Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_renegotiate_the_unequal_treaties
Constructs: shared_focus, prerequisite, limit, remove_ideas, add_war_support, add_stability, completion_reward, is_subject
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_renegotiate_the_unequal_treaties
	icon = GFX_focus_renounce_the_treaty_of_trianon
	prerequisite = {
		focus = CHI_sea_modern_logistics CHI_sea_combined_arms_warfare CHI_sea_naval_aviation
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_modern_logistics
	cost = 10
	ai_will_do = {
		base = 1
		modifier = {
			factor = 4
			tag = PRC
		}
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				has_idea = CHI_nine_power_treaty
			}
			remove_ideas = CHI_nine_power_treaty
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				capital_scope = {
					free_building_slots = {
						building = industrial_complex
						size = > 2
						include_locked = yes
					}
				}
			}
			capital_scope = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				} {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_war_support = 0.1
		add_stability = 0.1
	}
}
### Entity: Idea
Component: ITA_camicie_nere_strengthened
Constructs: has_completed_focus, has_government, removal_cost, conscription_factor, fascism_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_camicie_nere_strengthened = {
	name = ITA_camicie_nere
	removal_cost = -1
	picture = ITA_camicie_nere
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		OR = {
			has_government = fascism
			has_completed_focus = ITA_security_militias
		}
	}
	modifier = {
		custom_modifier_tooltip = ITA_camicie_nere_mp_tt
		resistance_garrison_penetration_chance = -0.1
		resistance_damage_to_garrison = -0.1
		conscription_factor = 0.15
		fascism_drift = 0.02
		modifier_army_sub_unit_militia_max_org_factor = 0.05
	}
}
### Entity: Character
Component: GER_loyalty_of_wehrmacht
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_loyalty_of_wehrmacht = {
	war_support_factor = 0.05
	stability_factor = 0.05
}
### Entity: National Focus
Component: wuw_HUN_the_bastion_of_catholicism
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, add_opinion_modifier, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_bastion_of_catholicism
	icon = GFX_focus_generic_vatican_state
	prerequisite = {
		focus = wuw_HUN_the_old_habsburg_king
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_the_old_habsburg_king
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = HUN_bastion_of_catholicism
		IF = {
			limit = {
				AND = {
					has_dlc = By Blood Alone
					ITA = {
						exists = yes
						has_completed_focus = ITA_seek_papal_support
					}
				}
			}
			ITA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = embraced_catholicism
				}
			}
		} {
			limit = {
				AND = {
					has_dlc = La Resistance
					POR = {
						has_completed_focus = POR_concordat_with_the_holy_see
					}
				}
			}
			POR = {
				add_opinion_modifier = {
					target = ROOT
					modifier = embraced_catholicism
				}
			}
		} {
			limit = {
				AND = {
					has_dlc = La Resistance
					SPR = {
						has_completed_focus = SPA_defenders_of_catholicism
					}
				}
			}
			SPR = {
				add_opinion_modifier = {
					target = ROOT
					modifier = embraced_catholicism
				}
			}
		} {
			limit = {
				AND = {
					has_dlc = Trial of Allegiance
					CHL = {
						OR = {
							has_completed_focus = CHL_repeal_the_separation_of_church_an_state CHL_state_catholicism
						}
					}
				}
			}
			CHL = {
				add_opinion_modifier = {
					target = ROOT
					modifier = embraced_catholicism
				}
			}
		}
	}
}
### Entity: Character
Component: ENG_trafford_leigh_mallory
Source: game
File: common/characters/ENG.txt

Code:
ENG_trafford_leigh_mallory = {
	name = ENG_trafford_leigh_mallory
	portraits = {
		army = {
			small = GFX_idea_trafford_leigh_mallory
		}
	}
	advisor = {
		slot = high_command
		idea_token = trafford_leigh_mallory
		ledger = air
		allowed = {
			original_tag = ENG
		}
		traits = {
			air_bomber_interception_2
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Effect Reference
Construct: add_scientist_role
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_scientist_role

* Supported Scopes: COUNTRY, CHARACTER
* Supported Targets: none

```
Add scientist role to a character. The character can come from the scope or from an input parameter.
The scientist role format is the same as in the character DB.
Except the visible trigger - a scientist role created via effect cannot have triggers.
Examples:
### Entity: Idea
Component: CAN_national_resources_mobilization_act
Constructs: stability_factor, industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/canada.txt

Code:
CAN_national_resources_mobilization_act = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		industrial_capacity_factory = 0.02
		industrial_capacity_dockyard = 0.02
		conscription_factor = 0.05
		stability_factor = -0.05
	}
}
### Entity: Special Project
Component: sp_rockets_generic_major_breakthrough_reward
Constructs: fire_only_once, add_project_progress_ratio
Source: game
File: common/special_projects/prototype_rewards/generic_rocket_prototype_rewards.txt

Code:
sp_rockets_generic_major_breakthrough_reward = {
	fire_only_once = no
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = 1
	}
	option = {
		token = sp_rockets_generic_major_breakthrough_reward_option
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.gain.medium
				}
			}
		}
	}
}
### Entity: Idea
Component: BEL_repair_damages
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_repair_damages = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_production_bonus
	modifier = {
		production_speed_buildings_factor = -0.1
	}
}
### Entity: Modding Documentation
Construct: equipment_market_buying_threshold
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `equipment_market_buying_threshold`
Affects the AI's perceived archetype needs regarding equipment purchases on the market. A value of 50 means it will try to buy 50 more of the equipment than what is actually needed, while a value of -20 means it will only try to buy if it has a deficit larger than 20.
```
ai_strategy = {
	type = equipment_market_buying_threshold
	id = small_plane_cas_airframe  # equipment archetype
	value = 100  # Absolute number of units
}
```
### Entity: Scripted Effect
Component: SOV_clear_targeted_relation_modifiers_effect
Constructs: limit, every_other_country, is_on_continent, has_relation_modifier, remove_relation_modifier
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_clear_targeted_relation_modifiers_effect = {
	every_other_country = {
		limit = {
			capital_scope = {
				is_on_continent = europe
			}
			SOV = {
				has_relation_modifier = {
					target = PREV
					modifier = SOV_face_western_fascism_static
				}
			}
		}
		SOV = {
			remove_relation_modifier = {
				target = PREV
				modifier = SOV_face_western_fascism_static
			}
		}
	}
	GER = {
		SOV = {
			remove_relation_modifier = {
				target = PREV
				modifier = SOV_face_western_fascism_static
			}
		}
	}
}
### Entity: Order of Battle
Component: Nagoya Kakumei Ha
Constructs: division_template
Source: game
File: history/units/JAP_sunfall_civil_war.txt

Code:
division = {
	name = Nagoya Kakumei Ha
	location = 10125
	division_template = Kakumei-Gun
	start_experience_factor = 0.2
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_medium_armor_1
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_medium_armor_1 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 100
		EAI_MARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 90
				EAI_MARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = medium_tank_chassis
		value = 4
	}
}
### Entity: Effect Reference
Construct: add_offsite_building
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_offsite_building

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Add an offsite building to a country
```
### Entity: Idea
Component: GER_development_of_economic_relations_ns
Constructs: limit, has_war_with, removal_cost, is_subject, is_subject_of, has_opinion_modifier, remove_opinion_modifier
Source: game
File: common/ideas/GER.txt

Code:
GER_development_of_economic_relations_ns = {
	removal_cost = -1
	picture = generic_license_production
	allowed = {
		always = no
	}
	cancel = {
		OR = {
			has_war_with = GER
			AND = {
				is_subject = yes
				NOT = {
					is_subject_of = GER
				}
			}
		}
	}
	on_remove = {
		if = {
			limit = {
				has_opinion_modifier = GER_trading_partners
			}
			remove_opinion_modifier = {
				target = GER
				modifier = GER_trading_partners
			}
		}
	}
	targeted_modifier = {
		tag = GER
		license_purchase_cost = -0.5
		license_production_speed = 0.25
		license_tech_difference_speed = 0.25
		trade_cost_for_target_factor = -0.3
		trade_opinion_factor = 0.25
	}
}
### Entity: Idea
Component: GER_white_russian_advisors
Constructs: removal_cost, compliance_gain
Source: game
File: common/ideas/GER.txt

Code:
GER_white_russian_advisors = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = SOV_romanov_tsars
	modifier = {

	}
	targeted_modifier = {
		tag = SOV
		attack_bonus_against = 0.05
		breakthrough_bonus_against = 0.05
		compliance_gain = 0.01
	}
}
### Entity: Character
Component: AFG_british_ambassador
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_british_ambassador = {
	random = no
	sprite = 13
	stability_factor = 0.05
	democratic_drift = 0.05
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_BS_BC_navy_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_BS_BC_navy_production_strategy = {
	enable = {
		has_country_flag = EAI_BS_BC_navy_production_strategy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_capital_bc
		value = 7
	}
}
### Entity: Idea
Component: r56_LUX_taxes_germany2
Constructs: industrial_capacity_factory
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_taxes_germany2 = {
	name = r56_LUX_taxes_germany
	picture = hol_caved_to_the_germans
	modifier = {
		industrial_capacity_factory = -0.1
		production_lack_of_resource_penalty_factor = 0.05
	}
	targeted_modifier = {
		tag = GER
		extra_trade_to_target_factor = 0.25
		cic_to_target_factor = 0.1
		mic_to_target_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: EAI_PRODUCTION_MW_army_production_strategies
Constructs: limit, has_country_flag, check_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_MW_army_production_strategies = {
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/land_doctrine = global.EAI_MW_DOCTRINE
			}
		}
		if = {
			limit = {
				num_of_military_factories = > 20
				OR = {
					EAI_light_armor_production = yes
					EAI_medium_armor_production = yes
					EAI_heavy_armor_production = yes
					EAI_modern_armor_production = yes
				}
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = EAI_MW_armor_army_production_strategy
					}
				}
				set_country_flag = EAI_MW_armor_army_production_strategy
			}
		} {
			limit = {
				num_of_military_factories = > 20
				EAI_motorized_production = yes
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = EAI_MW_motorized_army_production_strategy
					}
				}
				set_country_flag = EAI_MW_motorized_army_production_strategy
			}
		}
		else_if = {
			limit = {
				has_country_flag = EAI_MW_armor_army_production_strategy
			}
			clr_country_flag = EAI_MW_armor_army_production_strategy
		} {
			limit = {
				has_country_flag = EAI_MW_motorized_army_production_strategy
			}
			clr_country_flag = EAI_MW_motorized_army_production_strategy
		}
	}
	else_if = {
		limit = {
			OR = {
				has_country_flag = EAI_MW_armor_army_production_strategy EAI_MW_motorized_army_production_strategy
			}
		}
		clr_country_flag = EAI_MW_armor_army_production_strategy EAI_MW_motorized_army_production_strategy
	}
}
### Entity: Event
Component: lithuania.58
Constructs: is_triggered_only
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.58
	title = lithuania.58.t
	desc = lithuania.58.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.58.a
		hidden_effect = {
			country_event = {
				id = lithuania.34
				days = 1
			}
		}
	} {
		name = lithuania.58.b
		hidden_effect = {
			country_event = {
				id = lithuania.32
				days = 1
			}
		}
	}
}
### Entity: Peace Conference
Component: peace_action_modifiers
Constructs: has_completed_focus, take_states
Source: game
File: common/peace_conference/cost_modifiers/RK_peace.txt

Code:
peace_action_modifiers = {
	GER_RK_cost_reduction_RKU = {
		category = events_or_focuses
		peace_action_type = {
			take_states
		}
		enable = {
			ROOT = {
				original_tag = RKU
			}
			GER = {
				has_completed_focus = GER_uplift_the_rosenberg_office
			}
			FROM.FROM.FROM = {
				GER_is_RKU_state = yes
			}
		}
		cost_multiplier = 0.5
	}
	GER_RK_cost_reduction_RKO = {
		category = events_or_focuses
		peace_action_type = {
			take_states
		}
		enable = {
			ROOT = {
				original_tag = RKO
			}
			GER = {
				has_completed_focus = GER_uplift_the_rosenberg_office
			}
			FROM.FROM.FROM = {
				GER_is_RKO_state = yes
			}
		}
		cost_multiplier = 0.5
	}
	GER_RK_cost_reduction_RKG = {
		category = events_or_focuses
		peace_action_type = {
			take_states
		}
		enable = {
			ROOT = {
				original_tag = RKG
			}
			GER = {
				has_completed_focus = GER_uplift_the_rosenberg_office
			}
			FROM.FROM.FROM = {
				GER_is_RKG_state = yes
			}
		}
		cost_multiplier = 0.5
	}
	GER_RK_cost_reduction_RKN = {
		category = events_or_focuses
		peace_action_type = {
			take_states
		}
		enable = {
			ROOT = {
				original_tag = RKN
			}
			GER = {
				has_completed_focus = GER_uplift_the_rosenberg_office
			}
			FROM.FROM.FROM = {
				GER_is_RKN_state = yes
			}
		}
		cost_multiplier = 0.5
	}
	GER_RK_cost_reduction_RKB = {
		category = events_or_focuses
		peace_action_type = {
			take_states
		}
		enable = {
			ROOT = {
				original_tag = RKB
			}
			GER = {
				has_completed_focus = GER_uplift_the_rosenberg_office
			}
			FROM.FROM.FROM = {
				GER_is_RKB_state = yes
			}
		}
		cost_multiplier = 0.5
	}
	GER_RK_cost_reduction_RKK = {
		category = events_or_focuses
		peace_action_type = {
			take_states
		}
		enable = {
			ROOT = {
				original_tag = RKK
			}
			GER = {
				has_completed_focus = GER_uplift_the_rosenberg_office
			}
			FROM.FROM.FROM = {
				GER_is_RKK_state = yes
			}
		}
		cost_multiplier = 0.5
	}
	GER_RK_cost_reduction_RKT = {
		category = events_or_focuses
		peace_action_type = {
			take_states
		}
		enable = {
			ROOT = {
				original_tag = RKT
			}
			GER = {
				has_completed_focus = GER_uplift_the_rosenberg_office
			}
			FROM.FROM.FROM = {
				OR = {
					GER_is_RKT_state = yes
					GER_is_RK_south_urals_state = yes
					GER_is_additional_RKT_xinjang_state = yes
				}
			}
		}
		cost_multiplier = 0.5
	}
	GER_RK_cost_reduction_RKM = {
		category = events
# ... (truncated)
### Entity: Joint Focus
Component: INSHOL_transfer_of_henri_winkelman
Constructs: has_completed_focus, prerequisite, limit, joint_focus, add_political_power, is_subject_of, has_capitulated, is_hired_as_advisor
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_transfer_of_henri_winkelman
	icon = GFX_focus_generic_military_mission
	text_icon = INSHOL_INS_HOL_focus_style
	available = {
		OR = {
			original_tag = INS HOL
		}
		INS = {
			is_subject_of = HOL
		}
		HOL = {
			has_completed_focus = HOL_appoint_new_supreme_commander
		}
	}
	prerequisite = {
		focus = INSHOL_reform_knil
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = INSHOL_reform_knil
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 2
			original_tag = HOL
			has_capitulated = yes
		} {
			factor = 0.5
			original_tag = HOL
			has_capitulated = no
		} {
			factor = 0.8
			original_tag = HOL
		} {
			factor = 1.1
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			original_tag = HOL
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.75
			original_tag = HOL
			HOL_check_plan_colonial_alternate_democratic = yes
		} {
			factor = 0.5
			original_tag = HOL
			HOL_check_plan_continental_alternate_democratic = yes
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				is_ai = no
			}
		} {
			factor = 0.5
			original_tag = HOL
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_HISTORICAL
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
			HOL_henri_winkelman = {
				set_nationality = INS
			}
			add_political_power = 75
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			country_event = {
				id = INS_loyalist_events.1
				hours = 4
			}
			custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
			eff
# ... (truncated)
### Entity: Event
Component: r56_afghanistan.111
Constructs: is_triggered_only, add_stability, add_opinion_modifier, fire_only_once
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.111
	picture = GFX_report_event_AFG_national_front
	title = r56_afghanistan.111.t
	desc = r56_afghanistan.111.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.111.a
		add_stability = 0.05
		custom_effect_tooltip = AFG_compromise_durand
		add_opinion_modifier = {
			target = FROM
			modifier = huge_increase
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_trans_pacific_alliance
Constructs: has_completed_focus, prerequisite, add_ideas, has_government, completion_reward, is_subject, is_faction_leader
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_trans_pacific_alliance
	prerequisite = {
		focus = PRU_hasta_quemar_el_ultimo_cartucho
	}
	mutually_exclusive = {
		focus = PRU_inti_raymi
	} {
		focus = PRU_revolucion_restauradora
	} {
		focus = PRU_join_axis
	}
	icon = GFX_focus_chi_collaboration_with_the_japanese
	x = 3
	y = 6
	relative_position_id = PRU_incaism
	cost = 5
	available = {
		is_subject = no
		OR = {
			has_government = fascism neutrality
		}
		JAP = {
			has_government = fascism
			is_subject = no
			is_faction_leader = yes
		}
		has_completed_focus = PRU_give_power_to_general_ureta
	}
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		JAP = {
			country_event = {
				days = 1
				id = generic.2
			}
		}
		add_ideas = PRU_jap_military
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Character
Component: MLW_ncm
Source: game
File: common/characters/MLW.txt

Code:
MLW_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = MLW_ncm
		allowed = {
			original_tag = MLW
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_rapid_fortifications_in_the_east
Constructs: prerequisite, limit, owns_state, completion_reward, cancel_if_invalid, add_building_construction
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_rapid_fortifications_in_the_east
	icon = GFX_goal_fortify_the_westwall
	prerequisite = {
		focus = LIT_lithuanian_youth
	}
	x = 1
	y = 1
	relative_position_id = LIT_lithuanian_youth
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				owns_state = 784
			}
			784 = {
				add_building_construction = {
					type = bunker
					level = 3
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
				}
			}
		}
		else = {
			11 = {
				add_building_construction = {
					type = bunker
					level = 3
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: bra_bb_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_bb_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Event
Component: SEA_warlords.66
Constructs: is_triggered_only, ai_chance, fire_only_once, is_historical_focus_on, add_core_of
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.66
	title = SEA_warlords.66.t
	desc = SEA_warlords.66.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_warlords.66.a
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		732 = {
			transfer_state_to = ROOT
			add_core_of = ROOT
		}
	}
}
### Entity: Scripted Effect
Component: ETH_make_random_general_leader
Constructs: limit, random_character, has_character_flag, add_country_leader_role
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_make_random_general_leader = {
	random_character = {
		limit = {
			has_character_flag = ETH_visible_random_general_flag
		}
		add_country_leader_role = {
			country_leader = {
				ideology = stalinism
				traits = {
					patriotic_socialist
				}
				expire = 1965.1.1.1
			}
			promote_leader = yes
		}
	}
}