Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Faction
Component: faction_goal_high_seas_fleet
Constructs: limit, has_war_with_major, complete_effect, add_faction_power_projection, add_faction_initiative, every_collection_element, has_completed_goal, add_tech_bonus
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_high_seas_fleet = {
	name = high_seas_fleet_goal_name
	description = high_seas_fleet_goal_desc
	group = FOCUS_FILTER_NAVY_XP
	category = medium_term
	allowed = {

	}
	visible = {
		FROM = {
			OR = {
				original_tag = GER
				AND = {
					any_allied_country = {
						original_tag = GER
					}
					num_of_naval_factories = > 0
				}
			}
		}
	}
	completed = {
		has_war_with_major = yes
		count_in_collection = {
			collection = {
				input = game:scope
				operators = {
					faction_members
				}
				name = FACTION
			}
			unit = capital_ship
			size = > 19
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt THE_FACTION_LEADER
		add_faction_initiative = 1
		every_collection_element = {
			input = {
				input = game:scope
				operators = {
					 = faction_members
					limit = {
						num_of_naval_factories = > 0
					}
				}
				name = ALL_FACTION_MEMBERS
			}
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_high_seas_fleet
					}
				}
				navy_experience = 50
				add_tech_bonus = {
					name = high_seas_fleet_tech_bonus
					bonus = 0.5
					uses = 2
					category = naval_equipment
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 1
			num_of_naval_factories = > 29
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_improved_ground_crews
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_improved_ground_crews
	icon = GFX_focus_generic_air_bases
	prerequisite = {
		focus = AST_empire_air_training_scheme_taog
	}
	relative_position_id = AST_empire_air_training_scheme_taog
	x = -1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_royal_australian_air_force_spirit_tt
		add_to_variable = {
			AST_royal_australian_air_force_spirit_production_speed_air_base_factor = 0.2
			tooltip = production_speed_air_base_factor_tt
		} {
			AST_royal_australian_air_force_spirit_air_accidents_factor = -0.1
			tooltip = air_accidents_factor_tt
		} {
			AST_royal_australian_navy_spirit_air_wing_xp_loss_when_killed_factor = -0.1
			tooltip = air_wing_xp_loss_when_killed_factor_tt
		}
	}
	search_filters = {

	}
}
### Entity: Character
Component: VEN_juan_bautista_fuenmayor
Source: game
File: common/characters/VEN.txt

Code:
VEN_juan_bautista_fuenmayor = {
	name = Juan Bautista Fuenmayor
	portraits = {
		civilian = {
			large = GFX_portrait_Juan_Bautista_Fuenmayor
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Idea
Component: CZE_directorate_of_fortification_works_no_gd_idea
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_directorate_of_fortification_works_no_gd_idea = {
	picture = ast_naval_auxiliary_patrol
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.05
		bunker_max_level_terrain_limit = 1
	}
	research_bonus = {
		cat_fortification = 0.1
	}
}
### Entity: Idea
Component: IRQ_foreign_industrial_monopolies
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_foreign_industrial_monopolies = {
	allowed = {
		original_tag = IRQ
	}
	allowed_civil_war = {
		always = yes
	}
	picture = gre_schachtplan
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = -0.05
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_claim_no_territories
Constructs: prerequisite, has_government, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_claim_no_territories
	icon = GFX_goal_Ukraine_support_democracy
	prerequisite = {
		focus = RUT_a_free_rusyn_state
	}
	mutually_exclusive = {
		focus = RUT_coup_against_voloshyn
	}
	relative_position_id = RUT_a_free_rusyn_state
	available = {
		OR = {
			has_government = democratic neutrality
		}
		RUT = {
			is_subject = no
		}
	}
	x = 6
	y = 1
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 200
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_stop_the_squandering
Constructs: prerequisite, limit, completion_reward, add_to_variable, is_power_balance_side_active
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_stop_the_squandering
	icon = GFX_focus_mex_privatisation
	prerequisite = {
		focus = ITA_italo_balbo_focus ITA_dino_grandi_focus
	}
	relative_position_id = ITA_italo_balbo_focus
	x = 5
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_to_variable = {
			ITA_iri_production_speed_arms_factory_factor = 0.05
		} {
			ITA_military_industry_dm_factory_max_efficiency_factor = 0.05
		}
		custom_effect_tooltip = ITA_stop_the_squandering_ricostruzione_industriale_tt ITA_stop_the_squandering_military_industry_tt
		if = {
			limit = {
				is_power_balance_side_active = {
					id = ITA_power_balance
					side = ITA_balbo_side
				}
			}
			ITA_bop_very_low_increase_balbo_side_effect = yes
		}
		else_if = {
			limit = {
				is_power_balance_side_active = {
					id = ITA_power_balance
					side = ITA_grandi_side
				}
			}
			ITA_bop_very_low_increase_grandi_side_effect = yes
		}
		else = {
			ITA_bop_very_low_increase_effect = yes
		}
	}
}
### Entity: State History
Component: 59
Constructs: add_core_of
Source: game
File: history/states/59-Ost - Hannover.txt

Code:
state = {
	id = 59
	name = STATE_59
	manpower = 2438286
	resources = {
		oil = 2
	}
	state_category = large_city
	history = {
		owner = GER
		add_core_of = GER HAN PRE
		victory_points = {
			3326 5
		} {
			374 2
		} {
			6298 1
		} {
			6377 10
		}
		buildings = {
			infrastructure = 4
			arms_factory = 2
			industrial_complex = 1
			dockyard = 2
			6325 = {
				naval_base = 1
			}
			374 = {
				naval_base = 1
			}
		}
		1939.1.1 = {
			buildings = {
				air_base = 6
				arms_factory = 4
				industrial_complex = 5
				dockyard = 3
			}
		}
	}
	provinces = {
		374 526 3271 3326 3395 6218 6263 6298 6325 6349 6377 6513 9238 9264 9375 11402 11468 11493
	}
	local_supplies = 0.0
}
### Entity: Unit Template
Component: EST_GAR_01
Source: game
File: common/units/names_divisions/EST_names_divisions.txt

Code:
EST_GAR_01 = {
	name = Garrison Division
	for_countries = {
		EST
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		EST_INF_01
	}
	fallback_name = %s Jalaväediviisi
	ordered = {
		1 = {
			%s Jalaväediviisi
		}
		2 = {
			%s Jalaväediviisi
		}
		3 = {
			%s Jalaväediviisi
		}
		4 = {
			%s Jalaväediviisi
		}
		5 = {
			%s Jalaväediviisi
		}
		6 = {
			%s Jalaväediviisi
		}
		7 = {
			%s Jalaväediviisi
		}
		8 = {
			%s Jalaväediviisi
		}
		9 = {
			%s Jalaväediviisi
		}
		10 = {
			%s Jalaväediviisi
		}
		11 = {
			%s Jalaväediviisi
		}
		12 = {
			%s Jalaväediviisi
		}
		13 = {
			%s Jalaväediviisi
		}
		14 = {
			%s Jalaväediviisi
		}
		15 = {
			%s Jalaväediviisi
		}
		16 = {
			%s Jalaväediviisi
		}
		17 = {
			%s Jalaväediviisi
		}
		18 = {
			%s Jalaväediviisi
		}
		19 = {
			%s Jalaväediviisi
		}
		20 = {
			%s Jalaväediviisi
		}
	}
}
### Entity: Order of Battle
Component: Democratic Defense Brigade X
Constructs: division_template
Source: game
File: history/units/SAF_D_civil_war.txt

Code:
division = {
	name = Democratic Defense Brigade X
	location = 8178
	division_template = Democratic Defense Brigade
}
### Entity: National Focus
Tree: cog_focus
Component: COG_the_simba_movement
Constructs: prerequisite, completion_reward, has_subject, add_popularity, set_country_flag
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_the_simba_movement
	icon = GFX_focus_generic_workers_and_farmers_rise
	x = -1
	y = 1
	prerequisite = {
		focus = COG_national_committee_for_liberation
	}
	relative_position_id = COG_national_committee_for_liberation
	mutually_exclusive = {
		focus = COG_approach_the_disfavored_mwami
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	cost = 5
	bypass = {

	}
	available = {
		any_country = {
			original_tag = BEL
			has_subject = ROOT
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt COG_the_simba_movement_tt
		hidden_effect = {
			set_country_flag = COG_utilized_the_simbas_flag
		}
	}
}
### Entity: Character
Component: navy_chief_decisive_battle_3
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_chief_decisive_battle_3 = {
	sprite = 3
	navy_capital_ship_attack_factor = 0.15
	navy_capital_ship_defence_factor = 0.15
	navy_screen_attack_factor = 0.15
	navy_screen_defence_factor = 0.15
	experience_gain_navy = @chief_experience_gain_high
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @navy_chief_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_modernize_the_grebbeline
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_modernize_the_grebbeline
	available = {
		threat = > 0.2
		has_full_control_of_state = 36
	}
	prerequisite = {
		focus = HOL_fortress_holland
	}
	icon = GFX_goal_generic_construct_military
	x = 0
	y = 1
	relative_position_id = HOL_fortress_holland
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		36 = {
			add_building_construction = {
				type = bunker
				level = 2
				province = 6241
				instant_build = yes
			} {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: State History
Component: 993
Constructs: add_core_of
Source: game
File: history/states/993-Kentung and Yawnghwe.txt

Code:
state = {
	id = 993
	name = STATE_993
	state_category = rural
	manpower = 216959
	history = {
		owner = BRM
		add_core_of = BRM
		buildings = {
			infrastructure = 0
		}
		victory_points = {
			7909 1
		}
	}
	provinces = {
		4175 7400 7909 7974
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Character
Component: GER_director_reich_security
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_director_reich_security = {
	sprite = 13
	random = no
	resistance_damage_to_garrison = -0.25
	foreign_subversive_activites = -0.3
	non_core_manpower = 0.02
	subversive_activites_upkeep = -0.25
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_tolerance_and_integration
Constructs: prerequisite, add_ideas, remove_ideas, completion_reward, set_variable
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_tolerance_and_integration
	icon = GFX_goal_generic_peaceful_diplomacy
	x = 0
	y = 2
	prerequisite = {
		focus = PAL_smc_takes_responsibility
	}
	cost = 10
	relative_position_id = PAL_smc_takes_responsibility
	completion_reward = {
		remove_ideas = PAL_jewish_settlements
		add_ideas = PAL_tolerance_and_integration_idea
		set_variable = {
			PAL_add_religion = 15
		}
		PAL_religion_add = yes
	}
}
### Entity: Character
Component: arch_bishop_of_gojjam
Constructs: fascism_drift, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
arch_bishop_of_gojjam = {
	random = no
	sprite = 13
	fascism_drift = 0.1
	conscription_factor = 0.05
	required_garrison_factor = -0.15
	surrender_limit = 0.1
}
### Entity: Event
Component: bftb_turkey.76
Constructs: is_triggered_only, add_stability, add_political_power
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.76
	title = bftb_turkey.76.t
	desc = bftb_turkey.76.desc
	picture = GFX_report_event_tur_political_rally
	is_triggered_only = yes
	option = {
		name = bftb_turkey.76.a
		add_stability = 0.15
		add_political_power = 120
		ENG = {
			diplomatic_relation = {
				country = IRQ
				relation = non_aggression_pact
				active = yes
			}
		}
	}
}
### Entity: Technology
Component: MUN_improved_supply_dumps
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	logistics_company = {
		supply_consumption_factor = -0.1
	}
}
### Entity: Equipment
Component: mio_cat_eq_all_tank_destroyers
Source: game
File: common/equipment_groups/mio_equipment_groups.txt

Code:
mio_cat_eq_all_tank_destroyers = {
	equipment_type = {
		light_tank_destroyer_chassis medium_tank_destroyer_chassis heavy_tank_destroyer_chassis super_heavy_tank_destroyer_chassis modern_tank_destroyer_chassis
	}
}
### Entity: Joint Focus
Component: HABSBURG_mechanized_initiative
Constructs: prerequisite, joint_focus, is_faction_leader, is_in_faction_with, is_subject, is_subject_of, add_tech_bonus
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_mechanized_initiative
	dynamic = yes
	icon = GFX_focus_generic_mechanized
	prerequisite = {
		focus = HABSBURG_motorizing_the_armies
	}
	relative_position_id = HABSBURG_motorizing_the_armies
	x = -1
	y = 1
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_subject_puppeteer_faction_leader_or_member_trigger_tt
			OR = {
				AND = {
					is_faction_leader = yes
					any_allied_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
				} {
					is_faction_leader = no
					OR = {
						AND = {
							is_in_faction_with = HUN
							HUN = {
								is_faction_leader = yes
							}
						} {
							is_in_faction_with = AUS
							AUS = {
								is_faction_leader = yes
							}
						}
					}
				} {
					OR = {
						original_tag = HUN AUS
					}
					any_subject_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
					is_subject = no
				} {
					is_subject = yes
					OR = {
						is_subject_of = HUN AUS
					}
				}
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward_joint_originator = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 2
			category = cat_mechanized_equipment
			name = HABSBURG_mech_initiative_bonus
		}
	}
	completion_reward_joint_member = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = cat_mechanized_equipment
			name = HABSBURG_mech_initiative_bonus
		}
	}
}
### Entity: Event
Component: india.4370
Constructs: is_triggered_only, ai_chance, set_variable, random_list
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.4370
	title = india.4370.t
	desc = india.4370.desc
	picture = GFX_report_event_picture_RAJ_AIML_INC_Conference
	is_triggered_only = yes
	immediate = {
		set_variable = {
			current_state = 427
		}
	} {
		var:current_state = {
			set_variable = {
				temp_calc_chance = 100
			}
			subtract_from_variable = {
				temp_calc_chance = voting_chance
			}
		}
	}
	option = {
		ai_chance = {
			base = 20
		}
		name = india.4370.a
		437 = {
			prince_independence_effect = yes
		}
		var:current_state = {
			random_list = {
				0 = {
					modifier = {
						add = var:temp_calc_chance
						always = yes
					}
					RAJ = {
						country_event = {
							id = india.4270
							hours = 48
						}
					}
				} {
					modifier = {
						add = var:voting_chance
						always = yes
					}
					RAJ = {
						country_event = {
							id = india.4271
							hours = 48
						}
					}
				}
			}
		}
	}
}
### Entity: Event
Component: malaysia.7
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power
Source: game
File: events/malaysia.txt

Code:
country_event = {
	id = malaysia.7
	title = malaysia.7.t
	desc = malaysia.7.desc
	is_triggered_only = yes
	option = {
		name = malaysia.7.a
		ai_chance = {
			base = 60
		}
		add_political_power = -70
		add_war_support = 0.1
	} {
		name = malaysia.7.b
		ai_chance = {
			base = 40
		}
		add_political_power = -25
		add_war_support = 0.05
	} {
		name = malaysia.7.c
		ai_chance = {
			base = 40
		}
		add_political_power = 50
	}
}
### Entity: Character
Component: TIB_chaos_and_confusion
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
TIB_chaos_and_confusion = {
	random = no
	sprite = 13
	political_power_factor = -0.05
	stability_factor = -0.1
	political_advisor_cost_factor = 0.25
}
### Entity: Event
Component: libya.25
Constructs: has_war_with, add_war_support, has_country_flag, add_stability, fire_only_once, lose_karabaq, is_in_faction, is_subject
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.25
	title = libya.25.t
	desc = libya.25.d
	picture = GFX_report_event_german_inspect_troops
	hidden = yes
	fire_only_once = yes
	trigger = {
		ARM = {
			NOT = {
				has_country_flag = lose_karabaq
			}
			has_war_with = AZR
			is_in_faction = no
			surrender_progress = > 0.55
			is_subject = no
		}
	}
	immediate = {
		817 = {
			set_state_name = Sünik
		}
		set_province_name = {
			id = 4660
			name = Qarakilse
		} {
			id = 12450
			name = Basarkeçer
		} {
			id = 1610
			name = Khankendi
		}
		816 = {
			set_state_name = Karabakh
		}
		AZR = {
			transfer_state = 817
			add_stability = 0.05
			add_war_support = 0.05
			white_peace = ARM
		}
		ARM = {
			set_country_flag = lose_karabaq
			add_stability = -0.1
			add_war_support = -0.1
		}
	}
}
### Entity: Country History
Country: GER
Component: GER_misc
Constructs: recruit_character, set_stability, limit, add_ideas, has_government, add_war_support, add_stability, add_opinion_modifier
Source: game
File: history/countries/GER - Germany.txt

Code:
# Misc for GER
capital = 64
if = {
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_oob = GER_1936
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_oob = GER_1936_nsb
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = GER_1936_air_bba
	set_technology = {
		aa_lmg = 1
		aa_cannon_1 = 1
		engines_1 = 1
		engines_2 = 1
		early_bombs = 1
		aircraft_construction = 1
		iw_small_airframe = 1
		basic_small_airframe = 1
		iw_medium_airframe = 1
		basic_medium_airframe = 1
		iw_large_airframe = 1
		air_torpedoe_1 = 1
		bba_early_transport_plane = 1
	}
	else = {
		set_air_oob = GER_1936_air_legacy
		set_technology = {
			early_fighter = 1
			fighter1 = 1
			early_bomber = 1
			tactical_bomber1 = 1
			strategic_bomber1 = 1
			CAS1 = 1
			naval_bomber1 = 1
			early_transport_plane = 1
		}
	}
}
{
	limit = {
		has_dlc = La Resistance By Blood Alone
	}
	set_technology = {
		photo_reconnaisance = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
		engine_tech_1 = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		basic_destroyer = 1
		early_light_cruiser = 1
		basic_light_cruiser = 1
		early_heavy_cruiser = 1
		basic_heavy_cruiser = 1
		early_battleship = 1
		basic_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
	set_naval_oob = GER_1936_naval
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		basic_ship_hull_heavy = 1
		panzerschiffe = 1
		pre_dreadnoughts = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		mtg_transport = 1
		basic_torpedo = 1
		improved_ship_torpedo_launcher = 1
		basic_battery = 1
		basic_light_battery = 1
		basic_heavy_battery = 1
		basic_depth_charges = 1
		sonar = 1
		basic_cruiser_armor_scheme = 1
	}
	set_naval_oob = GER_1936_naval_mtg
}
{
	limit = {
		has_dlc = La Resistance
	}
	set_technology = {
		arm
# ... (truncated)
### Entity: Character
Component: motorised_equipment_producer_defense_0
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
motorised_equipment_producer_defense_0 = {
	random = no
	equipment_bonus = {
		motorized_equipment = {
			reliability = 0.05
			instant = yes
		}
		motorized_rocket_equipment = {
			reliability = 0.05
			defense = 0.05
		}
		mechanized_equipment = {
			reliability = 0.05
			defense = 0.05
		}
		amphibious_mechanized_equipment = {
			reliability = 0.05
			defense = 0.05
		}
		armored_car_equipment = {
			reliability = 0.05
			defense = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_reintegrate_cross_border_rail_connections
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, has_game_rule
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_reintegrate_cross_border_rail_connections
	icon = GFX_focus_GER_kriegslokomotive
	prerequisite = {
		focus = CZE_deepend_ties_with_the_trademans
	} {
		focus = CZE_negotiations_with_the_autonomous_bloc
	}
	relative_position_id = CZE_deepend_ties_with_the_trademans
	x = 3
	y = 1
	offset = {
		x = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_placate_benes_faction
		}
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
		any_neighbor_country = {
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_state = {
			limit = {
				controller = {
					OR = {
						is_neighbor_of = ROOT
						original_tag = CZE
						if = {
							limit = {
								SLO = {
									is_subject_of = CZE
								}
							}
							is_neighbor_of = SLO
						} {
							limit = {
								RUT = {
									is_subject_of = CZE
								}
							}
							is_neighbor_of = RUT
						}
					} {
						has_government = ROOT neutrality
						original_tag = AUS
					}
					NOT = {
						has_war_with = ROOT
					}
				}
				OR = {
					state = 762 43 76 4 67 65 54 71 70 972 73 72 74 69
				}
			}
			add_dynamic_modifier = {
				modifier = CZE_improve_cross_border_rail_connections_modifier
				days = 180
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		every_neighbor_country = {
			limit = {
				is_neighbor_of = ROOT
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					has_government = ROOT neutrality
					original_tag = AUS
				} {
					controls_state = 88 762 43 76 4 67 65 54
				}
			}
			add_opinion_modifier = {
				target = FROM
				modifier = CZE_improving_cross_border_rail_connections
			}
			if = {
				limit = {
					OR = {
						original_tag = HUN AUS
					}
				}
				set_country_flag = CZE_reintegrate_cross_border_rail_connections_flag
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = infrastructure
									size = > 0
		
# ... (truncated)