Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_polish_autonomy
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_in_faction_with, has_guaranteed
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_polish_autonomy
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = SOV_civil_war_the_free_russian_people
	}
	x = 1
	y = 1
	relative_position_id = SOV_civil_war_the_free_russian_people
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		POL = {
			exists = yes
			NOT = {
				is_in_faction_with = SOV
			} {
				has_war_with = SOV
			} {
				has_government = fascism communism
			}
		}
	}
	bypass = {
		is_in_faction_with = POL
		has_guaranteed = POL
	}
	completion_reward = {
		POL = {
			country_event = {
				id = r56.soviet.31
				hours = 4
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_core_occupation_modifier
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_core_occupation_modifier

* Supported Scopes: COUNTRY
* Supported Targets: any

```
has an occupation modifier that applies to average resistance/compliance
Example: 
has_core_occupation_modifier = { 
 occupied_country_tag = ITA 
 modifier = token 
}
```
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_400
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_400 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 400
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 400
	}
}
### Entity: Idea
Component: ARG_FMA_L
Constructs: research_bonus
Source: game
File: common/ideas/r56_argentina.txt

Code:
ARG_FMA_L = {
	allowed = {
		original_tag = ARG
	}
	picture = ARG_FMA_L
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: Decision
Component: SWE_communist_foreign_influence
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/SWE_decision_categories.txt

Code:
SWE_communist_foreign_influence = {
	allowed = {
		tag = SWE
		has_dlc = Arms Against Tyranny
	}
	icon = GFX_decision_category_generic_communism
	visible = {
		OR = {
			has_completed_focus = SWE_support_norwegian_communists SWE_support_danish_communists
		}
	}
	priority = 10
}
### Entity: Faction
Component: faction_peace_china_focus
Source: game
File: common/factions/rules/peace_rules.txt

Code:
faction_peace_china_focus = {
	type = peace_conference_rules
	visible = {
		original_tag = JAP
	}
	can_remove = {
		faction_manifest_fulfillment = > 0.95
	}
	ai_will_do = {
		base = 0
	}
	peace_action_modifiers = {
		faction_rule_modifier_encourage_chinese_states
	}
	modifier = {
		custom_modifier_tooltip = faction_rule_modifier_encourage_chinese_states_tt
	}
}
### Entity: State History
Component: 790
Constructs: add_core_of
Source: game
File: history/states/790-Asturias.txt

Code:
state = {
	id = 790
	name = STATE_790
	history = {
		owner = SPR
		victory_points = {
			11707 3
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			arms_factory = 1
			11707 = {
				naval_base = 2
			}
		}
		add_core_of = SPR
	}
	provinces = {
		738 3729 3744 6749 9703 9719 11688 11707 13218
	}
	manpower = 1197252
	resources = {
		coal = 6
	}
	buildings_max_level_factor = 1.0
	state_category = large_town
	local_supplies = 0.0
}
### Entity: Event
Component: soviet.33
Constructs: is_triggered_only, ai_chance, has_country_flag, is_claimed_by, set_country_flag
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.33
	title = soviet.33.t
	desc = soviet.33.d
	picture = GFX_report_event_soviet_in_riga
	is_triggered_only = yes
	trigger = {
		tag = SOV
		FROM = {
			tag = LAT
			any_owned_state = {
				is_claimed_by = SOV
			}
		}
		NOT = {
			has_country_flag = latvia_demand
		}
	}
	immediate = {
		set_country_flag = latvia_demand
	}
	option = {
		name = soviet.33.a
		LAT = {
			country_event = {
				days = 2
				id = baltic.2
			}
		}
	} {
		name = soviet.33.b
		ai_chance = {
			factor = 0
		}
	}
}
### Entity: Character
Component: YEM_khalid_ibn_yusuf
Source: game
File: common/characters/YEM.txt

Code:
YEM_khalid_ibn_yusuf = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = YEM_khalid_ibn_yusuf
		ledger = air
		allowed = {
			original_tag = YEM
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = Khalid ibn Yusuf
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_2
		}
	}
}
### Entity: Character
Component: JAP_shadow_shogun
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_shadow_shogun = {
	random = no
	sprite = 13
	resistance_target = -0.05
	stability_factor = 0.1
	drift_defence_factor = 0.25
}
### Entity: Scripted Trigger
Component: EAI_HARM_military_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_HARM_military_focus = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/armor_focus = global.EAI_HARM_FOCUS
		} {
			EAI_FOCUS/LAND/attachment = global.EAI_HARM_ATTACHMENT
		}
	}
}
### Entity: Scripted Effect
Component: MAN_low_legitimacy_clear_all2
Constructs: limit, remove_ideas, has_idea
Source: game
File: common/scripted_effects/r56_MAN_scripted_effects.txt

Code:
MAN_low_legitimacy_clear_all2 = {
	if = {
		limit = {
			has_idea = MAN_low_legitimacy_12
		}
		remove_ideas = MAN_low_legitimacy_12
	}
	else_if = {
		limit = {
			has_idea = MAN_low_legitimacy_22
		}
		remove_ideas = MAN_low_legitimacy_22
	} {
		limit = {
			has_idea = MAN_low_legitimacy_32
		}
		remove_ideas = MAN_low_legitimacy_32
	} {
		limit = {
			has_idea = MAN_low_legitimacy_42
		}
		remove_ideas = MAN_low_legitimacy_42
	} {
		limit = {
			has_idea = MAN_low_legitimacy_52
		}
		remove_ideas = MAN_low_legitimacy_52
	}
}
### Entity: Character
Component: monopoly_over_the_chaco
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
monopoly_over_the_chaco = {
	random = no
	production_speed_buildings_factor = 0.05
	industrial_capacity_factory = 0.05
	production_factory_max_efficiency_factor = 0.05
}
### Entity: Event
Component: AUS_news_events.5
Constructs: is_triggered_only
Source: game
File: events/WUW_Austria.txt

Code:
news_event = {
	id = AUS_news_events.5
	title = AUS_news_events.5.t
	desc = AUS_news_events.5.desc
	picture = GFX_news_event_AUS_military_march
	is_triggered_only = yes
	option = {
		name = AUS_news_events.5.a
		trigger = {
			NOT = {
				original_tag = AUS
			}
		}
	} {
		name = AUS_news_events.5.b
		trigger = {
			original_tag = AUS
		}
	}
}
### Entity: Modifier Reference
Construct: annex_subject_cost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## annex_subject_cost_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: State History
Component: 1080
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1080-Martinique.txt

Code:
state = {
	id = 1080
	name = STATE_1080
	manpower = 213781
	state_category = rural
	history = {
		add_core_of = MAR
		owner = FRA
		add_to_array = {
			state_victory_points = 177
		}
		victory_points = {
			177 2
		}
		buildings = {
			infrastructure = 2
			177 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		177
	}
	local_supplies = 0.0
}
### Entity: Modifier Reference
Component: r56_MEN_demilitarized_state
Constructs: army_attack_factor, disable_strategic_redeployment, remove_trigger, is_controlled_by
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_MEN_demilitarized_state = {
	icon = GFX_unplanned_offensive
	attacker_modifier = yes
	army_speed_factor = -0.25
	army_attack_factor = -0.15
	local_supplies = -0.35
	disable_strategic_redeployment = 1
	remove_trigger = {
		612 = {
			NOT = {
				is_controlled_by = MEN
			}
		}
	}
}
### Entity: Character
Component: idealist_revolutionary
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
idealist_revolutionary = {
	random = no
	sprite = 13
	stability_factor = 0.1
	political_power_factor = 0.05
	war_support_factor = -0.05
}
### Entity: Event
Component: wtt_infiltration.607
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.607
	title = wtt_infiltration.2.t
	desc = wtt_infiltration.2.desc
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	option = {
		name = wtt_infiltration.2.a
	}
}
### Entity: AI Strategy
Component: GER_normandy_buffer
Constructs: is_historical_focus_on, has_capitulated
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_normandy_buffer = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		FRA = {
			has_capitulated = yes
		}
		date = < 1943.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		states = {
			14 15 29 735 22
		}
		ratio = 0.11
		area = normandy_landing_zone
		subtract_invasions_from_need = no
		subtract_fronts_from_need = yes
	} {
		type = role_ratio
		id = garrison
		value = 10
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.86
Constructs: is_triggered_only, ai_chance, remove_ideas, add_opinion_modifier, add_to_war, add_timed_idea
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.86
	title = SEA_japan_foreign_policy.86.t
	desc = SEA_japan_foreign_policy.86.desc
	picture = GFX_report_event_soviet_tanks
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.86.a
		ai_chance = {
			base = 10
		}
		add_to_war = {
			targeted_alliance = FROM
			enemy = SOV
			hostility_reason = ally
		}
	} {
		name = SEA_japan_foreign_policy.86.b
		ai_chance = {
			base = 0
		}
		remove_ideas = JAP_POL_anti_soviet_pact
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = anti_soviet_pact_call_refused
			}
		}
		add_timed_idea = {
			idea = JAP_POL_anti_soviet_pact_refused_call
			days = 365
		}
		custom_effect_tooltip = SEA_japan_foreign_policy.86.b_tt
	}
}
### Entity: Country Tag
Component: BUF
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/tag_aliases.txt

Code:
BUF = {
	original_tag = BUL
	has_country_flag = BUL_fatherland_front_flag
}
### Entity: Character
Component: vapsid_economist
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
vapsid_economist = {
	random = no
	sprite = 13
	fascism_drift = 0.05
	consumer_goods_factor = -0.15
}
### Entity: Event
Component: wuw_GER_weltpolitik.8
Constructs: is_triggered_only, limit, fire_only_once, add_political_power, every_state, is_owned_by
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_weltpolitik.8
	title = wuw_GER_weltpolitik.8.t
	desc = wuw_GER_weltpolitik.8.desc
	picture = GFX_report_event_gre_diplomacy
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = wuw_GER_weltpolitik.8.a
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				original_tag = ENG
			}
			every_state = {
				limit = {
					OR = {
						state = 888 889
					}
					is_owned_by = BEL
				}
				transfer_state_to = ROOT
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = GER
			}
			every_state = {
				limit = {
					OR = {
						state = 295 538 718 890 768 769
					}
					is_owned_by = BEL
				}
				transfer_state_to = ROOT
			}
		}
	}
}
### Entity: Order of Battle
Component: 1. Georgia Marksmen
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 1. Georgia Marksmen
	location = 12384
	division_template = Volunteer Brigade
}
### Entity: Event
Component: axis_minors_bulgaria.52
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.52
	title = axis_minors_bulgaria.52.t
	desc = axis_minors_bulgaria.52.d
	picture = GFX_report_event_lithuania_army
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.52.a
		create_wargoal = {
			type = take_state_focus
			target = YUG
			generator = {
				106 803
			}
		}
	}
}
### Entity: Idea
Component: AST_R56_australian_wool_board_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_australian_wool_board_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		trade_opinion_factor = 0.25
		improve_relations_maintain_cost_factor = -0.25
	}
}
### Entity: Modding Documentation
Construct: result
Source: vanilla_docs
File: documentation/script_concept_documentation.md

Doc:
### Localized result
This is a tooltip
```

```
tooltip = {
	localization_key = MY_TOOLTIP # Root look key
	IMPORTANT_QUESTION = { # ID IMPORTANT_QUESTION in MY_TOOLTIP will get value:
		localization_key = MEANING_OF_LIFE # Root loc key in IMPORTANT_QUESTION
		ANSWER = "42" # ID ANSWER in IMPORTANT_QUESTION will get value 42
	}
	THE_REST_IS = UNIMPORTANT
}
### Entity: Character
Component: AUS_franz_winkler
Constructs: has_completed_focus, has_war, has_government
Source: game
File: common/characters/AUS.txt

Code:
AUS_franz_winkler = {
	advisor = {
		slot = political_advisor
		idea_token = AUS_franz_winkler
		allowed = {
			original_tag = AUS
		}
		available = {
			OR = {
				has_government = fascism
				has_completed_focus = AUS_pardon_political_exiles
			}
		}
		visible = {
			OR = {
				has_government = fascism
				has_completed_focus = AUS_pardon_political_exiles
			}
		}
		traits = {
			AUS_putschminister
		}
		ai_will_do = {
			base = 0.5
			modifier = {
				factor = 10
				has_war = yes
			}
		}
	}
	name = AUS_franz_winkler
	portraits = {
		civilian = {
			small = GFX_portrait_AUS_franz_winkler_small
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_local_steel_production
Constructs: prerequisite, limit, has_government, completion_reward, has_full_control_of_state, add_resource, add_tech_bonus
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_local_steel_production
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = CRO_nationalize_factories
	}
	relative_position_id = CRO_nationalize_factories
	x = 0
	y = 1
	cost = 5
	available = {
		OR = {
			has_full_control_of_state = 109 958
		}
		has_government = communism
	}
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 109
			}
			109 = {
				add_resource = {
					type = steel
					amount = 2
				}
			}
		} {
			limit = {
				has_full_control_of_state = 958
			}
			958 = {
				add_resource = {
					type = steel
					amount = 1
				}
			}
		}
		add_tech_bonus = {
			name = construction_tech_bonus
			bonus = 1
			uses = 1
			category = steel_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_STEEL
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_international_socialist_volunteers
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_international_socialist_volunteers
	icon = GFX_goal_communist_brigades
	prerequisite = {
		focus = GRE_deal_with_klaras
	}
	relative_position_id = GRE_deal_with_klaras
	x = -2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_ideas = GRE_volunteer_corps
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: cold_war.37
Constructs: is_triggered_only, ai_chance, limit, has_government, clr_country_flag, set_country_flag, every_other_country, is_core_of
Source: game
File: events/Cold_War.txt

Code:
country_event = {
	id = cold_war.37
	picture = GFX_report_event_generic_rally_3
	title = cold_war.37.t
	desc = cold_war.37.d
	is_triggered_only = yes
	option = {
		name = cold_war.37.a
		clr_country_flag = r56_yalta_proposing_undemocratic_austria
		set_country_flag = r56_yalta_proposing_democratic_austria
		every_other_country = {
			limit = {
				any_owned_state = {
					is_core_of = AUS
					NOT = {
						is_core_of = PREV
					}
				}
			}
			set_country_flag = r56_yalta_received_neutral_austria_event
			country_event = cold_war.38
		}
	} {
		name = cold_war.37.b
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				has_government = communism
				is_historical_focus_on = no
			}
		}
		clr_country_flag = r56_yalta_proposing_democratic_austria
		set_country_flag = r56_yalta_proposing_undemocratic_austria
		every_other_country = {
			limit = {
				any_owned_state = {
					is_core_of = AUS
					NOT = {
						is_core_of = PREV
					}
				}
			}
			set_country_flag = r56_yalta_received_neutral_austria_event
			country_event = cold_war.38
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_Refinery
Constructs: prerequisite, limit, completion_reward, has_tech, complete_tooltip, random_owned_controlled_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_Refinery
	text = GEN_focus_on_synthetic_processing
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = UKR_coal_mining
	} {
		focus = UKR_integrated_weapon_developments
	}
	x = 0
	y = 2
	relative_position_id = UKR_coal_mining
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		ROOT = {
			has_tech = synth_oil_experiments
		}
	}
	complete_tooltip = {
		random_owned_controlled_state = {
			limit = {
				has_state_flag = GEN_Refinery_1
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = JAP_coal_liquification
			bonus = 1
			uses = 1
			category = synth_resources
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
			set_state_flag = GEN_Refinery_1
		}
		add_tech_bonus = {
			name = JAP_coal_liquification
			bonus = 1
			uses = 1
			category = synth_resources
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_OIL
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_claim_french_indochina
Constructs: prerequisite, has_war, limit, owns_state, completion_reward, has_capitulated, is_in_faction_with, every_state
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_claim_french_indochina
	icon = GFX_focus_JAP_occupy_indochina
	prerequisite = {
		focus = AST_the_pacific_garrison AST_vichy_out_of_africa
	}
	relative_position_id = AST_the_pacific_garrison
	x = 1
	y = 1
	cost = 5
	available = {
		FRA = {
			OR = {
				has_war = yes
				has_capitulated = yes
				NOT = {
					is_in_faction_with = ENG
				}
			}
		}
		OR = {
			NOT = {
				owns_state = 286
			} {
				owns_state = 670
			} {
				owns_state = 671
			} {
				owns_state = 741
			} {
				owns_state = 1017
			} {
				owns_state = 1066
			} {
				owns_state = 1067
			} {
				owns_state = 1068
			} {
				owns_state = 1069
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		every_state = {
			limit = {
				NOT = {
					is_owned_by = AST
				}
				OR = {
					state = 286 670 671 741 1017 1066 1067 1068 1069
				}
			}
			add_claim_by = AST
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Trigger
Component: HOL_check_plan_alternate_communist
Constructs: has_completed_focus, has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/INS_scripted_triggers.txt

Code:
HOL_check_plan_alternate_communist = {
	HOL = {
		OR = {
			has_completed_focus = HOL_legacy_of_the_de_zeven_provincien_mutiny
			has_country_flag = HOL_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = HOL_ai_behavior
				option = COMMUNIST
			}
		}
	}
}
### Entity: AI Strategy
Component: SOV_dominance_fleet_1
Source: game
File: common/ai_navy/fleet/SOV_fleet_templates.txt

Code:
SOV_dominance_fleet_1 = {
	required_taskforces = {
		SOV_StrikeForce_1 = 1
		SOV_PatrolDominanceForce_1 = 3
		SOV_PatrolReconForce_1 = 3
	}
	optional_taskforces = {
		SOV_StrikeForce_1 = 1
		SOV_PatrolDominanceForce_1 = 3
		SOV_PatrolReconForce_1 = 3
	}
}
### Entity: Event
Component: tuva.2
Constructs: is_triggered_only
Source: game
File: events/Tuva.txt

Code:
news_event = {
	id = tuva.2
	title = tuva.2.t
	desc = tuva.2.d
	picture = GFX_news_event_TAN_toka_overthrown
	major = no
	is_triggered_only = yes
	option = {
		name = tuva.2.a
		trigger = {
			NOT = {
				TAG = TAN SOV
			}
		}
	} {
		name = tuva.2.b
		trigger = {
			TAG = TAN
		}
	} {
		name = tuva.2.c
		trigger = {
			TAG = SOV
		}
	}
}
### Entity: Event
Component: AUS_political_events.98
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once, set_rule, create_faction_from_template
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.98
	title = AUS_political_events.98.t
	desc = AUS_political_events.98.desc
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.98.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = large_decrease
			}
		}
	} {
		name = AUS_political_events.98.b
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = large_decrease
			}
		}
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_GER_mitteleuropa_alliance
			name = AUS_central_european_alliance
			icon = GFX_faction_logo_generic_2
		}
	}
}
### Entity: Idea
Component: thk
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/turkey.txt

Code:
thk = {
	picture = generic_air_manufacturer_2
	allowed = {
		original_tag = TUR
		NOT = {
			has_dlc = Battle for the Bosporus
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_promote_marcel_maquet_to_provincial_commisioner
Constructs: prerequisite, completion_reward, add_political_power, has_country_leader, remove_trait, add_trait
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_promote_marcel_maquet_to_provincial_commisioner
	icon = GFX_focus_generic_treaty
	x = 1
	y = 1
	prerequisite = {
		focus = COG_invest_in_urban_centers
	}
	relative_position_id = COG_invest_in_urban_centers
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	bypass = {

	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = COG_pierre_ryckmans
		}
	}
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt
		hidden_effect = {
			remove_trait = {
				character = COG_marcel_maquet
				slot = political_advisor
				trait = district_commisioner_of_leopoldville
			}
		}
		add_trait = {
			character = COG_marcel_maquet
			slot = political_advisor
			trait = provincial_commisioner_of_leopoldville
		}
	}
}