Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: austria.1126
Constructs: is_triggered_only, limit, fire_only_once, is_ally_with, add_state_core, every_controlled_state, is_core_of, set_compliance
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.1126
	title = austria.1126.t
	desc = austria.1126.d
	picture = GFX_report_event_hitler_croatia_handshake
	major = yes
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = austria.1126.a
		transfer_state = 102 853
		if = {
			limit = {
				original_tag = AUS
			}
			if = {
				limit = {
					is_ally_with = HUN
				}
				HUN = {
					add_state_core = 956
					transfer_state = 956
				}
			}
			else = {
				transfer_state = 956
			}
			every_controlled_state = {
				limit = {
					is_core_of = SLV
				}
				set_compliance = 35
			}
		}
		else = {
			add_state_core = 102 853
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AHOI4_wiki_logo.png.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 | Hide file links

The following pages link to File:HOI4 wiki logo.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Hearts of Iron 4 Wiki (file link) ‎ (← links | edit)

Beta:Main (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:HOI4_wiki_logo.png"
### Entity: Event
Component: kmt.295
Constructs: is_triggered_only, limit, add_opinion_modifier, fire_only_once
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.295
	title = kmt.295.t
	desc = kmt.295.d
	picture = GFX_report_event_german_detained_china
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = kmt.295.a
		effect_tooltip = {
			if = {
				limit = {
					FROM = {
						NOT = {
							tag = SOV
						}
					}
				}
				add_opinion_modifier = {
					target = FROM
					modifier = KMT_doolittle_pilots_detained
				}
				else = {
					add_opinion_modifier = {
						target = FROM
						modifier = KMT_doolittle_pilots_detained_SOV
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_GB_motorized_army_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_GB_motorized_army_production_strategy = {
	enable = {
		has_country_flag = EAI_GB_motorized_army_production_strategy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = infantry
		value = -15
	} {
		type = role_ratio
		id = motorized
		value = 15
	}
}
### Entity: Idea
Component: WAF_rexhep_mitrovica
Source: game
File: common/ideas/catism.txt

Code:
WAF_rexhep_mitrovica = {
	allowed = {
		original_tag = WAF
	}
	traits = {
		navy_chief_naval_aviation_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: AUS_dont_join_against_ethiopia
Constructs: is_ally_with
Source: game
File: common/ai_strategy/r56_AUS.txt

Code:
AUS_dont_join_against_ethiopia = {
	allowed = {
		original_tag = AUS
	}
	enable = {
		is_ally_with = ITA
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_join_wars_with
		id = ITA
		value = -300
		target_country = ETH
	}
}
### Entity: Order of Battle
Component: Jinan Jingbei
Constructs: division_template
Source: game
File: history/units/SND_1936_sea.txt

Code:
division = {
	name = Jinan Jingbei
	location = 1069
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_cooperation_with_foreign_advisors_r56
Constructs: shared_focus, has_completed_focus, prerequisite, add_ideas, is_major, completion_reward, allow_branch, has_focus_tree
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_cooperation_with_foreign_advisors_r56
	icon = GFX_focus_JAP_implement_army_reforms
	cost = 4
	ai_will_do = {
		base = 7
	}
	prerequisite = {
		focus = RAJ_accelerate_military_indianization_r56
	}
	allow_branch = {
		OR = {
			has_completed_focus = RAJ_Independent_Labour_Party RAJ_Indian_National_Congress
			has_focus_tree = r56_indian_revolt_focus
		}
	}
	x = 4
	y = 2
	relative_position_id = RAJ_accelerate_military_indianization_r56
	available = {
		NOT = {
			is_subject_of = ENG
		}
		any_allied_country = {
			is_major = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	completion_reward = {
		add_ideas = RAJ_influx_of_military_advisors_r56
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_mobilize_the_fellahs
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_mobilize_the_fellahs
	icon = GFX_focus_generic_manpower
	relative_position_id = EGY_restore_the_khedive
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = EGY_restore_the_khedive
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EGY_fellah_conscripts
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C08
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C08 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^8 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C08
		value = 15000
	} {
		type = invade
		id = C08
		value = 200
	}
}
### Entity: Event
Component: kmt.273
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.273
	title = kmt.273.t
	desc = kmt.273.d
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	immediate = {
		KMT_increase_corruption = yes
	}
	option = {
		name = kmt.272.a
	}
}
### Entity: Character
Component: nazi_sympathizer
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
nazi_sympathizer = {
	random = no
	sprite = 13
	fascism_drift = 0.1
	opinion_gain_monthly_same_ideology_factor = 0.75
}
### Entity: Idea
Component: JAP_free_asia_pacific_idea
Constructs: research_speed_factor, has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_free_asia_pacific_idea = {
	picture = JAP_free_asia_pacific
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		stability_weekly_factor = 0.002
		war_support_weekly_factor = 0.002
		army_org_factor = 0.1
		research_speed_factor = 0.05
	}
}
### Entity: Unit Template
Component: equipment_modules
Constructs: limit, has_dlc, add_equipment_type, xp_cost, add_stats, build_cost_ic, build_cost_resources, allow_mission_type
Source: game
File: common/units/equipment/modules/00_r56_plane_modules.txt

Code:
equipment_modules = {
	limit = {
		has_dlc = By Blood Alone
	}
	basic_iff = {
		abbreviation = iff
		category = plane_special_module_air_air_radar
		gui_category = plane_special_module_electronics
		sfx = sfx_ui_sd_module_turret
		add_equipment_type = {
			fighter heavy_fighter
		}
		xp_cost = 1
		dismantle_cost_ic = 0.5
		add_stats = {
			weight = 1
			build_cost_ic = 1
			air_agility = 0.5
			night_penalty = -0.005
		}
		build_cost_resources = {
			aluminium = 1
		}
		allow_mission_type = {
			air_superiority interception
		}
		mission_type_stats = {
			limit = {
				air_superiority interception
			}
			add_stats = {
				air_attack = 1
				air_defence = 1
			}
		}
	}
	improved_iff = {
		abbreviation = iff2
		category = plane_special_module_air_air_radar
		gui_category = plane_special_module_electronics
		sfx = sfx_ui_sd_module_turret
		add_equipment_type = {
			fighter heavy_fighter
		}
		parent = basic_iff
		xp_cost = 1
		dismantle_cost_ic = 0.5
		add_stats = {
			weight = 1
			build_cost_ic = 2
			air_agility = 1
			night_penalty = -0.01
		}
		build_cost_resources = {
			aluminium = 1
		}
		allow_mission_type = {
			air_superiority interception
		}
		mission_type_stats = {
			limit = {
				air_superiority interception
			}
			add_stats = {
				air_attack = 2
				air_defence = 2
			}
		}
	}
	AA_rocket_rails = {
		abbreviation = aar
		category = fighter_weapon
		sfx = sfx_ui_sd_module_turret
		add_equipment_type = {
			fighter heavy_fighter
		}
		xp_cost = 2
		add_stats = {
			air_attack = 26
			build_cost_ic = 9
			air_agility = -4
			weight = 10
		}
		allow_mission_type = {
			air_superiority interception
		}
		mission_type_stats = {
			limit = {
				attack_logistics
			}
			add_stats = {
				air_ground_attack = 2
			}
		}
	}
	guided_AA_rocket_rails = {
		abbreviation = aar2
		category = fighter_weapon
		sfx = sfx_ui_sd_module_turret
		parent = AA_rocket_rails
		add_equipment_type = {
			fighter heavy_fighter
		}
		xp_cost = 4
		add_stats = {
			air_attack = 36
			build_cost_ic = 9
			air_agility = -8
			weight = 10
		}
		allow_mission_type = {
			air_superiority interception
		}
		mission_type_stats = {
			limit = {
				attack_logistics
			}
			add_stats = {
				air_ground_attack = 2
			}
		}
	}
	improved_rocket_rails = {
		abbreviation = rr2
		category = cas_weapon
		sfx = sfx_ui_sd_module_turret
		add_equipment_type = cas
		parent = rocket_rails
		add
# ... (truncated)
### Entity: National Focus
Tree: sov_focus
Component: SOV_far_east_fortification_old
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, is_puppet_of, is_in_faction_with, is_owner_neighbor_of, is_controlled_by
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_far_east_fortification_old
	text = SOV_far_east_fortification
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = SOV_policy_of_collective_security_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_policy_of_collective_security_old
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_full_control_of_state = 563 657 409 408
	}
	bypass = {
		OR = {
			MAN = {
				OR = {
					is_puppet_of = ROOT
					is_in_faction_with = ROOT
				}
			}
			NOT = {
				JAP = {
					is_owner_neighbor_of = ROOT
				}
			} {
				AND = {
					563 = {
						is_controlled_by = ROOT
					}
					657 = {
						is_controlled_by = ROOT
					}
					409 = {
						is_controlled_by = ROOT
					}
					408 = {
						is_controlled_by = ROOT
					}
				}
			}
		}
	}
	completion_reward = {
		563 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				custom_effect_tooltip = SOV_far_east_fortification_forts_1
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 2
						province = 4719
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 12622
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 10559
						instant_build = yes
					}
				}
			}
		}
		657 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				custom_effect_tooltip = SOV_far_east_fortification_forts_2
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 2
						province = 7763
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 4725
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 10655
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 7801
						instant_build = yes
					}
				}
			}
		}
		409 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				custom_effect_tooltip = SOV_far_east_fortification_forts_3
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 2
						province = 12189
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 10466
						instant_build = yes
					}
				}
			}
		}
		408 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 2
				
# ... (truncated)
### Entity: Order of Battle
Component: District Telsiu
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/LIT_1936.txt

Code:
division = {
	name = District Telsiu
	location = 9404
	division_template = Valstybės Sienos Apsaugos Skyrius
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = LIT
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.4
}
### Entity: Character
Component: HUN_the_old_warden
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_the_old_warden = {
	random = no
	sprite = 13
	conscription = 0.005
	army_core_defence_factor = 0.1
}
### Entity: AI Strategy
Component: AFG_ghulam_plan
Constructs: has_country_flag, has_global_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/AFG_r56_strategy_plan.txt

Code:
AFG_ghulam_plan = {
	name = AFG: Afghan Democratic AI Plan
	desc = Democratic behavior for Afghanistan.
	allowed = {
		original_tag = AFG
	}
	enable = {
		NOT = {
			has_global_flag = afg_dlc_focus_tree
		}
		OR = {
			has_country_flag = AFG_AI_RANDOM_GHULAM
			has_game_rule = {
				rule = AFG_ai_behavior
				option = AFG_GHULAM
			}
		}
	}
	ai_national_focuses = {
		AFG_first_loya_jirga AFG_begin_westernization AFG_rural_schools AFG_aquire_foreign_machinery AFG_power_to_the_king AFG_the_regency AFG_appoint_mahmud AFG_form_watan_party AFG_expand_university AFG_bolster_the_textile_industry AFG_monopolize_the_karakul_trade AFG_afghan_royal_army AFG_army_modernization AFG_irrigation_scheme AFG_the_getyear_general_elections AFG_purhcase_czech_weaponry AFG_victory_through_firepower AFG_start_the_second_seven_year_plan AFG_royal_air_force AFG_invite_foreign_instructors AFG_liberal_constitution AFG_treaty_of_saadabad_hist AFG_infrastructure_privatization AFG_afghanistan_bank AFG_improve_national_infra AFG_the_afghan_new_deal AFG_develop_hydroelectric_power AFG_import_planes AFG_import_british_fighters AFG_british_exchange_program AFG_increase_school_funding AFG_redesign_military_curriculum AFG_improve_our_logistics AFG_economic_privatization AFG_expand_the_directorate_of_mines AFG_grant_land_concessions AFG_intensify_copper_mining AFG_rejuvenate_the_gold_mines AFG_modernize_military_hospitals AFG_introduce_new_uniforms AFG_prussians_orient AFG_join_allies AFG_the_nomad_population AFG_afghan_miracle AFG_beacon_of_the_orient AFG_begin_rearmament AFG_kabul_arsenal AFG_womens_education AFG_tank_purchase AFG_legacy_of_the_yellow_expedition
	}
	focus_factors = {
		AFG_press_for_pakistan = 50
		AFG_the_uneasey_border = 25
		AFG_aquire_british_ships = 25
		AFG_operation_red_mosque = 0
	}
	ideas = {
		r56_AFG_abdul_majid_zabuli = 100
		AFG_ghulam_muhammad_ghubar = 100
		AFG_homeira_seljuqi = 100
		AFG_kamil_rifki_urga = 50
		r56_AFG_mohammed_daoud_khan = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_concessions_to_the_strikers
Constructs: prerequisite, limit, has_country_flag, completion_reward, add_political_power, add_days_mission_timeout, has_idea, modify_timed_idea
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_concessions_to_the_strikers
	icon = GFX_focus_generic_concessions
	cost = 10
	prerequisite = {
		focus = FRI_gouverneur_jules_brevie
	}
	available = {
		has_country_flag = r56_FRI_strikes_happened
	}
	ai_will_do = {
		factor = 95
	}
	x = -2
	y = 1
	relative_position_id = FRI_gouverneur_jules_brevie
	completion_reward = {
		add_political_power = 75
		add_days_mission_timeout = {
			mission = r56_FRI_nationist_uprising_2
			days = 120
		}
		if = {
			limit = {
				has_idea = FRI_strikes
			}
			modify_timed_idea = {
				idea = FRI_strikes
				days = -120
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 0.25
			uses = 1
			category = construction_tech
		}
	}
}
### Entity: Character
Component: BRA_head_of_house_orleans_braganza_trait
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
BRA_head_of_house_orleans_braganza_trait = {
	random = no
	neutrality_drift = 0.05
	political_power_factor = 0.1
	justify_war_goal_time = -0.1
}
### Entity: Idea
Component: COG_women_in_the_military_idea
Constructs: war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/congo.txt

Code:
COG_women_in_the_military_idea = {
	picture = generic_women_in_the_army
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.15
		war_support_factor = 0.05
	}
}
### Entity: Scripted Effect
Component: USA_flip_support
Constructs: set_temp_variable, set_variable
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_flip_support = {
	set_temp_variable = {
		senators_temp = senators_total
	} {
		representatives_temp = representatives_total
	}
	subtract_from_temp_variable = {
		senators_temp = senators_support
	} {
		representatives_temp = representatives_support
	}
	set_variable = {
		senators_support = senators_temp
	} {
		representatives_support = representatives_temp
	}
	USA_recalc_congress_icon_frames = yes
}
### Entity: Order of Battle
Component: 2a Divisione Lealista
Constructs: division_template
Source: game
File: history/units/r56_ITA_Civil_War_loyalist.txt

Code:
division = {
	name = 2a Divisione Lealista
	location = 1616
	division_template = Loyalist Milita
}
### Entity: Event
Component: china.106
Constructs: is_triggered_only
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.106
	title = china.106.t
	desc = china.106.d
	picture = GFX_report_event_chinese_army_training
	is_triggered_only = yes
	option = {
		name = china.106.a
	}
}
### Entity: Idea
Component: MOR_acas
Source: game
File: common/ideas/morocco.txt

Code:
MOR_acas = {
	ledger = air
	picture = generic_air_arab_2
	allowed = {
		original_tag = MOR
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: EGY_REGIONS
Source: game
File: common/units/names_ships/EGY_ship_names.txt

Code:
EGY_REGIONS = {
	name = NAME_THEME_REGIONS
	for_countries = {
		EGY
	}
	type = ship
	prefix = ERN 
	unique = {
		Nubia Said Cairo Delta Suez Siwa Sinai Luxor
	}
}
### Entity: Idea
Component: SIA_offensive_infrastructure_investments_r56
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_offensive_infrastructure_investments_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = generic_supply_line
	modifier = {
		production_speed_rail_way_factor = 0.25
		production_speed_supply_node_factor = 0.25
		production_speed_naval_base_factor = 0.25
		production_speed_air_base_factor = 0.25
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_nationalist_intervention
Constructs: prerequisite, limit, has_government, every_country, completion_reward, is_in_faction_with, add_ai_strategy, has_global_flag
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_nationalist_intervention
	select_effect = {
		every_country = {
			limit = {
				original_tag = SPR
				NOT = {
					has_government = ROOT
				} {
					is_in_faction_with = ROOT
				}
			}
			POR = {
				add_ai_strategy = {
					type = befriend
					id = PREV
					value = -100
				} {
					type = alliance
					id = PREV
					value = -100
				} {
					type = prepare_for_war
					id = PREV
					value = 100
				}
			}
		}
	}
	available = {
		has_global_flag = scw_over
		any_country = {
			original_tag = SPR
			NOT = {
				has_government = ROOT
			} {
				is_in_faction_with = ROOT
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_send_assistance
	}
	mutually_exclusive = {
		focus = POR_iberian_summit
	}
	icon = GFX_goal_generic_major_war
	x = 0
	y = 1
	relative_position_id = POR_send_assistance
	cost = 10
	completion_reward = {
		hidden_effect = {
			every_country = {
				limit = {
					original_tag = SPR
					NOT = {
						has_government = ROOT
					} {
						is_in_faction_with = ROOT
					}
				}
				POR = {
					create_wargoal = {
						target = PREV
						type = topple_government
					}
				}
			}
		} {
			every_country = {
				limit = {
					original_tag = SPR
					NOT = {
						has_government = ROOT
					} {
						is_in_faction_with = ROOT
					}
				}
				POR = {
					add_ai_strategy = {
						type = declare_war
						id = PREV
						value = 100
					}
				}
			}
		}
		custom_effect_tooltip = POR_nationalist_intervention_tt
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_invite_hashemite_pilots
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_invite_hashemite_pilots
	icon = GFX_focus_SOV_flying_clubs
	x = 0
	y = 1
	relative_position_id = PAL_start_steel_extraction
	prerequisite = {
		focus = PAL_start_steel_extraction
	}
	cost = 7.2
	completion_reward = {
		add_ideas = PAL_hashemite_pilots
	}
	ai_will_do = {

	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_fortify_the_border
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, add_building_construction
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_fortify_the_border
	icon = GFX_goal_fortify_the_westwall
	prerequisite = {
		focus = EST_threat_on_our_border
	}
	mutually_exclusive = {
		focus = EST_fortify_tallinn EST_cave_to_enemy_pressure
	}
	x = 3
	y = 1
	relative_position_id = EST_threat_on_our_border
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		is_subject = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		191 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_border = yes
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_light_armor_tank_recon_design_focus
Constructs: has_design_based_on
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_light_armor_tank_recon_design_focus = {
	EAI_light_armor_tank_recon_tech_focus = yes
	OR = {
		AND = {
			EAI_LARM_equipment_production = yes
			has_design_based_on = light_tank_chassis
		} {
			EAI_MARM_equipment_production = yes
			has_design_based_on = medium_tank_chassis
		} {
			EAI_HARM_equipment_production = yes
			has_design_based_on = heavy_tank_chassis
		}
	}
}
### Entity: Character
Component: inner_mongol_prp_chairman
Constructs: war_support_factor, communism_drift, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
inner_mongol_prp_chairman = {
	random = no
	sprite = 13
	communism_drift = 0.1
	conscription_factor = 0.05
	war_support_factor = 0.1
}
### Entity: Character
Component: GAB_mt
Source: game
File: common/characters/GAB.txt

Code:
GAB_mt = {
	advisor = {
		slot = theorist
		idea_token = GAB_mt
		ledger = army
		allowed = {
			original_tag = GAB
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_6
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_select_montagne_as_successor
Constructs: prerequisite, add_ideas, completion_reward, has_country_leader
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_select_montagne_as_successor
	prerequisite = {
		focus = PRU_select_a_successor_for_benavides
	}
	icon = GFX_focus_generic_military_mission
	x = -1
	y = 1
	relative_position_id = PRU_select_a_successor_for_benavides
	mutually_exclusive = {
		focus = PRU_revolutionary_goverment
	}
	cost = 10
	available = {
		has_country_leader = {
			character = PRU_ernesto_montagne_markholz
			ruling_only = yes
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = PRU_montagne_influence
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
}