, add_political_power, has_war_with_major, add_timed_idea
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_law_no_9914
	available = {

	} {
		FIN = {
			has_war_with_major = yes
		}
	}
	icon = GFX_focus_invite_finland
	x = 0
	y = 1
	cost = 5
	relative_position_id = URG_declare_neutrality
	prerequisite = {
		focus = URG_declare_neutrality
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_political_power = 120
		FIN = {
			add_timed_idea = {
				idea = idea_URG_food_for_the_warmachine
				days = 365
			}
		}
	}
}
### Entity: Idea
Component: CUF_analyzed_japanese_guns_combo
Constructs: has_war_with, removal_cost, planning_speed
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CUF_analyzed_japanese_guns_combo = {
	picture = chi_war_of_resistance2
	cancel = {
		tag = CUG
		NOT = {
			has_war_with = JAP
		}
	}
	removal_cost = -1
	modifier = {
		planning_speed = 0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.075
	} {
		tag = CUG
		attack_bonus_against = -0.075
		defense_bonus_against = -0.075
	}
}
### Entity: Idea
Component: EAI_DD_18/anti_air_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/anti_air_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_air_equipment = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: khm_focus
Component: KHM_take_control_of_zakat_and_waqf
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = KHM_take_control_of_zakat_and_waqf
	icon = GFX_focus_generic_monetary_union
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = KHM_shizangs_coup
	}
	relative_position_id = KHM_shizangs_coup
	ai_will_do = {
		base = 5
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_ideas = KHM_influx_of_funds_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		capital_scope = {
			IF = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Focus Titlebar Style
Component: GXC_GDC_focus_style
Source: game
File: common/national_focus/00_titlebar_styles.txt

Code:
style = {
	name = GXC_GDC_focus_style
	unavailable = GFX_focus_unavailable_joint_GDC_GXC
	completed = GFX_focus_completed_joint_GDC_GXC
	available = GFX_focus_can_start_joint_GDC_GXC
	current = GFX_focus_current_joint_GDC_GXC
}
### Entity: AI Strategy
Component: PRC_save_up_equipments
Constructs: has_completed_focus, has_war_with, has_equipment, is_core_of, has_war_together_with, save_equipment
Source: game
File: common/ai_strategy/r56_CHI.txt

Code:
PRC_save_up_equipments = {
	allowed = {
		original_tag = PRC
	}
	enable = {
		has_completed_focus = PRC_front_line_behind_enemy_line
		has_war_with = JAP
		ROOT = {
			exists = yes
		}
		has_equipment = {
			infantry_equipment = < 501
		}
	}
	abort = {
		OR = {
			NOT = {
				has_war_with = JAP
			} {
				any_state = {
					is_core_of = PRC
					controller = {
						has_war_with = PRC
					}
					owner = {
						OR = {
							tag = PRC
							has_war_together_with = PRC
						}
					}
				}
			}
			has_equipment = {
				infantry_equipment = > 1999
			}
		}
	}
	ai_strategy = {
		type = save_equipment
		id = infantry_equipment
		value = 1
	}
}
### Entity: Idea
Component: PAL_legacy_of_resistance
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_legacy_of_resistance = {
	picture = ast_volunteer_defence_corps
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		resistance_damage_to_garrison_on_our_occupied_states = 0.1
		resistance_growth_on_our_occupied_states = 0.2
		army_core_defence_factor = 0.07
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_reorganize_the_government
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_reorganize_the_government
	icon = GFX_goal_generic_election_rigged
	prerequisite = {
		focus = ALB_invite_egyptian_exiles
	}
	relative_position_id = ALB_invite_egyptian_exiles
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = ALB_gyasi_amin
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_independent_revolution
Constructs: prerequisite, add_ideas, has_government, add_war_support, add_stability, completion_reward, add_political_power, set_rule
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_independent_revolution
	icon = GFX_goal_focus_communist_army
	prerequisite = {
		focus = BEL_communist_army BEL_support_pcf BEL_support_pcf2
	}
	mutually_exclusive = {
		focus = BEL_sign_pact_with_soviets
	}
	relative_position_id = BEL_support_pcf2
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		base = 2
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_ideas = BEL_centralized_communist_government
		set_rule = {
			can_create_factions = yes
		}
		add_stability = 0.05
		add_war_support = 0.1
		add_political_power = 50
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}