Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: lit_focus
Component: LIT_solicit_ratikiss_support
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_solicit_ratikiss_support
	icon = GFX_goal_generic_military_deal
	relative_position_id = LIT_announce_upcoming_elections
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_announce_upcoming_elections
	}
	mutually_exclusive = {
		focus = LIT_voldemarininkai_coup
	} {
		focus = LIT_force_parties_to_reregister
	} {
		focus = LIT_lcp_resurgence
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		hidden_trigger = {
			NOT = {
				has_completed_focus = LIT_voldemarininkai_coup
			}
		}
	}
	completion_reward = {
		add_ideas = LIT_enforced_martial_law
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Modifier Reference
Construct: rocket_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## rocket_attack_factor

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: Faction
Component: faction_goal_control_danish_belts
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_danish_belts = {
	name = control_danish_belts_goal_name
	description = control_danish_belts_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = DEN
				is_in_faction_with = DEN
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 37
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		37 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		911 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		99 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 37 911 99
				}
			}
			add_faction_initiative = 1
		}
		37 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = coastal_bunker
				level = 2
				province = 6287
				instant_build = yes
			} {
				type = coastal_bunker
				level = 2
				province = 3260
				instant_build = yes
			}
		}
		911 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				province = 3325
				instant_build = yes
			}
		}
		99 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = 394
			} {
				type = coastal_bunker
				level = 2
				province = 394
				instant_build = yes
			} {
				type = coastal_bunker
				level = 2
				province = 3277
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			37 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 1
			capital_scope = {
				is_on_continent = europe
			}
			any_enemy_country = {
				original_tag = ENG
			}
		} {
			add = 1
			is_historical_focus_on = yes
			original_tag = GER
		}
	}
}
### Entity: Idea
Component: COR_acas
Source: game
File: common/ideas/corsica.txt

Code:
COR_acas = {
	ledger = air
	picture = generic_air_asia_2
	allowed = {
		original_tag = COR
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: CHI_buffer_on_northern_borders_and_coast
Constructs: has_war, has_dlc, is_literally_china_not_prc, is_in_faction_with
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_buffer_on_northern_borders_and_coast = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		is_literally_china_not_prc = yes
	}
	enable = {
		date = < 1941.1.1
		OR = {
			original_tag = CHI
			is_in_faction_with = CHI
		}
		has_war = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		states = {
			598 607 1034 596 595 606
		}
		ratio = 0.2
		area = asia
		subtract_invasions_from_need = no
		subtract_fronts_from_need = yes
	}
}
### Entity: Unit Template
Component: USA_BC_HISTORICAL
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
USA_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		USA
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = USS 
	fallback_name = Battlecruiser BC-%d
	unique = {
		Alaska Guam Hawaii Philippines Puerto Rico Samoa Virgin Islands District of Columbia Panama Canal Wake Island Midway Island Johnston Atoll Palmyra Island Baker Island Howland Island Jarvis Island
	}
}
### Entity: Event
Component: soviet.29
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_to_faction, add_ai_strategy
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.29
	title = soviet.29.t
	desc = soviet.29.d
	picture = GFX_report_event_stalin_01
	is_triggered_only = yes
	option = {
		name = soviet.29.a
		SOV = {
			add_to_faction = FRA
		}
		FRA = {
			add_ai_strategy = {
				type = alliance
				id = SOV
				value = 200
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.180
			}
		}
	} {
		name = soviet.29.b
		ai_chance = {
			factor = 0
		}
		FRA = {
			add_opinion_modifier = {
				target = SOV
				modifier = SOV_FRA_join_comintern_reject
			}
		}
	}
}
### Entity: Event
Component: AFG_political_events.73
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, every_other_country
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.73
	title = AFG_political_events.73.t
	desc = AFG_political_events.73.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = AFG_political_events.73.a
		ai_chance = {
			base = 10
		}
		every_other_country = {
			limit = {
				original_tag = AFG
				has_completed_focus = AFG_renounce_the_durand_line
			}
			country_event = {
				id = AFG_political_events.71
				days = 3
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_research_sharing
Constructs: prerequisite, completion_reward, is_in_faction_with, add_to_tech_sharing_group
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_research_sharing
	available = {
		is_in_faction_with = ENG
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_join_the_allies POR_honor_anglo_portuguese_alliance
	}
	icon = GFX_focus_research2
	x = 2
	y = 1
	relative_position_id = POR_join_the_allies
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		ENG = {
			add_to_tech_sharing_group = commonwealth_research
		}
		add_to_tech_sharing_group = commonwealth_research
	}
}
### Entity: Character
Component: AFG_newspaper_editor
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_newspaper_editor = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	stability_factor = 0.05
	drift_defence_factor = 0.25
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_exploit_the_pannonian_deposits
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_fully_controlled_by, is_subject_of, has_full_control_of_state, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_exploit_the_pannonian_deposits
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = YUG_rare_minerals_exploitation
	}
	x = 0
	y = 1
	relative_position_id = YUG_rare_minerals_exploitation
	cost = 10
	ai_will_do = {
		factor = 60
		modifier = {
			factor = 1.2
			OR = {
				has_completed_focus = YUG_join_comintern YUG_yugoslavian_path_to_communism
			}
		}
	}
	available = {
		45 = {
			OR = {
				is_fully_controlled_by = ROOT
				controller = {
					is_subject_of = ROOT
					has_full_control_of_state = PREV
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				45 = {
					OR = {
						is_fully_controlled_by = ROOT
						controller = {
							is_subject_of = ROOT
							has_full_control_of_state = PREV
						}
					}
				}
			}
			45 = {
				add_resource = {
					type = oil
					amount = 8
				}
			}
		}
	}
}
### Entity: Idea
Component: CZE_invest_in_the_smaller_air_plants_idea
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_invest_in_the_smaller_air_plants_idea = {
	picture = man_five_year_plan_air
	allowed = {
		original_tag = CZE
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		aircraft_manufacturer_cost_factor = -0.05
	}
	equipment_bonus = {
		small_plane_airframe = {
			instant = yes
			air_agility = 0.05
			reliability = 0.05
		}
		medium_plane_airframe = {
			instant = yes
			air_agility = 0.05
			reliability = 0.05
		}
		large_plane_airframe = {
			instant = yes
			air_agility = 0.05
			reliability = 0.05
		}
	}
}
### Entity: Idea
Component: KMT_harpo_10
Constructs: research_speed_factor, limit, has_country_flag, removal_cost, has_idea, add_timed_idea
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_harpo_10 = {
	picture = AFG_work_with_ger_intel_bonus
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				has_idea = german_advisors KMT_sino_german_joint_research_ger_adv
			}
		}
	}
	on_remove = {
		IF = {
			limit = {
				NOT = {
					OR = {
						has_country_flag = chi_dlc_focus_tree
						has_idea = german_advisors KMT_sino_german_joint_research_ger_adv
					}
				}
			}
			add_timed_idea = {
				idea = KMT_broken_military_industry
				days = 500
			}
		}
	}
	modifier = {
		trade_opinion_factor = 1
		political_power_cost = 0.15
		research_speed_factor = 0.03
		min_export = 0.125
		civilian_intel_to_others = 50
	}
	targeted_modifier = {
		tag = GER
		trade_cost_for_target_factor = -0.95
		cic_to_target_factor = 0.3
		mic_to_target_factor = 0.1
	}
}
### Entity: Modding Documentation
Construct: total_constructed_refinery
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_constructed_refinery
* description: Total constructions of refinery
### Entity: National Focus
Tree: swi_focus
Component: SWI_alpine_aspirations
Constructs: every_owned_state, prerequisite, limit, completion_reward, cancel_if_invalid, every_state, is_alpine_state, is_core_of
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_alpine_aspirations
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = SWI_the_second_helvetic_republic
	}
	relative_position_id = SWI_the_second_helvetic_republic
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		SWI_is_fully_centralized = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_state = {
			limit = {
				is_alpine_state = yes
				NOT = {
					is_core_of = ROOT
				}
			}
			add_core_of = ROOT
		}
		FRA = {
			every_owned_state = {
				limit = {
					is_core_of = ROOT
					NOT = {
						is_core_of = FRA
					}
				}
				transfer_state_to = ROOT
			}
			every_controlled_state = {
				limit = {
					is_core_of = ROOT
					NOT = {
						is_core_of = FRA
					}
				}
				set_state_controller_to = ROOT
			}
			country_event = {
				id = BBA_swiss_expansion.12
				hours = 4
			}
			custom_effect_tooltip = if_they_accept_tt SWI_size_and_opinion_chance_tooltip
			effect_tooltip = {
				every_owned_state = {
					limit = {
						is_alpine_state = yes
					}
					transfer_state_to = ROOT
				}
			}
		}
	}
}
### Entity: Character
Component: CHL_ricardo_aguayo
Constructs: has_completed_focus, has_government, has_country_flag
Source: game
File: common/characters/CHL.txt

Code:
CHL_ricardo_aguayo = {
	name = CHL_ricardo_aguayo
	portraits = {
		army = {
			large = GFX_portrait_CHL_ricardo_aguayo
			small = GFX_portrait_CHL_ricardo_aguayo_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_ricardo_aguayo_advisor
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_government = communism
				CHL_has_left_wing_government = yes
				has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
			}
		}
		visible = {
			OR = {
				has_government = communism
				CHL_has_left_wing_government = yes
				has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
			} {
				NOT = {
					has_completed_focus = CHL_address_the_mapuche_conflict
				} {
					has_completed_focus = CHL_denounce_the_anarchy
				}
				AND = {
					has_completed_focus = CHL_avenge_the_pacification_of_araucania
					has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
				}
			}
		}
		traits = {
			JUNO_militant_communist
		}
	} {
		slot = army_chief
		idea_token = CHL_ricardo_aguayo_army_chief
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_government = communism
				has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
			}
		}
		visible = {
			OR = {
				has_government = communism
				CHL_has_left_wing_government = yes
				has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
			} {
				NOT = {
					has_completed_focus = CHL_address_the_mapuche_conflict
				} {
					has_completed_focus = CHL_denounce_the_anarchy
				}
				AND = {
					has_completed_focus = CHL_avenge_the_pacification_of_araucania
					has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
				}
			}
		}
		traits = {
			army_chief_offensive_2
		}
	}
	corps_commander = {
		traits = {
			trickster commando
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			OR = {
				has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
				has_government = communism
			}
		}
	}
}
### Entity: Event
Component: tfv_canada.52
Constructs: has_completed_focus, limit, has_country_flag, fire_only_once, set_country_flag, random_owned_state
Source: game
File: events/TFV_Canada.txt

Code:
country_event = {
	id = tfv_canada.52
	title = tfv_canada.52.t
	desc = tfv_canada.52.d
	picture = GFX_report_event_generic_factory
	fire_only_once = yes
	trigger = {
		tag = CAN
		has_country_flag = can_quebec_sabotage_2
		has_completed_focus = CAN_forced_quebec_conscription
		any_owned_state = {
			arms_factory = > 0
		}
	}
	mean_time_to_happen = {
		months = 3
	}
	option = {
		name = tfv_canada.52.a
		set_country_flag = can_quebec_sabotage_3
		random_owned_state = {
			limit = {
				arms_factory = > 0
			}
			damage_building = {
				type = arms_factory
				damage = 0.6
			}
		}
	}
}
### Entity: Decision
Component: SOV_great_patriotic_war
Constructs: has_completed_focus, army_defence_factor, add_equipment_to_stockpile, has_war, limit, has_war_with, add_war_support, has_country_flag
Source: game
File: common/decisions/SOV.txt

Code:
SOV_great_patriotic_war = {
	SOV_raise_penal_units = {
		priority = 21
		icon = GFX_decision_generic_arrest
		ai_will_do = {
			base = 5
		}
		allowed = {
			original_tag = SOV
		}
		available = {
			has_country_flag = {
				flag = SOV_penal_units_raised_flag
				days = > 365
			}
			custom_trigger_tooltip = {
				tooltip = SOV_raise_penal_units_days_tt
				has_country_flag = {
					flag = SOV_penal_units_raised_flag
					days = > 365
				}
			}
			any_enemy_country = {
				SOV_is_major_not_original_sov = yes
			}
		}
		visible = {
			has_completed_focus = SOV_penal_battalions
			any_enemy_country = {
				SOV_is_major_not_original_sov = yes
			}
		}
		cost = 50
		days_remove = 35
		complete_effect = {

		}
		remove_effect = {
			clr_country_flag = SOV_penal_units_raised_flag
			SOV_spawn_penal_divisions_effect = yes
		}
	}
	SOV_factory_worker_militias = {
		priority = 20
		icon = generic_prepare_civil_war
		ai_will_do = {
			base = 0
			modifier = {
				add = 15
				FROM = {
					OR = {
						state = 219 195 217 137 206 202
					}
				}
			}
		}
		state_target = yes
		target_trigger = {
			FROM = {
				is_core_of = ROOT
				OR = {
					industrial_complex = > 0
					arms_factory = > 0
					dockyard = > 0
				}
			}
		}
		target_root_trigger = {
			has_completed_focus = SOV_desperate_measures
		}
		allowed = {
			original_tag = SOV
		}
		available = {
			FROM = {
				NOT = {
					has_dynamic_modifier = {
						modifier = SOV_civilian_labor_in_defense_mod
					}
				}
			}
		}
		visible = {
			any_enemy_country = {
				SOV_is_major_not_original_sov = yes
			}
			NOT = {
				has_country_flag = SOV_order_227_flag
			}
			FROM = {
				is_controlled_by = ROOT
				any_neighbor_state = {
					controller = {
						has_war_with = ROOT
					}
				}
			}
		}
		ai_hint_pp_cost = 25
		custom_cost_trigger = {
			command_power = > 24
			has_political_power = > 24
		}
		custom_cost_text = decision_cost_CP_25_pp_25
		days_remove = 90
		cancel_if_not_visible = yes
		cancel_effect = {
			FROM = {
				remove_dynamic_modifier = {
					modifier = SOV_factory_worker_militias_raised
				}
			}
		}
		complete_effect = {
			hidden_effect = {
				add_command_power = -25
				add_political_power = -25
				FROM = {
					add_dynamic_modifier = {
						modifier = SOV_factory_worker_militias_raised
						scope = SOV
					}
				}
			}
			custom_effect_tooltip = SOV_factory_worker_militias_stat
# ... (truncated)
### Entity: Idea
Component: VEN_spread_communism
Constructs: has_government, communism_drift
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_spread_communism = {
	picture = generic_communism_drift_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.05
		communism_acceptance = 20
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_university_of_capital
Constructs: prerequisite, completion_reward, is_controlled_by, add_tech_bonus, add_to_variable
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_university_of_capital
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = ETH_ecole_militaire_haile_selassie_1er
	}
	dynamic = yes
	x = -6
	y = 1
	relative_position_id = ETH_ecole_militaire_haile_selassie_1er
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0.5
			any_owned_state = {
				NOT = {
					is_controlled_by = ROOT
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ETH_university_bonus
			bonus = 0.25
			uses = 2
			category = industry electronics
		}
		custom_effect_tooltip = ETH_university_of_capital_tt
		add_to_variable = {
			ETH_bureaucracy_research_speed_factor = 0.05
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_demand_mongolia
Constructs: shared_focus, prerequisite, limit, has_war_with, is_major, completion_reward, is_in_faction_with, is_subject
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_demand_mongolia
	icon = GFX_focus_generic_attack_mongolia
	prerequisite = {
		focus = CHI_sea_renounce_the_mcmahon_line
	}
	x = 0
	y = 3
	relative_position_id = CHI_sea_one_china_policy
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			any_country = {
				is_major = yes
				is_in_faction_with = MON
			}
			factor = 0
		}
	}
	available = {
		not = {
			is_in_faction_with = MON
		}
		is_subject = no
		OR = {
			controls_state = 761 714 612 1043 621 1040 756 760 618
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = MON
			}
			has_war_with = MON
			has_wargoal_against = MON
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				330 = {
					is_owned_and_controlled_by = MON
				}
				817 = {
					is_owned_and_controlled_by = MON
				}
				818 = {
					is_owned_and_controlled_by = MON
				}
				819 = {
					is_owned_and_controlled_by = MON
				}
				820 = {
					is_owned_and_controlled_by = MON
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_state_focus
					target = MON
					expire = 0
					generator = {
						330 817 818 819 820
					}
				}
			}
		}
		else = {
			create_wargoal = {
				type = annex_everything
				target = MON
				expire = 0
			}
		}
	}
}
### Entity: Character
Component: ALG_acas
Source: game
File: common/characters/ALG.txt

Code:
ALG_acas = {
	advisor = {
		slot = high_command
		idea_token = ALG_acas
		ledger = air
		allowed = {
			original_tag = ALG
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_2
		}
	}
}
### Entity: Decision
Component: combat_reports
Constructs: has_war
Source: game
File: common/decisions/categories/r56_decision_categories.txt

Code:
combat_reports = {
	icon = FIN_motti_tactics
	visible = {
		has_war = yes
	}
}
### Entity: Modifier Reference
Construct: sortie_efficiency
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## sortie_efficiency

* Number with 0 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: Event
Component: DOD_hungary.50
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, random_days
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.50
	title = DOD_hungary.50.t
	desc = DOD_hungary.50.desc
	picture = GFX_report_event_vienna_award_negotiations
	is_triggered_only = yes
	option = {
		name = DOD_hungary.50.a
		ai_chance = {
			base = 10
			modifier = {
				ROM_is_on_historical_plan_trigger = yes
				factor = 0
			} {
				strength_ratio = {
					tag = HUN
					ratio = < 0.8
				}
				factor = 2
			}
		}
		HUN = {
			country_event = {
				id = DOD_hungary.51
				days = 1
				random_days = 2
			}
		}
		add_stability = -0.25
		add_war_support = -0.1
	} {
		name = DOD_hungary.50.b
		ai_chance = {
			base = 90
		}
		HUN = {
			country_event = {
				id = DOD_hungary.52
				days = 1
				random_days = 2
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_push_for_a_united_arab_dinar
Constructs: prerequisite, has_war_with, completion_reward, add_timed_idea
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_push_for_a_united_arab_dinar
	icon = GFX_focus_ETH_adopt_the_lira
	prerequisite = {
		focus = PAL_invite_the_saudis
	} {
		focus = PAL_invite_iraq
	}
	x = 1
	y = 1
	relative_position_id = PAL_invite_iraq
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		country_exists = EGY IRQ SAU
		NOT = {
			EGY = {
				has_war_with = PAL
			}
			IRQ = {
				has_war_with = PAL
			}
			SAU = {
				has_war_with = PAL
			}
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = PAL_united_arab_dinar
			days = 120
		}
		EGY = {
			add_timed_idea = {
				idea = PAL_united_arab_dinar
				days = 120
			}
		}
		IRQ = {
			add_timed_idea = {
				idea = PAL_united_arab_dinar
				days = 120
			}
		}
		SAU = {
			add_timed_idea = {
				idea = PAL_united_arab_dinar
				days = 120
			}
		}
	}
}
### Entity: Idea
Component: ITA_socialist_cooperation_improved
Constructs: has_completed_focus, removal_cost, has_dlc
Source: game
File: common/ideas/italy.txt

Code:
ITA_socialist_cooperation_improved = {
	name = ITA_socialist_cooperation
	removal_cost = -1
	picture = generic_deal_with_the_devil2
	allowed = {
		has_dlc = By Blood Alone
	}
	allowed_civil_war = {
		has_completed_focus = ITA_appease_the_military
	}
	modifier = {
		operative_slot = 2
		intel_from_operatives_factor = 0.2
	}
}