Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: IRQ_historical_plan
Constructs: has_war, has_country_flag, has_dlc, is_historical_focus_on, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/IRQ_historical_strategy_plan.txt

Code:
IRQ_historical_plan = {
	name = Iraq Historical Plan
	desc = 
	allowed = {
		original_tag = IRQ
		has_dlc = Graveyard of Empires
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = IRQ_AI_BEHAVIOR
					option = DEFAULT
				}
			}
			has_country_flag = IRQ_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = IRQ_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {
		is_subject = yes
		has_war = no
	}
	ai_national_focuses = {
		SSB_expand_iraqs_military_infrastructure SSB_combined_arms SSB_saadabad_research_cooperation IRQ_ensure_sunni_dominance IRQ_party_of_national_brotherhood IRQ_royal_iraqi_army IRQ_invest_in_ordnance_mountain_howitzers IRQ_bakr_sidqi_coup IRQ_decouple_from_the_pound IRQ_raf_levies_focus IRQ_expand_habbaniya_airbase IRQ_found_the_iraqi_state_railways IRQ_purchase_foreign_equipment IRQ_assasination_of_sidqi IRQ_infantry_focus IRQ_approach_tribes_for_support IRQ_independent_flight_schools IRQ_purchase_british_aircraft IRQ_strengthen_the_iraqi_dinar IRQ_heavy_industry_investments IRQ_local_arms_industry IRQ_baghdad_colleges_of_engineering_and_education IRQ_al_muthanna_club IRQ_found_southern_steel_plants IRQ_construct_the_kut_barrage IRQ_extensive_irrigation_projects IRQ_modernization IRQ_purchase_armored_equipment IRQ_fighter_training IRQ_strengthen_mesopotamian_farming IRQ_cavalry_integration IRQ_scavenging IRQ_rural_electrification IRQ_strengthen_the_golden_square IRQ_revoke_anglo_iraq_treaty IRQ_fligerfuhrer_irak IRQ_restore_regent IRQ_refuge_for_the_grand_mufti IRQ_suppress_tribal_revolts IRQ_anglo_iraqi_oil_expansion IRQ_support_the_allied_war_effort IRQ_allied_training IRQ_renegotiate_treaty IRQ_training IRQ_construct_the_dukan_dam IRQ_kurdish_outreach IRQ_form_the_independent_mechanized_brigade IRQ_army_research_bonus IRQ_expand_oil_production IRQ_invest_in_ordnance_mountain_howitzers IRQ_establish_iraqi_coastal_defense_force
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_expand_the_role_of_urga_national_library
Constructs: prerequisite, remove_ideas, completion_reward, has_idea, add_research_slot
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_expand_the_role_of_urga_national_library
	icon = GFX_focus_research2
	x = 0
	y = 1
	relative_position_id = MON_faciliate_cooperation_with_china
	cost = 10
	prerequisite = {
		focus = MON_faciliate_cooperation_with_china
	}
	ai_will_do = {
		factor = 30
	}
	available = {
		has_idea = MON_population_learning_idea
		num_of_factories = > 25
	}
	completion_reward = {
		remove_ideas = MON_population_learning_idea
		add_research_slot = 1
		MON_mongol_bank_funds_decrease = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: r56_eng.19
Constructs: is_triggered_only, limit, has_government, fire_only_once, has_character, add_country_leader_role, has_country_leader, retire_character
Source: game
File: events/r56_ENG.txt

Code:
country_event = {
	id = r56_eng.19
	title = r56_eng.19.t
	desc = r56_eng.19.d
	picture = GFX_report_event_degaulle_churchill
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		has_character = ENG_winston_churchill ENG_anthony_eden
		has_government = democratic
	}
	option = {
		name = r56_eng.19.a
		ENG_anthony_eden = {
			add_country_leader_role = {
				country_leader = {
					ideology = conservatism
					expire = 1965.1.1.1
					traits = {

					}
				}
			}
		}
		if = {
			limit = {
				has_country_leader = {
					character = ENG_winston_churchill
					ruling_only = yes
				}
			}
			promote_character = ENG_anthony_eden
		}
		retire_character = ENG_winston_churchill
	}
}
### Entity: Idea
Component: habakkuk_carriers_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/_event.txt

Code:
habakkuk_carriers_ns = {
	name = CAN_habakkuk_carrier
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_sea_focused_navy
	modifier = {
		sp_naval_ice_carrier_speed_factor = 1
	}
	equipment_bonus = {
		mega_carrier = {
			instant = yes
			build_cost_ic = -0.15
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_women_in_aviation
Constructs: has_completed_focus, prerequisite, completion_reward, add_to_variable, set_rule
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_women_in_aviation
	icon = GFX_focus_SOV_women_in_aviation
	prerequisite = {
		focus = SOV_foster_flying_clubs
	}
	x = 1
	y = 1
	relative_position_id = SOV_foster_flying_clubs
	cost = 10
	available = {
		OR = {
			has_completed_focus = SOV_the_path_of_marxism_leninism SOV_womens_fascist_movement
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		add_to_variable = {
			SOV_soviet_airforce_air_ace_generation_chance_factor = 0.25
		} {
			SOV_soviet_airforce_air_weather_penalty = -0.05
		} {
			SOV_soviet_airforce_air_mission_xp_gain_factor = 0.05
		} {
			SOV_soviet_airforce_air_training_xp_gain_factor = 0.05
		}
		custom_effect_tooltip = SOV_women_in_aviation_ns_tt
		air_experience = 25
		set_rule = {
			can_generate_female_aces = yes
		}
	}
}
### Entity: Character
Component: LUX_emile_speller
Constructs: has_dlc
Source: game
File: common/characters/LUX.txt

Code:
LUX_emile_speller = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = LUX_emile_speller
		portraits = {
			army = {
				large = GFX_portrait_LUX_emile_speller
				small = GFX_portrait_LUX_emile_speller_small
			}
		}
		advisor = {
			slot = army_chief
			idea_token = LUX_emile_speller
			allowed = {
				original_tag = LUX
			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				infantry_officer
			}
			skill = 2
			attack_skill = 1
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 2
			visible = {

			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = LUX_emile_speller
		portraits = {
			army = {
				large = GFX_Portrait_Europe_Generic_land_4
				small = GFX_idea_generic_army_europe_1
			}
		}
		advisor = {
			slot = army_chief
			idea_token = LUX_emile_speller
			allowed = {
				original_tag = LUX
			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				infantry_officer
			}
			skill = 2
			attack_skill = 1
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 2
			visible = {

			}
		}
	}
}
### Entity: Game Data
Component: nachman_stutter
Constructs: has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
nachman_stutter = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = MPL
	}
	happened = {
		controls_province = 11409
		original_tag = ISR
	}
}
### Entity: Decision
Component: GER_the_struggle_for_communism
Constructs: has_country_flag
Source: game
File: common/decisions/categories/r56_GER_decision_categories.txt

Code:
GER_the_struggle_for_communism = {
	icon = GFX_decision_category_generic_communist_revolution
	allowed = {
		original_tag = GER
	}
	visible_when_empty = no
	priority = 101
	visible = {
		has_country_flag = GER_operation_valkyre_flag
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_return_to_delhi
Constructs: prerequisite, limit, add_ideas, add_war_support, completion_reward, every_state, is_owned_by, is_core_of
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_return_to_delhi
	icon = GFX_focus_PER_foothold_in_indus
	prerequisite = {
		focus = AFG_timurid_bureaucracy
	} {
		focus = AFG_hone_the_shamshir
	}
	x = 0
	y = 1
	relative_position_id = AFG_timurid_bureaucracy
	will_lead_to_war_with = PAK RAJ BAN KAS BLC SIN KLT RJP KHL CIP WIS SKK MPU BRM HYD KOL MYS RAS NWF
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = idea_RAJ_ruler_of_the_peacock_throne
		every_state = {
			limit = {
				is_owned_by = ROOT
				OR = {
					is_core_of = PAK RAJ BAN KAS BLC SIN KLT RJP KHL CIP WIS SKK MPU BRM HYD KOL MYS RAS NWF
				}
			}
			add_core_of = ROOT
		} {
			limit = {
				NOT = {
					is_owned_by = ROOT
				}
				OR = {
					is_core_of = PAK RAJ BAN KAS BLC SIN KLT RJP KHL CIP WIS SKK MPU BRM HYD KOL MYS RAS NWF
				}
			}
			add_claim_by = ROOT
			set_state_flag = AFG_mughals_can_integrate_flag
			hidden_effect = {
				ROOT = {
					create_wargoal = {
						target = PREV.OWNER
						type = take_claimed_state
						generator = owned_states
					}
				}
			}
			ROOT = {
				custom_effect_tooltip = AFG_proclaim_a_new_caliphate_tt
			}
		}
		IF = {
			limit = {
				439 = {
					is_owned_by = ROOT
				}
			}
			set_capital = {
				state = 439
				remember_old_capital = no
			}
		}
		ELSE = {
			439 = {
				OWNER = {
					ROOT = {
						create_wargoal = {
							type = take_state_focus
							target = PREV
							generator = {
								439
							}
						}
					}
				}
			}
			unlock_decision_tooltip = AFG_move_the_capital_to_delhi_decision
		}
	}
}
### Entity: Unit Template
Component: URG
Source: game
File: common/units/names/00_names.txt

Code:
URG = {
	submarine = {
		prefix = ROU
		generic = {
			Submarino
		}
		unique = {
			Uruguay Montevideo Maldonado Rocha Colonia Artigas Colonia Rio Negro Paysandu
		}
	}
	destroyer = {
		prefix = ROU
		generic = {
			Destructor
		}
		unique = {
			Uruguay Montevideo Maldonado Rocha Colonia Artigas Colonia Rio Negro Paysandu
		}
	}
	light_cruiser = {
		prefix = ROU
		generic = {
			Crucero Ligero
		}
		unique = {
			Uruguay Minas Castillos Piraraje San Carlos San Jose de Mayo
		}
	}
	heavy_cruiser = {
		prefix = ROU
		generic = {
			Crucero Pesado
		}
		unique = {
			Uruguay Minas Castillos Piraraje San Carlos San Jose de Mayo
		}
	}
	battle_cruiser = {
		prefix = ROU
		generic = {
			Crucero de Batalla
		}
		unique = {
			General Artigas General Don Claudio
		}
	}
	battleship = {
		prefix = ROU
		generic = {
			Acorazado
		}
		unique = {
			General Artigas General Don Claudio
		}
	}
	carrier = {
		prefix = ROU
		generic = {
			Portaaviones
		}
		unique = {
			Republica Oriental Montevideo
		}
	}
}
### Entity: Scripted Effect
Component: JAP_create_ignatius_lincoln_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_create_ignatius_lincoln_operative = {
	create_operative_leader = {
		name = JAP_ignatius_timothy_trebitsch_lincoln
		GFX = GFX_portrait_JAP_ignatius_timothy_trebitsch_lincoln
		gender = male
		traits = {
			operative_seducer operative_well_groomed operative_natural_orator
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			HUN AUS TIB CHI ISR
		}
	}
}
### Entity: Order of Battle
Component: Övre Norrland Militärområde
Constructs: division_template
Source: game
File: history/units/SWE_1936.txt

Code:
division = {
	name = Övre Norrland Militärområde
	location = 9186
	division_template = Militärområde
	start_experience_factor = 0.2
	start_equipment_factor = 0.1
}
### Entity: Idea
Component: EAI_DD_12/heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_invest_in_victory
Constructs: prerequisite, has_war, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_invest_in_victory
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = AST_national_security_act
	}
	x = 0
	y = 2
	relative_position_id = AST_establish_advisory_war_council
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		has_war = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = AST_invest_in_victory
	}
}
### Entity: Idea
Component: NORDIC_joint_mountaineers_effort
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_joint_mountaineers_effort = {
	picture = generic_mountain_warfare
	cancel = {
		NORDIC_basic_joint_trigger = no
	}
	modifier = {
		mountaineers_special_forces_contribution_factor = -0.25
		modifier_army_sub_unit_mountaineers_defence_factor = 0.15
		modifier_army_sub_unit_mountaineers_speed_factor = 0.05
		modifier_army_sub_unit_mountaineers_attack_factor = 0.1
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_unit_777
Constructs: prerequisite, limit, completion_reward, add_to_variable, has_dlc, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_unit_777
	icon = GFX_goal_EGY_eagle
	relative_position_id = EGY_egyptian_military_academy
	x = 0
	y = 6
	cost = 10
	prerequisite = {
		focus = EGY_desert_camouflage EGY_continue_motorization_of_the_army
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_to_variable = {
			EGY_the_egyptian_army_heat_attrition_factor = -0.1
		}
		custom_effect_tooltip = EGY_unit_777_tt
		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 = EGY_unit_777
				bonus = 0.5
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
		add_tech_bonus = {
			name = EGY_unit_777
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = r56_desert_infantry_tech
		}
	}
}
### Entity: Game Rule
Component: ROM_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
ROM_ai_behavior = {
	name = ROM_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Death or Dishonor
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = BALKAN_DOMINANCE
		text = RULE_OPTION_BALKAN_DOMINANCE
		desc = RULE_OPTION_BALKAN_DOMINANCE_ROM_AI_DESC
	} {
		name = DEMOCRATIC
		text = RULE_OPTION_DEMOCRATIC
		desc = RULE_OPTION_DEMOCRATIC_ROM_AI_DESC
	} {
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST
		desc = RULE_COMMUNIST_ROM_AI_DESC
	} {
		name = FASCIST_HISTORICAL
		text = RULE_OPTION_FASCIST_HISTORICAL
		desc = RULE_FASCIST_ROM_AI_DESC
		allow_achievements = yes
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.106
Constructs: is_triggered_only, ai_chance, is_major, create_wargoal, puppet_wargoal_focus, remove_from_faction
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.106
	title = SEA_japan_foreign_policy.106.t
	desc = SEA_japan_foreign_policy.106.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.106.a
		ai_chance = {
			base = 95
			modifier = {
				factor = 3
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 0.5
				is_major = yes
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.107
				hours = 12
			}
		}
		effect_tooltip = {
			FROM = {
				puppet = ROOT
			}
		}
	} {
		name = SEA_japan_foreign_policy.106.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 15
				strength_ratio = {
					tag = FROM
					ratio = > 1.5
				}
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.108
				hours = 12
			}
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = ROOT
					expire = 0
				}
				remove_from_faction = ROOT
			}
		}
	}
}
### Entity: AI Strategy
Component: no_join_pre
Constructs: has_government
Source: game
File: common/ai_strategy/TOY.txt

Code:
no_join_pre = {
	enable = {
		tag = PRE
		country_exists = GER
	}
	abort = {
		NOT = {
			GER = {
				has_government = fascism
			}
		}
	}
	ai_strategy = {
		type = alliance
		id = GER
		value = -500
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_unify_as_the_china_democratic_league
Constructs: has_completed_focus, prerequisite, add_stability, completion_reward, has_stability, add_popularity
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_unify_as_the_china_democratic_league
	icon = GFX_focus_CHI_unify_as_the_china_democratic_league
	prerequisite = {
		focus = CHI_accelerate_the_tutelage
	}
	x = 0
	y = 3
	relative_position_id = CHI_accelerate_the_tutelage
	cost = 10
	available = {
		democratic = > 0.5
		has_stability = > 0.5
		OR = {
			has_completed_focus = CHI_revive_the_chinese_action_committee CHI_invite_carsun_chang CHI_give_protection_of_civil_rights CHI_ally_the_young_china_party
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		country_event = {
			id = SEA_china_democratic.1
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_request_chinese_investment
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, add_political_power, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_request_chinese_investment
	icon = GFX_focus_chi_cooperation_with_the_nationalists
	prerequisite = {
		focus = MEN_the_principle_of_democracy
	}
	x = -1
	y = 1
	available = {
		NOT = {
			has_war_with = CHI
		}
		country_exists = CHI
	}
	relative_position_id = MEN_the_principle_of_democracy
	cost = 5
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		random_owned_controlled_state = {
			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_political_power = -15
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_opinion_modifier = {
			target = CHI
			modifier = medium_increase
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: FIN_finnish_federation_of_trade_unions
Constructs: removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_finnish_federation_of_trade_unions = {
	picture = FIN_finnish_federation_of_trade_unions
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		local_resources_factor = 0.2
		production_factory_start_efficiency_factor = 0.1
		consumer_goods_factor = -0.05
	}
}
### Entity: Idea
Component: EAI_DD_3/heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_generic_20w_infantry_role
Constructs: limit, set_country_flag, check_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_generic_20w_infantry_role = {
	set_country_flag = {
		flag = EAI_INFANTRY_ROLE
		value = 1
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_A_INF_DESIGN
			}
		}
		if = {
			limit = {
				EAI_infantry_variant_focus_EARLY = yes
			}
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 112
			}
		}
		else_if = {
			limit = {
				EAI_infantry_variant_focus_CHEAP = yes
			}
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 110
			}
		}
		else = {
			if = {
				limit = {
					EAI_STRATEGY_plans_on_using_rangers = yes
				}
				set_country_flag = {
					flag = EAI_INFANTRY_TEMPLATE
					value = 113
				}
			}
			else = {
				set_country_flag = {
					flag = EAI_INFANTRY_TEMPLATE
					value = 111
				}
			}
		}
	}
	else_if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_B_INF_DESIGN
			}
		}
		if = {
			limit = {
				EAI_infantry_variant_focus_EARLY = yes
			}
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 122
			}
		}
		else_if = {
			limit = {
				EAI_infantry_variant_focus_CHEAP = yes
			}
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 120
			}
		}
		else = {
			if = {
				limit = {
					EAI_STRATEGY_plans_on_using_rangers = yes
				}
				set_country_flag = {
					flag = EAI_INFANTRY_TEMPLATE
					value = 123
				}
			}
			else = {
				set_country_flag = {
					flag = EAI_INFANTRY_TEMPLATE
					value = 121
				}
			}
		}
	} {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_C_INF_DESIGN
			}
		}
		if = {
			limit = {
				EAI_infantry_variant_focus_EARLY = yes
			}
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 132
			}
		}
		else_if = {
			limit = {
				EAI_infantry_variant_focus_CHEAP = yes
			}
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 130
			}
		}
		else = {
			if = {
				limit = {
					EAI_STRATEGY_plans_on_using_rangers = yes
				}
				set_country_flag = {
					flag = EAI_INFANTRY_TEMPLATE
					value = 133
				}
			}
			else = {
				set_country_flag = {
					flag = EAI_INFANTRY_TEMPLATE
					value = 131
				}
			}
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_seize_the_panama_canal
Constructs: prerequisite, owns_state, has_war_with, completion_reward, is_in_faction_with, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_seize_the_panama_canal
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = MEX_focus_unify_centroamerica
	}
	x = 1
	y = 2
	relative_position_id = MEX_focus_unify_centroamerica
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {
		NOT = {
			has_war_with = USA
		} {
			is_in_faction_with = USA
		}
	}
	bypass = {
		NOT = {
			USA = {
				owns_state = 685
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		unlock_decision_tooltip = MEX_decision_operation_just_cause
	}
	will_lead_to_war_with = USA
}
### Entity: Unit Template
Component: AUSHUN_MOT_01
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_divisions/HUN_names_divisions.txt

Code:
AUSHUN_MOT_01 = {
	name = Aus-Hun. Motorized Divisions
	for_countries = {
		AUS HUN CZE
	}
	can_use = {
		has_cosmetic_tag = HUN_EMPIRE
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		AUSHUN_INF_01 AUSHUN_GAR_01 AUSHUN_MEC_01
	}
	fallback_name = %d.Kraftfahrjägerdivision
	ordered = {
		1 = {
			%d.Kraftfahrjägerdivision
		}
		2 = {
			%d.Kraftfahrjägerdivision
		}
		3 = {
			%d.Kraftfahrjägerdivision
		}
		4 = {
			%d.Kraftfahrjägerdivision
		}
		5 = {
			%d.Kraftfahrjägerdivision
		}
		6 = {
			%d.Kraftfahrjägerdivision
		}
		7 = {
			%d.Kraftfahrjägerdivision
		}
		8 = {
			%d.Kraftfahrjägerdivision
		}
		9 = {
			%d.Kraftfahrjägerdivision
		}
		10 = {
			%d.Kraftfahrjägerdivision
		}
	}
}