Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: arg_focus
Component: ARG_supremacy_over_brazil
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, is_subject, has_army_manpower, is_subject_of, is_in_faction_with
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_supremacy_over_brazil
	icon = GFX_goal_generic_attack_brazil
	prerequisite = {
		focus = ARG_claim_chile
	} {
		focus = ARG_claim_bolivia
	}
	relative_position_id = ARG_claim_chile
	x = 1
	y = 2
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 200000
		}
		CHL = {
			OR = {
				is_subject_of = ROOT
				is_in_faction_with = ROOT
				exists = no
				num_of_controlled_states = < 1
			}
		}
		BOL = {
			OR = {
				is_subject_of = ROOT
				is_in_faction_with = ROOT
				exists = no
				num_of_controlled_states = < 1
			}
		}
		NOT = {
			BRA = {
				is_in_faction_with = ROOT
			}
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = BRA
			}
			BRA = {
				is_subject_of = ROOT
			}
		}
	}
	cancel = {
		has_war_with = BRA
	}
	cancel_if_invalid = no
	completion_reward = {
		add_named_threat = {
			threat = 0.3
			name = ARG_brazil_puppet_threat
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = BRA
			expire = 0
		}
		BRA = {
			add_opinion_modifier = {
				target = ARG
				modifier = arg_claim
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: play_war_with_germany_effect
Source: game
File: common/scripted_effects/zzz_play_speech_effects.txt

Code:
play_war_with_germany_effect = {
	hidden_effect = {
		play_song = war_with_germany
	}
}
### Entity: Shared Focus
Tree: usc_focus
Component: USC_UNIFIED_central_american_unification
Constructs: shared_focus, prerequisite, has_country_flag, add_stability, completion_reward, add_political_power, allow_branch, has_focus_tree
Source: game
File: common/national_focus/r56_central_america_shared.txt

Code:
shared_focus = {
	id = USC_UNIFIED_central_american_unification
	icon = GFX_goal_MEX_march_southwards
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	prerequisite = {

	}
	allow_branch = {
		OR = {
			original_tag = GUA ELS HON NIC COS BLZ
		}
	}
	x = 57
	y = 0
	offset = {
		x = 12
		y = 0
		trigger = {
			has_focus_tree = Guatemala_Focus
		}
	} {
		x = 1
		y = 0
		trigger = {
			has_focus_tree = Guatemala_Focus
			has_country_flag = GUA_ubico_gone_mad
		}
	} {
		x = 13
		y = 0
		trigger = {
			has_focus_tree = nicaraguan_focus
		}
	} {
		x = 15
		y = 0
		trigger = {
			has_focus_tree = r56_costa_rica_focus
		}
	}
	ai_will_do = {
		factor = 500
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_political_unification
		}
		custom_trigger_tooltip = {
			tooltip = is_usca_tt
			OR = {
				has_cosmetic_tag = USC_UNIFIED ANCAP UFC CRCA NEWSPA
				has_country_flag = USC_UNIFIED_FLAG
			}
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 75
		unlock_decision_tooltip = assimilate_chiapas assimilate_yucatan assimilate_panama
		set_rule = {
			can_create_factions = yes
		}
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_the_steel_lions
Constructs: division_template, prerequisite, limit, completion_reward, has_dlc, has_tech, is_locked, create_equipment_variant
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_the_steel_lions
	icon = GFX_focus_generic_army_tanks2
	prerequisite = {
		focus = HOA_metal_beasts
	}
	x = 0
	y = 1
	relative_position_id = HOA_metal_beasts
	cost = 10
	available = {
		IF = {
			limit = {
				has_dlc = No Step Back
			}
			has_tech = gwtank_chassis
		} {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			has_tech = gwtank
		}
	}
	search_filters = {

	}
	completion_reward = {
		division_template = {
			name = Steel Lions
			is_locked = no
			regiments = {
				light_armor = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				}
			}
		}
		hidden_effect = {
			IF = {
				limit = {
					has_dlc = No Step Back
				}
				create_equipment_variant = {
					name = Roaring Thunder
					type = light_tank_chassis_0
					parent_version = 0
					modules = {
						main_armament_slot = tank_heavy_machine_gun
						turret_type_slot = tank_light_one_man_tank_turret
						suspension_type_slot = tank_bogie_suspension
						armor_type_slot = tank_riveted_armor
						engine_type_slot = tank_gasoline_engine
					}
					upgrades = {
						tank_nsb_engine_upgrade = 1
						tank_nsb_armor_upgrade = 1
					}
					icon = GFX_gwtank_medium
				}
			}
		}
		capital_scope = {
			create_unit = {
				division = name = "Steel Lions Brigade" division_template = "Steel Lions" start_experience_factor = 0.05 start_equipment_factor = 1 start_manpower_factor = 1
				owner = ROOT
				count = 1
			}
		}
	}
}
### Entity: Event
Component: quebec_fascism.13
Constructs: is_triggered_only, add_war_support, add_stability, add_political_power, create_wargoal, annex_everything
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec_fascism.13
	title = quebec_fascism.13.t
	desc = quebec_fascism.13.d
	picture = GFX_report_event_finnish_soldiers_snow
	is_triggered_only = yes
	option = {
		name = quebec_fascism.13.a
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	} {
		name = quebec_fascism.13.b
		add_stability = -0.05
		add_war_support = -0.05
		add_political_power = -50
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_develop_ireland
Constructs: shared_focus, prerequisite, limit, completion_reward, allow_branch, is_controlled_by, is_core_of, random_controlled_state
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_develop_ireland
	icon = GFX_goal_IRE_united_ireland
	relative_position_id = CEL_integrate_areas
	cost = 10
	prerequisite = {
		focus = CEL_integrate_areas
	}
	x = 4
	y = 1
	ai_will_do = {
		factor = 5
	}
	offset = {
		x = -4
		y = 0
		trigger = {
			tag = WLS
		}
	} {
		x = -1
		y = 0
		trigger = {
			tag = SCO
		}
	} {
		x = -1
		y = 0
		trigger = {
			tag = BRI
		}
	}
	allow_branch = {
		OR = {
			NOT = {
				original_tag = IRE NIR
			}
		}
	}
	text_icon = NORDIC_focus_style
	available = {
		113 = {
			is_controlled_by = ROOT
			is_core_of = ROOT
		}
	}
	completion_reward = {
		random_controlled_state = {
			prioritize = {
				113
			}
			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
			}
		} {
			prioritize = {
				113
			}
			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
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Trigger
Component: SOV_has_tank_merged_2
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_tank_merged_2 = {
	OR = {
		has_country_flag = SOV_merge_tank_morozov_2_flag SOV_merge_tank_astrov_2_flag SOV_merge_tank_okmo_2_flag SOV_merge_tank_mytishchy_2_flag SOV_merge_tank_kirov_2_flag
	}
}
### Entity: Order of Battle
Component: Koloniaal Garnizoen
Constructs: division_template
Source: game
File: history/units/HOL_1936.txt

Code:
division_template = {
	name = Koloniaal Garnizoen
	division_names_group = INS_GAR_01
	regiments = {
		infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		}
	}
	priority = 0
}
### Entity: Unit Template
Component: POL_CA_HISTORICAL
Source: game
File: common/units/names_ships/POL_ship_names.txt

Code:
POL_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		POL
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = ORP 
	fallback_name = Ciężki Krążownik %d
	unique = {
		Dragon Conrad Bałtyk Król Wladyslaw IV Lwów Wilno Poznań Kraków Wisla Gdynia Gdansk Warszawa Kraków Zadwórze Plowce Odsiecz Wiedenska Psków Raszyn Przemysl Chocim Kircholm Fuengirola
	}
}
### Entity: Event
Component: denmark_expansion_event.13
Constructs: is_triggered_only, ai_chance, has_government, add_war_support, add_stability, fire_only_once, add_political_power, has_opinion
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.13
	title = denmark_expansion_event.13.t
	desc = denmark_expansion_event.13.desc
	picture = GFX_report_event_military_planning
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.13.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_government = FROM
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			}
		}
		add_stability = -0.05
		add_war_support = -0.05
		effect_tooltip = {
			FROM = {
				puppet = SWE
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = denmark_expansion_event.14
					hours = 6
				}
			}
		}
	} {
		name = denmark_expansion_event.13.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 10
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			}
		}
		add_political_power = 25
		FROM = {
			country_event = {
				id = denmark_expansion_event.15
				hours = 6
			}
		}
	}
}
### Entity: Character
Component: PAR_financial_expert
Constructs: has_dlc
Source: game
File: common/characters/PAR.txt

Code:
PAR_financial_expert = {
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PAR_financial_expert
		allowed = {
			original_tag = PAR
			has_dlc = Trial of Allegiance
		}
		available = {

		}
		traits = {
			financial_expert
		}
	}
}
### Entity: Character
Component: MEX_enrique_estrada
Source: game
File: common/characters/MEX.txt

Code:
MEX_enrique_estrada = {
	name = MEX_enrique_estrada
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = MEX_enrique_estrada
		ledger = army
		allowed = {
			original_tag = MEX
		}
		traits = {
			military_theorist
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_kurdish_industry
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_kurdish_industry
	icon = GFX_focus_ARG_women_in_industry
	prerequisite = {
		focus = IRQ_kurdish_language
	}
	x = 0
	y = 1
	relative_position_id = IRQ_kurdish_language
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		hidden_effect = {
			country_event = {
				id = IRQ_kurdistan_events.4
				days = 30
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_solidify_language_institutes
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_solidify_language_institutes
	icon = GFX_goal_SOV_education_initiative
	x = 1
	y = 1
	relative_position_id = MON_student_exchange_program
	cost = 8
	prerequisite = {
		focus = MON_limited_research_cooperation
	} {
		focus = MON_student_exchange_program
	}
	available = {
		num_of_factories = > 15
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_ideas = MON_mongolian_script_idea
		MON_mongol_bank_funds_decrease = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sik_focus
Component: SIK_reestablish_the_guominjun
Constructs: prerequisite, limit, add_ideas, has_war_with, completion_reward, is_subject, cancel_if_invalid, set_nationality
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIK_reestablish_the_guominjun
	icon = GFX_focus_MAN_restore_the_beiyang_army
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SIK_king_of_sinkiang
	}
	relative_position_id = SIK_king_of_sinkiang
	mutually_exclusive = {
		focus = SIK_rejoin_the_central_government SIK_reaffirm_soviet_connections
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 10
			CHI = {
				OR = {
					exists = no
					is_subject = yes
					has_war_with = ROOT
				}
			}
		} {
			add = 10
			SOV = {
				OR = {
					exists = no
					is_subject = yes
					has_war_with = ROOT
				}
			}
		}
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = SIC_the_new_guominjun_idea
		IF = {
			limit = {
				CHI = {
					exists = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CHI = {
				country_event = {
					id = SEA_warlords.68
					hours = 6
				}
			}
			effect_tooltip = {
				CHI = {
					CHI_feng_yuxiang = {
						set_nationality = ROOT
					}
					add_manpower = -5000
				}
				add_manpower = 5000
			}
		} {
			limit = {
				SOV = {
					has_resources_rights = {
						state = 618
						resources = {
							oil
						}
					}
				}
			}
			SOV = {
				remove_resource_rights = 618
			}
		}
		ELSE = {
			custom_effect_tooltip = generic_skip_one_line_tt
			add_manpower = 5000
			CHI = {
				CHI_feng_yuxiang = {
					set_nationality = ROOT
				}
			}
		}
	}
}
### Entity: Unit Template
Component: ENG_MAR_01
Source: game
File: common/units/names_divisions/ENG_names_divisions.txt

Code:
ENG_MAR_01 = {
	name = Royal Marines Division
	for_countries = {
		ENG
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d Royal Marines Division
	ordered = {
		1 = {
			%dst Royal Marines Division
		}
		2 = {
			%dnd Royal Marines Division
		}
		3 = {
			%drd Royal Marines Division
		}
		4 = {
			%dth Royal Marines Division
		}
		5 = {
			%dth Royal Marines Division
		}
		6 = {
			%dth Royal Marines Division
		}
		7 = {
			%dth Royal Marines Division
		}
		8 = {
			%dth Royal Marines Division
		}
		9 = {
			%dth Royal Marines Division
		}
		10 = {
			%dth Royal Marines Division
		}
		11 = {
			%dth Royal Marines Division
		}
		12 = {
			%dth Royal Marines Division
		}
		13 = {
			%dth Royal Marines Division
		}
		14 = {
			%dth Royal Marines Division
		}
		15 = {
			%dth Royal Marines Division
		}
		16 = {
			%dth Royal Marines Division
		}
		17 = {
			%dth Royal Marines Division
		}
		18 = {
			%dth Royal Marines Division
		}
		19 = {
			%dth Royal Marines Division
		}
		20 = {
			%dth Royal Marines Division
		}
		21 = {
			%dst Royal Marines Division
		}
		22 = {
			%dnd Royal Marines Division
		}
		23 = {
			%drd Royal Marines Division
		}
		24 = {
			%dth Royal Marines Division
		}
		25 = {
			%dth Royal Marines Division
		}
		26 = {
			%dth Royal Marines Division
		}
		27 = {
			%dth Royal Marines Division
		}
		28 = {
			%dth Royal Marines Division
		}
		29 = {
			%dth Royal Marines Division
		}
		30 = {
			%dth Royal Marines Division
		}
	}
}
### Entity: Technology
Component: r56_postwar_train
Constructs: is_major, enable_equipments, research_cost
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	enable_equipments = {
		train_equipment_5
	}
	research_cost = 2
	start_year = 1948
	folder = {
		name = r56_vechicles_folder
		position = {
			x = 0
			y = 20
		}
	}
	categories = {
		train_tech
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 1
			date = > 1948.1.1
		} {
			factor = 2
			date = > 1949.1.1
		} {
			factor = 3
			date = > 1950.1.1
		} {
			factor = 0
			is_major = no
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_satellite_kingdoms
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_satellite_kingdoms
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	relative_position_id = CHL_an_imperial_capital
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_an_imperial_capital
	} {
		focus = CHL_taking_back_patagonia
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = CHL_satellite_kingdoms_tt CHL_skip_one_line_tt
		add_ideas = CHL_puppeteering_idea
	}
}
### Entity: Event
Component: soviet.64
Constructs: is_core_of, is_owned_by, has_global_flag, clr_global_flag
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.64
	trigger = {
		tag = SOV
		NOT = {
			country_exists = UKR
		} {
			country_exists = BLR
		} {
			country_exists = GEO
		} {
			country_exists = AZR
		} {
			country_exists = ARM
		} {
			country_exists = UZB
		} {
			country_exists = TAJ
		} {
			country_exists = KYR
		} {
			country_exists = TMS
		} {
			country_exists = KAZ
		} {
			any_state = {
				is_core_of = SOV
				NOT = {
					state = 329
				} {
					is_owned_by = SOV
				}
			}
		}
		has_global_flag = SOV_became_russia
	}
	mean_time_to_happen = {
		days = 2
	}
	hidden = yes
	immediate = {
		drop_cosmetic_tag = yes
		clr_global_flag = SOV_became_russia
	}
}
### Entity: Scripted Effect
Component: ITA_missiolini_strengthen_the_army_success_effect
Constructs: add_war_support, add_command_power, add_timed_idea
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_strengthen_the_army_success_effect = {
	army_experience = 50
	add_command_power = 25
	add_war_support = 0.03
	add_timed_idea = {
		idea = ITA_strengthened_the_army
		days = 365
	}
}
### Entity: Country History
Country: SOM
Component: SOM_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/SOM - Somalia.txt

Code:
# Misc for SOM
capital = 559
set_convoys = 10
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Unit Template
Component: SNG_BB_HISTORICAL
Source: game
File: common/units/names_ships/SNG_ship_names.txt

Code:
SNG_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		SNG
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = RSS 
	fallback_name = Battleship %d
	unique = {
		Victory Valour Vigilance Valiant Vigour Vengeance
	}
}
### Entity: Scripted Effect
Component: JAP_government_faction_goes_up_from_tier_1_to_tier_2
Constructs: swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_government_faction_goes_up_from_tier_1_to_tier_2 = {
	swap_ideas = {
		remove_idea = JAP_government_faction_tier_1
		add_idea = JAP_government_faction_tier_2
	}
}
### Entity: Event
Component: SEA_china.17
Constructs: is_triggered_only, ai_chance
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.17
	title = SEA_china.17.t
	desc = SEA_china.17.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = SEA_china.17.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Character
Component: GXC_li_ting
Source: game
File: common/characters/Warlords_China.txt

Code:
GXC_li_ting = {
	name = GXC_li_ting
	portraits = {
		civilian = {
			large = GFX_portrait_GXC_li_ting
		}
	}
	country_leader = {
		ideology = rexism
		traits = {
			compassionate_gentleman
		}
		expire = 1953.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_peaceful_development
Constructs: prerequisite, has_war, limit, add_war_support, add_stability, completion_reward, add_ai_strategy
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_peaceful_development
	prerequisite = {
		focus = BUL_join_the_tripartite_pact
	}
	icon = GFX_goal_generic_position_armies
	relative_position_id = BUL_join_the_tripartite_pact
	x = 0
	y = 1
	cost = 10
	mutually_exclusive = {
		focus = BUL_total_war
	}
	bypass = {
		has_war = yes
	}
	available = {
		if = {
			limit = {
				has_war = yes
			}
		}
		has_war = no
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_stability = 0.1
		add_war_support = -0.1
		custom_effect_tooltip = BUL_peaceful_development_tt
		add_ai_strategy = {
			type = garrison
			value = 50
		}
	}
}
### Entity: AI Strategy
Component: AUS_ally_demo_ITA_when_communist
Constructs: has_government, is_faction_leader
Source: game
File: common/ai_strategy/r56_AUS.txt

Code:
AUS_ally_demo_ITA_when_communist = {
	allowed = {
		original_tag = AUS
	}
	enable = {
		has_government = communism
		ITA = {
			has_government = democratic
			is_faction_leader = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = ITA
		value = 300
	} {
		type = befriend
		id = ITA
		value = 300
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_militarize_the_masses
Constructs: prerequisite, limit, has_country_flag, completion_reward, set_country_flag, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_militarize_the_masses
	available = {
		custom_trigger_tooltip = {
			tooltip = SPA_the_crusade_against_democracy_timer_tt
			NOT = {
				has_country_flag = SPA_the_crusade_against_democracy_timer_flag
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_expand_the_requetes
	}
	icon = GFX_goal_generic_axis_build_infantry
	x = 0
	y = 1
	relative_position_id = SPA_expand_the_requetes
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		set_country_flag = {
			flag = SPA_the_crusade_against_democracy_timer_flag
			value = 1
			days = 69
		}
		if = {
			limit = {
				NOT = {
					has_idea = SPA_crusade_against_democracy_2 SPA_crusade_against_democracy_6 SPA_crusade_against_democracy_8
				}
			}
			effect_tooltip = {
				swap_ideas = {
					remove_idea = SPA_crusade_against_democracy_2
					add_idea = SPA_crusade_against_democracy_3
				}
			}
		} {
			limit = {
				has_idea = SPA_crusade_against_democracy_2
			}
			swap_ideas = {
				remove_idea = SPA_crusade_against_democracy_2
				add_idea = SPA_crusade_against_democracy_3
			}
		} {
			limit = {
				has_idea = SPA_crusade_against_democracy_6
			}
			swap_ideas = {
				remove_idea = SPA_crusade_against_democracy_6
				add_idea = SPA_crusade_against_democracy_7
			}
		} {
			limit = {
				has_idea = SPA_crusade_against_democracy_8
			}
			swap_ideas = {
				remove_idea = SPA_crusade_against_democracy_8
				add_idea = SPA_crusade_against_democracy_9
			}
		}
	}
}