Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: WW_hungary.102
Constructs: is_triggered_only, ai_chance, remove_ideas, add_stability, add_political_power, add_country_leader_role, add_popularity
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.102
	title = WW_hungary.102.t
	desc = WW_hungary.102.desc
	picture = GFX_report_event_fascists_posing
	is_triggered_only = yes
	option = {
		name = WW_hungary.102.a
		ai_chance = {
			base = 30
		}
		add_country_leader_role = {
			character = HUN_gyula_gombos_de_jakfa
			promote_leader = yes
			country_leader = {
				ideology = despotism
				traits = {
					HUN_popular_among_paramilitaries
				}
				expire = 1965.1.1.1
				id = -1
			}
		}
		add_political_power = 50
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_stability = -0.1
		hidden_effect = {
			remove_ideas = HUN_gyula_gombos_de_jakfa
		}
	}
}
### Entity: Event
Component: luxembourg.211
Constructs: is_triggered_only, has_country_flag, check_variable, set_country_flag, unlock_national_focus
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.211
	title = luxembourg.211.t
	desc = luxembourg.211.d
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	trigger = {
		has_country_flag = LUX_elections_starting
		check_variable = {
			LUX.PD_support = > LUX.PRL_support
		} {
			LUX.PD_support = > LUX.LSAP_support
		} {
			LUX.PD_support = > LUX.KPL_support
		}
	}
	immediate = {
		hidden_effect = {
			set_country_flag = LUX_elections_over
			unlock_national_focus = LUX_the_maulkuerfgesetz
		}
	}
	option = {
		name = luxembourg.211.a
		set_country_flag = LUX_elections_PD_winner
		custom_effect_tooltip = LUX_elections_PD_winner_tt
	}
}
### Entity: Idea
Component: EAI_DD_10/light_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/light_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: Event
Component: mongol.4
Constructs: is_triggered_only, add_war_support, fire_only_once, add_political_power, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.4
	title = mongol.4.t
	desc = mongol.4.d
	picture = GFX_report_event_stalin_01
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol.4.a
		add_political_power = 10
		add_war_support = 0.1
		MON_soviet_medium_influence_decrease_effect = yes
		set_country_flag = mon_1935_defence_soviet_yes_self_reliance mon_1935_defence_soviet_abandoned_mongolia
	}
}
### Entity: Character
Component: CYP_fazil_kucuk
Constructs: has_government
Source: game
File: common/characters/CYP.txt

Code:
CYP_fazil_kucuk = {
	name = CYP_fazil_kucuk
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CYP_fazil_kucuk
		available = {
			has_government = neutrality
		}
		traits = {
			editor
		}
	}
}
### Entity: Idea
Component: ITA_focus_on_mobilization
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_focus_on_mobilization = {
	name = ITA_focus_on_mobilization
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		conscription = 0.015
		mobilization_speed = 0.15
		army_core_defence_factor = 0.05
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_realign_ourselves_with_the_central_powers
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_subject, has_country_leader, has_dlc, is_in_faction
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_realign_ourselves_with_the_central_powers
	icon = GFX_goal_tripartite_pact
	prerequisite = {
		focus = GRE_use_the_military
	}
	mutually_exclusive = {
		focus = GRE_our_traditional_allies_in_the_aegean
	}
	available = {
		is_subject = no
		has_country_leader = {
			character = GRE_king_george_ii
			ruling_only = yes
		}
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			OR = {
				GER = {
					has_completed_focus = GER_revive_the_kaiserreich_ww
					OR = {
						is_in_faction = no
						is_faction_leader = yes
					}
				}
				HUN = {
					has_completed_focus = wuw_HUN_the_lands_of_the_crown_of_saint_stephen
					OR = {
						is_in_faction = no
						is_faction_leader = yes
					}
				}
				AUS = {
					has_completed_focus = AUS_reinstate_the_imperial_council
					OR = {
						is_in_faction = no
						is_faction_leader = yes
					}
				}
			}
		}
		ELSE = {
			OR = {
				GER = {
					has_completed_focus = GER_revive_the_kaiserreich
					OR = {
						is_in_faction = no
						is_faction_leader = yes
					}
				}
				HUN = {
					has_completed_focus = wuw_HUN_the_lands_of_the_crown_of_saint_stephen
					OR = {
						is_in_faction = no
						is_faction_leader = yes
					}
				}
				AND = {
					custom_trigger_tooltip = {
						tooltip = GRE_AUS_is_HUN_EMPIRE_tt
						AUS = {
							has_cosmetic_tag = HUN_EMPIRE
						}
					}
					OR = {
						is_in_faction = no
						is_faction_leader = yes
					}
				}
			}
		}
	}
	x = -4
	y = 1
	relative_position_id = GRE_use_the_military
	cost = 5
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			is_historical_focus_on = no
		}
	}
	bypass = {
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			OR = {
				GER = {
					has_completed_focus = GER_revive_the_kaiserreich_ww
					is_in_faction_with = ROOT
				}
				HUN = {
					has_completed_focus = wuw_HUN_the_lands_of_the_crown_of_saint_stephen
					is_in_faction_with = ROOT
				}
				AUS = {
					has_completed_focus = AUS_reinstate_the_imperial_council
					is_in_faction_with = ROOT
				}
			}
		}
		ELSE = {
			OR = {
				GER = {
					has_completed_focus = GER_revive_the_kaiserreich
					is_in_faction_with = ROOT
				}
				HUN = {
					has_completed_focus = GER_revive_the_kaiserreich
					is_in_faction_with = ROOT
				}
				AUS = {
					custom_trigger_tooltip = {
						tooltip = GRE_AUS_is_HUN_EMPIRE_tt
						has_cosmetic_tag = HUN_EMPI
# ... (truncated)
### Entity: Country History
Country: TXS
Component: TXS_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/TXS - Texas.txt

Code:
# Politics & Parties for TXS
set_stability = 0.75
set_war_support = 0.1
set_politics = {
	ruling_party = democratic
	last_election = 1932.11.8
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 60
	fascism = 25
	communism = 5
	neutrality = 10
}
add_ideas = {
	rt56_far_left_suppression TXS_cowboy_tradition
}
### Entity: Idea
Component: r56w_idea_minister_herman_lindqvist
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_herman_lindqvist = {
	allowed = {
		original_tag = WHY
	}
	traits = {
		r56w_trait_minister_herman_lindqvist
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_order_discipline_and_unity
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_order_discipline_and_unity
	icon = GFX_focus_SIA_order_discipline_and_unity
	x = 0
	y = 1
	relative_position_id = SIA_the_regency_of_songsuradet
	prerequisite = {
		focus = SIA_the_regency_of_songsuradet
	}
	cost = 5
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = idea_SIA_order_discipline_and_unity
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_militarize_the_canal_zone
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_militarize_the_canal_zone
	icon = GFX_focus_generic_coastal_fort
	relative_position_id = EGY_solve_the_canal_issue
	x = 0
	y = 1
	cost = 5
	available = {
		has_full_control_of_state = 911 995
	}
	prerequisite = {
		focus = EGY_solve_the_canal_issue
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		911 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = 12049
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = 4073
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = 12049
			}
		}
		995 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = 13281
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = 13282
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ARewrite.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Rewrite:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Rewrite (transclusion) ‎ (← links | edit)

Template:Rewrite/doc (transclusion) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Rewrite"
### Entity: Idea
Component: LBA_communist_guy
Constructs: has_government
Source: game
File: common/ideas/libya.txt

Code:
LBA_communist_guy = {
	picture = generic_political_advisor_arab_3
	allowed = {
		original_tag = LBA
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: SHX_yang_lu
Source: game
File: common/characters/SHX.txt

Code:
SHX_yang_lu = {
	name = SHX_yang_lu
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
	advisor = {
		slot = air_chief
		idea_token = SHX_yang_lu
		allowed = {
			original_tag = SHX
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_special_night_squads
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_special_night_squads
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = ISR_formalize_military
	}
	relative_position_id = ISR_formalize_military
	x = 2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
		add_ideas = ISR_special_night_squads_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_formalize_baltic_entente
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, has_country_flag, is_major, completion_reward
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_formalize_baltic_entente
	icon = GFX_focus_generic_baltic_entente
	prerequisite = {
		focus = EST_break_the_silence EST_squash_the_opposition
	}
	mutually_exclusive = {
		focus = EST_beyond_the_baltic
	}
	x = 0
	y = 1
	relative_position_id = EST_squash_the_opposition
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				LIT = {
					is_ai = no
				}
				LAT = {
					is_ai = no
				}
				AND = {
					is_historical_focus_on = yes
					has_game_rule = {
						rule = EST_ai_behavior
						option = DEFAULT
					}
				}
				has_country_flag = EST_AI_RANDOM_HISTORICAL
				has_game_rule = {
					rule = EST_ai_behavior
					option = HISTORICAL
				}
			}
		} {
			factor = 2
			has_government = neutrality
		} {
			factor = 10
			is_in_faction = no
			any_other_country = {
				is_major = yes
				OR = {
					has_war_with = ROOT
					has_wargoal_against = ROOT
				}
			}
		}
	}
	available = {
		is_subject = no
		is_in_faction = no
		OR = {
			LIT = {
				exists = yes
			}
			LAT = {
				exists = yes
			}
		} {
			LAT = {
				is_in_faction = no
			}
			LIT = {
				is_in_faction = no
			}
		}
		LAT = {
			NOT = {
				has_completed_focus = LAT_formalize_baltic_entente
			}
		}
		LIT = {
			NOT = {
				has_completed_focus = LIT_formalize_baltic_entente
			}
		}
	}
	bypass = {
		is_in_faction_with = LAT LIT
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_country_flag = baltic_entente_leader_flag baltic_entente_flag
		if = {
			limit = {
				LAT = {
					Exists = yes
					is_in_faction = no
				}
			}
			LAT = {
				country_event = {
					id = BALTIC_events.2
					hours = 3
				}
			}
		} {
			limit = {
				LIT = {
					exists = yes
					is_in_faction = no
				}
			}
			LIT = {
				country_event = {
					id = BALTIC_events.2
					hours = 3
				}
			}
		}
		unlock_decision_tooltip = formalize_the_entente abandon_the_entente
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_industrial_centralisation
Constructs: limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, industrial_bonus, swap_ideas
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_industrial_centralisation
	icon = GFX_goal_generic_construct_civilian
	ai_will_do = {
		factor = 20
	}
	x = 2
	y = 0
	cost = 10
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				976
			}
			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
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 0.5
			uses = 1
			category = construction_tech industry
		}
		swap_ideas = {
			remove_idea = INS_economy_idea
			add_idea = INS_economy_idea_three
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = INS_george_hart
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: AST_dorothy_tangney
Source: game
File: common/characters/AST.txt

Code:
AST_dorothy_tangney = {
	name = AST_dorothy_tangney
	portraits = {
		civilian = {
			small = GFX_portrait_AST_dorothy_tangney_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AST_dorothy_tangney
		allowed = {
			original_tag = AST
		}
		traits = {
			AST_academic_proponent
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Character
Component: ERI_acas
Source: game
File: common/characters/ERI.txt

Code:
ERI_acas = {
	advisor = {
		slot = high_command
		idea_token = ERI_acas
		ledger = air
		allowed = {
			original_tag = ERI
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_a_green_persimmon
Constructs: has_completed_focus, prerequisite, limit, has_war_with, has_country_flag, completion_reward, has_dlc, is_subject
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_a_green_persimmon
	icon = GFX_focus_JAP_a_green_persimmon
	mutually_exclusive = {
		focus = JAP_the_persimmon_has_ripened
	}
	x = -1
	y = 1
	relative_position_id = JAP_kantokuen
	prerequisite = {
		focus = JAP_kantokuen
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		JAP_army_faction_is_at_least_influential = yes
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			OR = {
				has_completed_focus = JAP_imperial_rule_assistance_association JAP_the_imperial_colors
			}
		}
		ELSE = {
			OR = {
				has_completed_focus = JAP_imperial_rule_assistance_association JAP_support_the_kodoha_faction
			}
		}
		is_subject = no
		SOV = {
			exists = yes
		}
		NOT = {
			has_war_with = SOV
		}
		OR = {
			NOT = {
				has_completed_focus = JAP_soviet_japanese_neutrality_pact
			}
			AND = {
				has_country_flag = {
					flag = JAP_soviet_japanese_neutrality_pact_flag
					days = > 365
				}
				custom_trigger_tooltip = {
					tooltip = JAG_neutality_pact_focus_days_tt
					has_country_flag = {
						flag = JAP_soviet_japanese_neutrality_pact_flag
						days = > 365
					}
				}
			}
		}
	}
	bypass = {
		OR = {
			has_war_with = SOV
			has_wargoal_against = SOV
			has_subject = SOV
			SOV = {
				exists = no
			}
		}
	}
	will_lead_to_war_with = SOV MON TAN
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_completed_focus = JAP_subdue_the_kwantung_army
				}
			}
			hidden_effect = {
				SOV = {
					set_country_flag = JAP_first_strike_principle_blocked
				}
			}
			custom_effect_tooltip = JAP_first_strike_blocked_due_to_kwantung_army_tt generic_skip_one_line_tt
		} {
			limit = {
				has_completed_focus = JAP_utilize_our_polish_friendship
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			POL = {
				country_event = {
					id = SEA_japan_foreign_policy.86
					hours = 6
				}
			}
		}
		declare_war_on = {
			target = SOV
			type = annex_everything
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt JAP_peace_out_soviets_dec_tt
		every_state = {
			limit = {
				OR = {
					state = 408 409 655 657 560 561 563 564 566 565 574 876 877 644 562 874 637 822 875
				}
				is_owned_by = SOV
				NOT = {
					is_claimed_by = ROOT
					is_core_of = ROO
# ... (truncated)
### Entity: Character
Component: CHI_alexander_von_falkenhausen
Constructs: has_completed_focus, has_government, has_dlc, has_global_flag, is_literally_china
Source: game
File: common/characters/CHI.txt

Code:
CHI_alexander_von_falkenhausen = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = CHI_alexander_von_falkenhausen
		portraits = {
			army = {
				large = GFX_portrait_chi_alexander_von_falkenhausen
				small = GFX_idea_CHI_alexander_von_falkenhausen
			}
		}
		advisor = {
			slot = army_chief
			available = {
				NOT = {
					has_global_flag = falkenhausen_recalled
				}
			}
			idea_token = CHI_alexander_von_falkenhausen
			traits = {
				army_chief_offensive_2
			}
			ai_will_do = {
				base = 2
				modifier = {
					factor = 3
					GER = {
						has_government = neutrality
					}
				}
			}
			cost = 50
		}
		corps_commander = {
			skill = 4
			attack_skill = 3
			defense_skill = 3
			planning_skill = 4
			logistics_skill = 3
			traits = {
				infantry_leader organizer
			}
			visible = {
				NOT = {
					has_global_flag = falkenhausen_recalled
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = CHI_alexander_von_falkenhausen
		portraits = {
			army = {
				large = GFX_portrait_chi_alexander_von_falkenhausen
				small = GFX_idea_CHI_alexander_von_falkenhausen
			}
		}
		advisor = {
			slot = army_chief
			allowed = {
				OR = {
					is_literally_china = yes
					tag = MAN
				}
			}
			available = {
				has_completed_focus = CHI_give_falkenhausen_citizenship
				NOT = {
					has_global_flag = falkenhausen_recalled
				}
			}
			idea_token = CHI_alexander_von_falkenhausen
			traits = {
				army_chief_offensive_2
			}
			ai_will_do = {
				factor = 2
			}
			cost = 50
		}
		corps_commander = {
			skill = 3
			attack_skill = 2
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 3
			traits = {
				infantry_officer
			}
			visible = {
				has_completed_focus = CHI_give_falkenhausen_citizenship
			}
		}
	}
}
### Entity: Idea
Component: HUN_roman_catholic_society_idea
Constructs: research_speed_factor, stability_factor, war_support_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_roman_catholic_society_idea = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = MEX_church_power_5
	modifier = {
		research_speed_factor = -0.05
		political_power_factor = 0.1
		war_support_factor = 0.1
		stability_factor = 0.1
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_shatter_the_dream
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_subject_of, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_shatter_the_dream
	icon = GFX_focus_eng_crush_the_dream
	prerequisite = {
		focus = QUE_a_bright_future_ahead
	}
	relative_position_id = QUE_a_bright_future_ahead
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	available = {
		is_subject = no
		NOT = {
			USA = {
				exists = no
				is_subject_of = QUE
			}
		}
		has_government = communism
	}
	bypass = {
		OR = {
			USA = {
				is_subject_of = QUE
			} {
				exists = no
			}
			has_war_with = USA
		}
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = USA
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.76
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.76
	title = AAT_Sweden_flashpoints.76.t
	desc = AAT_Sweden_flashpoints.76.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.76.a
		ai_chance = {
			base = 10
		}
		SWE_psilander_fleet_creation = yes
	}
}
### Entity: Modifier Reference
Construct: air_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_attack_factor

* Number with 0 decimal places
* **Categories**: air
### Entity: Idea
Component: KMT_into_democracy
Constructs: stability_factor, has_government, removal_cost, is_subject, is_puppet, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_into_democracy = {
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	allowed = {
		always = no
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = democratic
		}
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = fascism
				AND = {
					NOT = {
						has_government = democratic
					}
					any_country = {
						original_tag = CHI
						has_government = democratic
					}
				}
			}
		}
	}
	modifier = {
		democratic_drift = 0.1
		stability_factor = 0.1
	}
}
### Entity: Event
Component: wtt_prc.31
Constructs: is_triggered_only
Source: game
File: events/WTT_PRC.txt

Code:
country_event = {
	id = wtt_prc.31
	title = wtt_prc.30.t
	desc = wtt_prc.31.desc
	picture = GFX_report_event_generic_train
	is_triggered_only = yes
	option = {
		name = wtt_prc.30.a
	}
}
### Entity: Modifier Reference
Component: KMT_porcupine_strategy2
Constructs: army_defence_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
KMT_porcupine_strategy2 = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_defense
	army_defence_factor = 0.25
	max_dig_in = 50
	enemy_army_bonus_air_superiority_factor = -0.2
	cas_damage_reduction = 0.25
	state_production_speed_bunker_factor = 0.35
	production_speed_anti_air_building_factor = 0.2
}