Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sud_focus
Component: SUD_develop_indigenous_models
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_develop_indigenous_models
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = SUD_encourage_local_arms_production
	}
	mutually_exclusive = {
		focus = SUD_metal_beasts
	}
	x = 0
	y = 1
	relative_position_id = SUD_encourage_local_arms_production
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SUD_develop_indigenous_models
			bonus = 0.5
			uses = 2
			category = infantry_weapons
		}
	}
}
### Entity: Idea
Component: FIN_hidden_cas_production_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/finland.txt

Code:
FIN_hidden_cas_production_ns = {
	name = FIN_finnish_airforce
	removal_cost = -1
	picture = FIN_finnish_airforce
	allowed = {
		original_tag = FIN
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		cv_small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_fascist_diplo
Constructs: has_completed_focus, prerequisite, has_government, add_opinion_modifier, completion_reward, is_subject, add_timed_idea, set_rule
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_fascist_diplo
	icon = GFX_goal_generic_dangerous_deal
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 100
			has_government = fascism
		} {
			factor = 50
			has_completed_focus = SWI_rise_of_front
		}
	}
	prerequisite = {
		focus = SWI_end_neutral
	}
	mutually_exclusive = {
		focus = SWI_recognize_ussr SWI_democratic_diplo SWI_stay_neutral
	}
	available = {
		OR = {
			AND = {
				country_exists = GER
				GER = {
					has_government = fascism
				}
			} {
				country_exists = ITA
				ITA = {
					has_government = fascism
				}
			}
		} {
			is_subject = no
			custom_trigger_tooltip = {
				tooltip = EYE_overlord_fascist_tt
				OVERLORD = {
					has_government = fascism
				}
			}
		}
	}
	x = 18
	y = 3
	completion_reward = {
		add_timed_idea = {
			idea = fascist_influence
			days = 360
		}
		set_rule = {
			can_send_volunteers = yes
		}
		swap_ideas = {
			remove_idea = SWI_flexible_foreign_policy
			add_idea = SWI_flexible_foreign_policy_2
		}
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_chosen_ally
			}
		}
		ITA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_chosen_ally
			}
		}
	}
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_secret_police
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_historical_focus_on, has_dlc, has_intelligence_agency
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_secret_police
	icon = GFX_goal_generic_spy_connection
	prerequisite = {
		focus = WAF_propagate_marxist_ideas WAF_everything_for_the_nation
	}
	available = {
		OR = {
			has_government = fascism communism
		}
	}
	x = -3
	y = 1
	relative_position_id = WAF_everything_for_the_nation
	cost = 10
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			is_historical_focus_on = no
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
			add_ideas = GER_abwehr_contacts
		}
		else = {
			add_tech_bonus = {
				name = WAF_secret_police
				bonus = 1
				uses = 2
				category = encryption_tech
			}
		}
		add_tech_bonus = {
			name = WAF_secret_police
			bonus = 1
			uses = 2
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Event
Component: phil.11
Constructs: is_triggered_only, ai_chance, add_ideas, add_relation_rule_override
Source: game
File: events/Phillippines.txt

Code:
country_event = {
	id = phil.11
	title = SEA_PHI_political_events.62.t
	desc = SEA_PHI_political_events.62.desc
	picture = GFX_report_event_spr_spanish_civil_war
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.62.a
		trigger = {
			country_exists = SPA
		}
		ai_chance = {
			base = 2
			modifier = {
				factor = 0
				country_exists = SPD
				SPA = {
					strength_ratio = {
						tag = SPD
						ratio = < 0.6
					}
				}
			}
		}
		add_ideas = PHI_volunteers_to_nationalists
		add_relation_rule_override = {
			target = SPA
			can_send_volunteers = yes
		}
	} {
		name = SEA_PHI_political_events.62.b
		trigger = {
			country_exists = SPD
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				country_exists = SPA
				SPD = {
					strength_ratio = {
						tag = SPA
						ratio = < 0.6
					}
				}
			}
		}
		add_ideas = PHI_volunteers_to_republicans
		add_relation_rule_override = {
			target = SPD
			can_send_volunteers = yes
		}
	} {
		name = SEA_PHI_political_events.62.c
		trigger = {
			country_exists = SPB
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				country_exists = SPB
				SPD = {
					strength_ratio = {
						tag = SPB
						ratio = < 0.6
					}
				}
			}
		}
		add_ideas = PHI_volunteers_to_carlists_r56
		add_relation_rule_override = {
			target = SPB
			can_send_volunteers = yes
		}
	}
}
### Entity: Country History
Country: GAR
Component: GAR_technology
Constructs: set_technology
Source: game
File: history/countries/GAR - Guarani.txt

Code:
# Starting Technologies for GAR
set_technology = {
	infantry_weapons = 1
	tech_support = 1
	tech_engineers = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
}
### Entity: Order of Battle
Component: air_wing_64
Source: game
File: history/units/GER_1939_air_legacy.txt

Code:
air_wings = {
	64 = {
		transport_plane_equipment_1 = {
			owner = GER
			amount = 66
		} {
			owner = GER
			amount = 66
		}
		fighter_equipment_1 = {
			owner = GER
			version_name = Bf 109 E
			amount = 60
		} {
			owner = GER
			version_name = Bf 109 E
			amount = 60
		}
		heavy_fighter_equipment_1 = {
			owner = GER
			amount = 30
		}
	}
}
### Entity: Country History
Country: RGB
Component: RGB_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/RGB - Reichskommisariat Grossbritannien.txt

Code:
# Politics & Parties for RGB
set_stability = 0.4
set_war_support = 0.7
set_politics = {
	ruling_party = fascism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 0
	democratic = 15
	fascism = 80
	communism = 5
}
add_ideas = {
	war_economy extensive_conscription
}
### Entity: Unit Template
Component: GER_SS_01
Constructs: has_government
Source: game
File: common/units/names_divisions/GER_names_divisions.txt

Code:
GER_SS_01 = {
	name = SS Divisions
	for_countries = {
		GER
	}
	can_use = {
		has_government = fascism
	}
	division_types = {
		infantry motorized medium_armor mechanized
	}
	fallback_name = %d. SS-Division
	ordered = {
		1 = {
			%d. SS-Division 'Leibstandarte Adolf Hitler'
		}
		2 = {
			%d. SS-Division 'Das Reich'
		}
		3 = {
			%d. SS-Division 'Totenkopf'
		}
		4 = {
			%d. SS-Division 'Polizei'
		}
		6 = {
			%d. SS-Division 'Nord'
		}
		7 = {
			%d. SS-Division 'Prinz Eugen'
		}
		8 = {
			%d. SS-Division 'Florian Geyer'
		}
		9 = {
			%d. SS-Division 'Hohenstaufen'
		}
		10 = {
			%d. SS-Division 'Frundsberg'
		}
		11 = {
			%d. SS-Division 'Nordland'
		}
		12 = {
			%d. SS-Division 'Hitlerjugend'
		}
		13 = {
			%d. SS-Division 'Handschar'
		}
		14 = {
			%d. SS-Division (ukrain. Nr. 1)
		}
		16 = {
			%d. SS-Division 'Reichsführer-SS'
		}
		17 = {
			%d. SS-Division 'Götz von Berlichingen'
		}
		18 = {
			%d. SS-Division 'Horst Wessel'
		}
		21 = {
			%d. SS-Division 'Skanderbeg'
		}
		22 = {
			%d. SS-Division 'Maria Theresia'
		}
		24 = {
			%d. SS-Division 'Karstjäger'
		}
		25 = {
			%d. SS-Division 'Hunyadi' (ungarische Nr. 1)
		}
		26 = {
			%d. SS-Division (ungarische Nr. 2)
		}
		29 = {
			%d. SS-Division RONA (russische Nr. 1)
		}
		30 = {
			%d. SS-Division (russisch Nr. 2)
		}
		31 = {
			%d. SS-Division
		}
		32 = {
			%d. SS-Division '30. Januar'
		}
		34 = {
			%d. SS-Division 'Landstorm Nederland'
		}
		35 = {
			%d. SS- und Polizei-Division
		}
		36 = {
			%d. SS-Division 'Dirlewanger'
		}
		37 = {
			%d. SS-Division 'Lützow'
		}
		38 = {
			%d. SS-Division 'Nibelungen'
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_departmentalization
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_departmentalization
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = EST_constitutional_referendumm
	}
	relative_position_id = EST_constitutional_referendumm
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EST_departmentalization
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Scripted Effect
Component: NORDIC_cooperation_initial_setup
Constructs: set_variable
Source: game
File: common/scripted_effects/NORDIC_scripted_effects.txt

Code:
NORDIC_cooperation_initial_setup = {
	set_variable = {
		GLOBAL.NORDIC_war_threshold = 3
	} {
		GLOBAL.NORDIC_conflict_scale = 0
	} {
		GLOBAL.NORDIC_conflict_scale_max = 100
	} {
		GLOBAL.NORDIC_conflict_scale_base_increase = 5
	} {
		GLOBAL.NORDIC_conflict_scale_border_war_th = 0
	} {
		GLOBAL.NORDIC_conflict_scale_regional_war_th = 40
	} {
		GLOBAL.NORDIC_conflict_scale_total_war_th = 90
	} {
		GLOBAL.NORDIC_risk_percentage_border_war = 25
	} {
		GLOBAL.NORDIC_risk_percentage_regional_war = 55
	} {
		GLOBAL.NORDIC_risk_percentage_total_war = 90
	} {
		GLOBAL.NORDIC_current_risk = 25
	}
	NORDIC_update_conflict_risk = yes
}
### Entity: Idea
Component: DEN_communist_propaganda_ns
Constructs: removal_cost, has_elections, communism_drift, fascism_drift
Source: game
File: common/ideas/denmark.txt

Code:
DEN_communist_propaganda_ns = {
	name = DEN_communist_propaganda_ns
	removal_cost = -1
	picture = generic_communism_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	available = {
		has_elections = yes
	}
	modifier = {
		communism_drift = 0.01
		fascism_drift = -0.01
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_conventional_tank_construction
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_conventional_tank_construction
	icon = GFX_focus_generic_tank_production
	x = 4
	y = 0
	relative_position_id = SIA_unconventional_tank_construction
	prerequisite = {
		focus = SIA_the_army_of_siam
	}
	mutually_exclusive = {
		focus = SIA_unconventional_tank_construction
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		country_event = {
			id = siam.29
		}
	}
}
### Entity: Character
Component: ITA_giuseppe_borea
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/ITA.txt

Code:
ITA_giuseppe_borea = {
	name = ITA_giuseppe_borea
	portraits = {
		army = {
			small = GFX_portrait_ITA_giuseppe_borea_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_giuseppe_borea
		allowed = {
			original_tag = ITA
			has_dlc = By Blood Alone
		}
		available = {
			OR = {
				has_completed_focus = ITA_defy_the_duce
				ITA_is_in_liberation_war = yes
			}
		}
		traits = {
			anti_fascist_chaplain
		}
		ai_will_do = {
			base = 0.3
		}
	}
}
### Entity: AI Strategy
Component: british_help_against_germany
Constructs: has_war_with, has_country_flag
Source: game
File: common/ai_strategy/POL.txt

Code:
british_help_against_germany = {
	allowed = {
		original_tag = POL
	}
	enable = {
		OR = {
			GER = {
				has_country_flag = GER_second_vienna_award_flag
			} {
				has_war_with = POL
			}
		}
		country_exists = ENG
	}
	abort = {
		NOT = {
			country_exists = ENG
		}
	}
	ai_strategy = {
		type = befriend
		id = ENG
		value = 200
	} {
		type = alliance
		id = ENG
		value = 200
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_support_copper_mining2
Constructs: has_completed_focus, prerequisite, limit, every_country, completion_reward, has_tech, is_subject_of, add_resource
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_support_copper_mining2
	icon = GFX_goal_BEL_copper
	relative_position_id = BEL_urban_projects_capital
	x = -10
	y = 2
	cost = 10
	prerequisite = {
		focus = BEL_support_copper_mining
	}
	available = {
		NOT = {
			COG = {
				focus_progress = {
					focus = COG_support_copper_mining2
					progress = > 0
				}
			}
		}
		has_tech = excavation3
		OR = {
			controls_state = 295
			any_other_country = {
				is_subject_of = ROOT
				controls_state = 295
			}
		}
	}
	available_if_capitulated = yes
	bypass = {
		COG = {
			has_completed_focus = COG_support_copper_mining2
		}
	}
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		add_resource = {
			type = steel
			amount = 4
			state = 295
		}
		every_country = {
			limit = {
				is_subject_of = ROOT
				controls_state = 295
			}
			add_autonomy_ratio = {
				value = -0.05
				localization = belgian_investments
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_STEEL
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_join_axis
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction, is_faction_leader, has_capitulated
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_join_axis
	icon = GFX_goal_generic_the_axis
	relative_position_id = LIT_seek_accommodation_with_germany
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_seek_accommodation_with_germany
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction = no
		has_government = fascism
		GER = {
			exists = yes
			is_faction_leader = yes
			has_capitulated = no
			NOT = {
				has_war_with = ROOT
			}
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = GER
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = GER
						has_war_with = ROOT
					}
				}
			}
			GER = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Source: game
File: common/scripted_localisation/NSB_baltic_scripted_loc.txt

Code:
defined_text = {
	name = Get_Ready_Resistance_Focus_desc_Loc
	text = {
		localization_key = EST_prepare_for_the_inevitable_desc
	}
}
### Entity: Country History
Country: AZR
Component: AZR_characters
Constructs: create_country_leader
Source: game
File: history/countries/AZR - Azerbaijan.txt

Code:
# Leaders & Characters for AZR
create_country_leader = {
	name = Mir Jafar Baghirov
	desc = 
	picture = GFX_portrait_Mir_Jafar_Baghirov
	expire = 1953.3.1
	ideology = stalinism
	traits = {

	}
}
{
	name = Mammad Amin Rasulzade
	desc = 
	picture = GFX_portrait_Mammad_Amin_Rasulzade
	expire = 1953.3.1
	ideology = conservatism
	traits = {

	}
}
{
	name = Gara Garabeyov
	desc = 
	picture = GFX_portrait_Gara_Garabeyov
	expire = 1953.3.1
	ideology = moderatism
	traits = {

	}
}
### Entity: Idea
Component: r56_ai_favor_offense
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
r56_ai_favor_offense = {
	picture = GFX_idea_generic_spy_political
	removal_cost = -1
	modifier = {
		ai_focus_aggressive_factor = 0.5
	}
}
### Entity: Unit Template
Component: INS_CA_HISTORICAL
Source: game
File: common/units/names_ships/INS_ship_names.txt

Code:
INS_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		INS
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = KRI 
	fallback_name = Heavy Cruiser %d
	unique = {
		Diponegoro Sultan Hasanuddin Sultan Iskandar Muda Frans Kaisiepo Bung Tomo John Lie Usman Harun Fatahillah Malahayati Nala Kapitan Pattimura Untung Suropati Nuku Lambung Mangkurat Cut Nyak Dien Sultan Thaha Syaifudin Sutanto Sutedi Senoputra Wiratno Tjiptadi Hasan Basri Imam Bonjol Teuku Umar Silas Papare
	}
}
### Entity: Idea
Component: ITA_strengthened_the_airforce_lion_version
Constructs: removal_cost, has_country_leader
Source: game
File: common/ideas/italy.txt

Code:
ITA_strengthened_the_airforce_lion_version = {
	name = ITA_strengthened_the_airforce
	removal_cost = -1
	picture = generic_aircraft_support
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	modifier = {
		army_bonus_air_superiority_factor = 0.1
		air_cas_present_factor = 0.1
		experience_gain_air_factor = 0.15
	}
}
### Entity: AI Strategy
Component: FRA_alternate_plan_little_entente
Constructs: has_completed_focus, has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/FRA_alternate_strategy_plan.txt

Code:
FRA_alternate_plan_little_entente = {
	name = France alternate plan: France attempts to form the little entente
	desc = Behavior for France if is set to form little entente
	allowed = {
		original_tag = FRA
	}
	enable = {
		OR = {
			AND = {
				ENG = {
					has_completed_focus = ENG_a_change_in_course
				}
				NOT = {
					GER = {
						OR = {
							has_completed_focus = GER_oppose_hitler GER_oppose_hitler_ww
						}
					}
				}
			}
			has_country_flag = FRA_AI_DEMOCRATIC_ALTERNATE
			has_game_rule = {
				rule = FRA_ai_behavior
				option = DEMOCRATIC_ALTERNATE
			}
		}
	}
	abort = {
		OR = {
			CZE = {
				exists = no
			} {
				is_subject = yes
			}
		}
	}
	ai_national_focuses = {
		FRA_strengthen_the_little_entente FRA_strengthen_government_support FRA_metropolitan_france FRA_industrial_expansion FRA_algerie_france FRA_military_factories FRA_extra_research_slot FRA_defensive_strategems FRA_defensive_focus FRA_invite_yugoslavia FRA_invite_romania FRA_fortification_focus FRA_alpine_forts FRA_infantry_focus FRA_artillery_focus FRA_heavy_armor_focus FRA_army_reform FRA_extra_research_slot_2
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Trigger
Component: is_available_heavy_fighter_HUN
Constructs: has_war_with, has_tech
Source: game
File: common/scripted_triggers/HUN_scripted_triggers.txt

Code:
is_available_heavy_fighter_HUN = {
	OR = {
		AND = {
			has_tech = heavy_fighter1
			ROOT = {
				NOT = {
					has_tech = heavy_fighter1
				}
			}
		} {
			has_tech = heavy_fighter2
			ROOT = {
				NOT = {
					has_tech = heavy_fighter2
				}
			}
		} {
			has_tech = heavy_fighter3
			ROOT = {
				NOT = {
					has_tech = heavy_fighter3
				}
			}
		} {
			has_tech = basic_medium_airframe
			ROOT = {
				NOT = {
					has_tech = basic_medium_airframe
				}
			}
		} {
			has_tech = improved_medium_airframe
			ROOT = {
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		} {
			has_tech = advanced_medium_airframe
			ROOT = {
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
	}
	NOT = {
		has_war_with = ROOT
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_new_world_army
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_new_world_army
	prerequisite = {
		focus = PRU_return_of_the_inkari
	}
	icon = GFX_goal_GER_support_the_freikorps
	x = -1
	y = 1
	relative_position_id = PRU_return_of_the_inkari
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_inca_army_5
			add_idea = PRU_inkareich
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Unit Template
Component: GER_MS_HISTORICAL
Constructs: has_completed_focus
Source: game
File: common/units/names_ships/GER_ship_name.txt

Code:
GER_MS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_MINESWEEPERS
	for_countries = {
		GER
	}
	can_use = {
		NOT = {
			OR = {
				has_completed_focus = GER_return_of_the_kaiser GER_the_monarchy_compromise GER_revive_the_kaiserreich_ww GER_the_monarchy_compromise_ww GER_start_the_proletarian_revolution
			}
		}
	}
	type = ship
	ship_types = {
		destroyer light_cruiser
	}
	fallback_name = M%d
	ordered = {
		1 = {
			M1
		}
		2 = {
			M2
		}
		3 = {
			M3
		}
	}
}
### Entity: National Focus
Component: tizard_mission_focus
Constructs: prerequisite, has_war, has_government, has_war_with, completion_reward, has_idea, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = tizard_mission_focus
	available = {
		has_government = democratic
		any_other_country = {
			has_war_with = ROOT
			NOT = {
				has_government = democratic
			}
			num_of_factories = > 30
		}
		NOt = {
			has_war_with = USA
		}
		USA = {
			has_government = ROOT
			has_war = no
			NOT = {
				OR = {
					has_idea = undisturbed_isolation isolation
				}
			}
		}
	}
	prerequisite = {
		focus = crypto_bomb_focus
	} {
		focus = radar_focus
	}
	icon = GFX_goal_generic_scientific_exchange
	x = 0
	y = 3
	relative_position_id = crypto_bomb_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		USA = {
			country_event = {
				id = britain.1
				hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept
		effect_tooltip = {
			add_breakthrough_progress = {
				specialization = specialization_air
				value = 0.75
			}
			add_tech_bonus = {
				name = tizard_mission_focus
				bonus = 0.5
				category = light_fighter
			} {
				name = tizard_mission_focus
				bonus = 0.5
				uses = 1
				category = radar_tech
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			USA = {
				add_breakthrough_progress = {
					specialization = specialization_air
					value = 0.75
				}
				add_tech_bonus = {
					name = tizard_mission_focus
					uses = 1
					bonus = 1
					category = light_fighter
				}
			}
		}
	}
}
### Entity: Technology
Component: antitank1
Constructs: has_war_with, enable_equipment_modules, research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	category_anti_tank = {
		hard_attack = 0.1
		ap_attack = 0.2
	}
	category_tank_destroyers = {
		hard_attack = 0.15
		ap_attack = 0.2
	}
	enable_equipment_modules = {
		tank_medium_cannon squeezebore_adaptor
	}
	path = {
		leads_to_tech = antitank2
		research_cost_coeff = 1
	}
	research_cost = 1
	start_year = 1939
	folder = {
		name = artillery_folder
		position = {
			x = @anti_tank
			y = 4
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 10
			any_enemy_country = {
				ROOT = {
					estimated_intel_max_armor = {
						tag = PREV
						value = > 30
					}
				}
			}
		} {
			tag = JAP
			not = {
				OR = {
					has_War_with = SOV
					has_war_with = USA
				}
			}
			factor = 0.5
		} {
			factor = 2
			date = > 1939.1.6
		} {
			factor = 5
			date = > 1940.1.1
		}
	}
	categories = {
		artillery cat_anti_tank mio_cat_all_artillery_equipment
	}
	special_project_specialization = {
		specialization_land
	}
}