Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sia_focus
Component: SIA_asias_innovation_powerhouse_r56
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, has_focus_autohide_rule_trigger_r56
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_asias_innovation_powerhouse_r56
	icon = GFX_goal_generic_double_research
	prerequisite = {
		focus = SIA_shift_to_national_designs_r56
	}
	cost = 6
	y = 1
	relative_position_id = SIA_shift_to_national_designs_r56
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	offset = {
		x = -1
		trigger = {
			has_completed_focus = SIA_shift_to_national_designs_r56
			has_focus_autohide_rule_trigger_r56 = yes
		}
	} {
		x = 1
		trigger = {
			has_completed_focus = SIA_take_the_fight_to_our_enemies_soil_r56
			NOT = {
				has_completed_focus = SIA_shift_to_national_designs_r56
			}
			has_focus_autohide_rule_trigger_r56 = yes
		}
	}
	completion_reward = {
		add_ideas = SIA_asias_innovation_powerhouse_r56
	}
}
### Entity: Character
Component: ETH_ras_kassa
Constructs: limit, has_government, has_dlc, has_idea, has_character_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_ras_kassa = {
	instance = {
		allowed = {
			has_dlc = By Blood Alone
		}
		allowed_civil_war = {
			has_government = neutrality
		}
		name = ETH_ras_kassa
		portraits = {
			army = {
				large = GFX_portrait_ETH_kassa_haile_darge
				small = GFX_portrait_ETH_kassa_haile_darge_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = ETH_ras_kassa
			allowed = {
				original_tag = ETH
			}
			available = {
				has_government = neutrality
				NOT = {
					has_idea = ETH_ras_kassa_army_chief
				} {
					has_idea = ETH_ras_kassa_high_command
				}
				IF = {
					limit = {
						has_character_flag = ETH_imprisoned_flag
					}
					NOT = {
						has_character_flag = ETH_imprisoned_flag
					}
				}
			}
			traits = {
				staunch_loyalist
			}
			on_add = {
				owner = {
					ETH_BOP_decentralization_large_effect = yes
				}
			}
			on_remove = {
				owner = {
					ETH_BOP_centralization_large_effect = yes
				}
			}
		} {
			slot = army_chief
			ledger = army
			idea_token = ETH_ras_kassa_army_chief
			allowed = {
				original_tag = ETH
			}
			available = {
				NOT = {
					has_idea = ETH_ras_kassa_high_command
				} {
					has_idea = ETH_ras_kassa
				}
				IF = {
					limit = {
						has_character_flag = ETH_imprisoned_flag
					}
					NOT = {
						has_character_flag = ETH_imprisoned_flag
					}
				}
			}
			traits = {
				army_chief_defensive_1
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		} {
			slot = high_command
			ledger = army
			idea_token = ETH_ras_kassa_high_command
			allowed = {
				original_tag = ETH
			}
			available = {
				NOT = {
					has_idea = ETH_ras_kassa_army_chief
				} {
					has_idea = ETH_ras_kassa
				}
				IF = {
					limit = {
						has_character_flag = ETH_imprisoned_flag
					}
					NOT = {
						has_character_flag = ETH_imprisoned_flag
					}
				}
			}
			traits = {
				army_entrenchment_1
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				trait_cautious
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 2
			legacy_id = -1
			visible = {
				NOT = {
					has_character_flag = ETH_imprisoned_flag
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		name = ETH_ras_kassa
		portraits = {
			army = {
				small = GFX_idea_generic_army_arab_1
			}
		}
		advisor = {
# ... (truncated)
### Entity: Event
Component: austria.1127
Constructs: is_triggered_only, fire_only_once, create_wargoal, annex_everything
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.1127
	title = austria.1127.t
	desc = austria.1127.d
	picture = GFX_report_event_japan_army_mountainside
	major = yes
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = austria.1127.a
		ROOT = {
			create_wargoal = {
				type = annex_everything
				target = YUG
			}
		}
	}
}
### Entity: Event
Component: mtg_netherlands.69
Constructs: ai_chance, limit, add_war_support, has_country_flag, fire_only_once, add_political_power, has_global_flag, has_full_control_of_state
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.69
	title = mtg_netherlands.69.t
	desc = mtg_netherlands.69.d
	picture = GFX_report_event_hol_polderen
	fire_only_once = no
	trigger = {
		has_global_flag = HOL_inundation_lines_flooded
		has_full_control_of_state = 7 35 36
		NOT = {
			has_global_flag = HOL_inundation_lines_flooded_unhappiness_timer
		} {
			has_country_flag = HOL_draining_in_progress
		}
	}
	mean_time_to_happen = {
		days = 60
	}
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					check_variable = {
						var = HOL_inundation_lines_flooding_unhappiness_var
						value = -0.05
						compare = less_than_or_equals
					}
				}
				add_to_variable = {
					var = HOL_inundation_lines_flooding_unhappiness_var
					value = -0.025
				}
			} {
				limit = {
					check_variable = {
						var = HOL_inundation_lines_flooding_unhappiness_var
						value = -0.05
						compare = greater_than
					}
				}
				set_variable = {
					var = HOL_inundation_lines_flooding_unhappiness_var
					value = -0.05
				}
			}
		}
	}
	option = {
		name = mtg_netherlands.69.a
		ai_chance = {
			factor = 0
		}
		add_political_power = -25
		if = {
			limit = {
				7 = {
					is_core_of = ROOT
				}
				35 = {
					is_core_of = ROOT
				}
				36 = {
					is_core_of = ROOT
				}
			}
			add_war_support = HOL_inundation_lines_flooding_unhappiness_var
		} {
			limit = {
				NOT = {
					AND = {
						7 = {
							is_core_of = ROOT
						}
						35 = {
							is_core_of = ROOT
						}
						36 = {
							is_core_of = ROOT
						}
					}
				}
			}
			7 = {
				damage_building = {
					type = infrastructure
					damage = 4
				} {
					type = industrial_complex
					damage = 2
				} {
					type = arms_factory
					damage = 2
				}
			}
			35 = {
				damage_building = {
					type = infrastructure
					damage = 3
				} {
					type = industrial_complex
					damage = 1.5
				} {
					type = arms_factory
					damage = 1.5
				}
			}
			36 = {
				damage_building = {
					type = infrastructure
					damage = 3
				} {
					type = industrial_complex
					damage = 1.5
				} {
					type = arms_factory
					damage = 1.5
				}
			}
		}
	} {
		name = mtg_netherlands.69.b
		add_political_power = -25
		activate_decision = HOL_drain_the_water_lines
	}
}
### Entity: Idea
Component: SRL_acr
Source: game
File: common/ideas/sri_lanka.txt

Code:
SRL_acr = {
	picture = generic_air_asia_3
	allowed = {
		original_tag = SRL
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: KAZ_coi
Source: game
File: common/characters/KAZ.txt

Code:
KAZ_coi = {
	advisor = {
		slot = political_advisor
		idea_token = KAZ_coi
		allowed = {
			original_tag = KAZ
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
}
### Entity: Country History
Country: MYS
Component: MYS_technology
Constructs: set_technology
Source: game
File: history/countries/MYS - Mysore.txt

Code:
# Starting Technologies for MYS
set_technology = {
	infantry_weapons = 1
	tech_support = 1
	tech_engineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
}
### Entity: Character
Component: JAP_the_tokugawa_heir
Constructs: stability_factor, war_support_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_the_tokugawa_heir = {
	random = no
	sprite = 13
	democratic_drift = 0.05
	war_support_factor = -0.05
	stability_factor = 0.05
	political_power_factor = 0.15
}
### Entity: National Focus
Tree: ast_focus
Component: AST_the_threat_against_the_people
Constructs: prerequisite, has_government, has_country_flag, completion_reward, is_in_faction_with, cancel_if_invalid, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_the_threat_against_the_people
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = AST_workers_paradise
	}
	x = 3
	y = 5
	relative_position_id = AST_empower_the_workers
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			JAP = {
				has_government = communism
			}
			factor = 0
		}
	}
	available = {
		NOT = {
			is_in_faction_with = JAP
		} {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			target = JAP
			type = puppet_wargoal_focus
			expire = 0
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_south_atlantic_navy
Constructs: prerequisite, completion_reward, is_historical_focus_on, has_global_flag, add_mastery_bonus, add_doctrine_cost_reduction, add_to_variable
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_south_atlantic_navy
	icon = GFX_focus_SMB_blue_water_fleet
	x = -2
	y = 2
	prerequisite = {
		focus = COG_marine_nationale
	}
	relative_position_id = COG_marine_nationale
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		base = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	bypass = {

	}
	mutually_exclusive = {
		focus = COG_brown_water_navy
	}
	available = {
		has_global_flag = COG_force_publique_reformed_flag
	}
	completion_reward = {
		navy_experience = 50
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt modify_COG_COG_armee_nationale_congolaise_modifier_tt
		add_mastery_bonus = {
			name = COG_south_atlantic_navy
			bonus = 0.1
			days = 240
			folder = naval
		}
		add_doctrine_cost_reduction = {
			name = COG_south_atlantic_navy
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
		add_to_variable = {
			COG_armee_nationale_congolaise_modifier_spotting_chance = 0.1
			tooltip = spotting_chance_tt
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_demand_part_of_spanish_winnings
Constructs: prerequisite, has_country_flag, completion_reward, has_global_flag, has_capitulated
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_demand_part_of_spanish_winnings
	icon = GFX_goal_tripartite_pact
	prerequisite = {
		focus = AUS_spanish_intervention
	}
	mutually_exclusive = {
		focus = AUS_invite_spanish_refugees
	}
	x = -1
	y = 1
	relative_position_id = AUS_spanish_intervention
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.1
			AUS_is_historical_ai = yes
		}
	}
	available = {
		has_global_flag = scw_over
		has_country_flag = AUS_volunteer_effort_SPA_flag
		SPA = {
			has_capitulated = no
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		SPA = {
			country_event = {
				id = AUS_political_events.31
				hours = 12
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_9/medium_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/medium_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.09
			instant = yes
		}
	}
}
### Entity: State History
Component: 779
Constructs: add_core_of
Source: game
File: history/states/779-Ivory Coast.txt

Code:
state = {
	id = 779
	name = STATE_779
	manpower = 3850734
	state_category = pastoral
	history = {
		owner = FRA
		add_core_of = IVO
		victory_points = {
			10803 1
		}
		buildings = {
			infrastructure = 2
			10803 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		5013 5070 8065 8122 10762 10803
	}
	local_supplies = 1.0
}
### Entity: Event
Component: uruguay.3
Constructs: is_triggered_only, add_stability, fire_only_once, add_popularity, set_politics, set_country_flag, unlock_national_focus
Source: game
File: events/Uruguay.txt

Code:
country_event = {
	id = uruguay.3
	title = uruguay.3.t
	desc = uruguay.3.d
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = uruguay.3.a
		promote_character = {
			character = URG_consejo_nacional_de_administracion
			ideology = centrism_democratic
		}
		add_stability = -0.1
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		set_country_flag = URG_revisionist_coup_flag
		unlock_national_focus = URG_revisionist_coup
	} {
		name = uruguay.3.b
		add_stability = -0.1
		add_popularity = {
			ideology = communism
			popularity = 0.15
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		set_country_flag = URG_communist_revolution_flag
		unlock_national_focus = URG_communist_revolution
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_re_establish_belgian_navy
Constructs: completion_reward, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_re_establish_belgian_navy
	icon = GFX_focus_BEL_re_establish_belgian_navy
	relative_position_id = BEL_belgian_air_force
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_INDUSTRY
	}
	x = 7
	y = 0
	cost = 5
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		navy_experience = 25
		6 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = BEL_re_establish_belgian_navy
			bonus = 1
			uses = 1
			category = dd_tech
		}
	}
}
### Entity: Order of Battle
Component: 100th Cavalry Brigade
Constructs: division_template
Source: game
File: history/units/XSM_1936_sea.txt

Code:
division = {
	name = 100th Cavalry Brigade
	location = 8018
	division_template = Qibing Jun
	start_experience_factor = 0.1
	start_equipment_factor = 0.6
	officer = {
		name = XSM_ma_pu
	}
}
### Entity: AI Strategy
Component: CHI_alternate_plan_2
Constructs: has_completed_focus, is_literally_china, is_chinese_warlord, has_focus_tree
Source: game
File: common/ai_strategy_plans/CHI_alternate_strategy_plan.txt

Code:
CHI_alternate_plan_2 = {
	name = Nationalist China Alternate Scenario 1: Germany aims to befriend China
	desc = China selects Germany over Soviet Union
	allowed = {
		is_literally_china = yes
	}
	enable = {
		OR = {
			original_tag = CHI
			AND = {
				is_chinese_warlord = yes
				has_focus_tree = china_nationalist_focus
			}
		}
		GER = {
			has_completed_focus = GER_befriend_china
		}
	}
	abort = {
		always = no
	}
	focus_factors = {
		CHI_mission_to_germany = 5
		CHI_closer_ties_with_germany = 10
		CHI_purchase_tanks = 5
		CHI_give_falkenhausen_citizenship = 5
		CHI_anti_communism = 5
		CHI_experimental_mechanised_unit = 5
		CHI_chinese_general_staff = 5
		CHI_chinese_panzers = 5
		CHI_combined_arms_warfare = 5
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1
		modifier = {
			factor = 2.0
		}
	}
}
### Entity: Event
Component: news.126
Constructs: has_government, owns_state, has_war_with, is_ally_with, is_owned_by, is_subject_of, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.126
	title = news.126.t
	desc = news.126.d
	picture = GFX_news_event_041
	major = yes
	trigger = {
		439 = {
			controller = {
				OR = {
					original_tag = JAP
					is_ally_with = JAP
				}
			}
		}
		OR = {
			439 = {
				is_owned_by = ENG
			}
			RAJ = {
				is_subject_of = ENG
				owns_state = 439
			}
		}
		JAP = {
			has_war_with = ENG
		}
		NOT = {
			has_global_flag = fall_of_new_delhi
		}
	}
	immediate = {
		set_global_flag = fall_of_new_delhi
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = JAP ENG RAJ
			}
		}
	} {
		name = news.117.b
		trigger = {
			TAG = JAP
			NOT = {
				has_government = communism
			}
		}
	} {
		name = SEA_japan_news_events.03.a
		trigger = {
			TAG = JAP
			has_government = communism
		}
	} {
		name = news.100.c
		trigger = {
			OR = {
				TAG = ENG RAJ
			}
		}
	}
}
### Entity: Character
Component: FIN_lauri_malmberg
Constructs: has_government
Source: game
File: common/characters/FIN.txt

Code:
FIN_lauri_malmberg = {
	name = FIN_lauri_malmberg
	portraits = {
		army = {
			small = GFX_portrait_FIN_lauri_malmberg_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = FIN_lauri_malmberg
		allowed = {
			original_tag = FIN
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Character
Component: bomber_producer_mass_1
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
bomber_producer_mass_1 = {
	random = no
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.1
		}
		large_plane_airframe = {
			build_cost_ic = -0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_militarize_the_sentinels
Constructs: prerequisite, has_government, completion_reward, has_country_leader, cancel_if_invalid, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_militarize_the_sentinels
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = ROM_his_majestys_loyal_government
	}
	x = 0
	y = 1
	relative_position_id = ROM_his_majestys_loyal_government
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = neutrality
		custom_trigger_tooltip = {
			tooltip = ROM_carol_current_leader_trigger
			has_country_leader = {
				id = 550
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		swap_ideas = {
			add_idea = ROM_the_sentinel_of_the_motherland_2
			remove_idea = ROM_the_sentinel_of_the_motherland
		}
	}
}
### Entity: Event
Component: china.104
Constructs: ai_chance, has_war, limit, has_war_with, add_opinion_modifier, fire_only_once, has_dlc, is_puppet
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.104
	title = china.104.t
	desc = china.104.d
	picture = GFX_report_event_chinese_army_training
	fire_only_once = yes
	trigger = {
		NOT = {
			has_dlc = Waking the Tiger
		} {
			has_war_with = CHI
			is_puppet = yes
		} {
			AND = {
				has_war = yes
				is_in_faction = yes
			}
		}
		has_global_flag = CHI_unite_PRC
		tag = PRC
		CHI = {
			has_war_with = JAP
			has_defensive_war = yes
		} {
			is_faction_leader = yes
		}
		JAP = {
			has_offensive_war = yes
		}
	}
	mean_time_to_happen = {
		days = 10
	}
	option = {
		ai_chance = {
			factor = 100
		}
		name = china.104.a
		set_country_flag = PRC_joined_CHI_against_JAP
		CHI = {
			country_event = china.106
			add_to_faction = ROOT
			PRC = {
				add_opinion_modifier = {
					target = CHI
					modifier = unstable_alliance
				}
			}
			CHI = {
				add_opinion_modifier = {
					target = PRC
					modifier = unstable_alliance
				}
			}
		}
		add_ai_strategy = {
			type = alliance
			id = CHI
			value = 200
		}
		add_to_war = {
			targeted_alliance = CHI
			enemy = JAP
			hostility_reason = asked_to_join
		}
		if = {
			limit = {
				NOT = {
					OR = {
						SHX = {
							is_puppet_of = JAP
						} {
							is_in_faction_with = JAP
						}
					}
				}
			}
			SHX = {
				country_event = china.105
			}
		} {
			limit = {
				NOT = {
					has_war_with = SOV
				}
			}
			custom_effect_tooltip = china.104_PRC_SOV_reinforcements
		}
		hidden_effect = {
			news_event = {
				id = news.288
				hours = 6
			}
			if = {
				limit = {
					NOT = {
						has_war_with = SOV
					}
					any_country = {
						OR = {
							tag = ROOT
							is_in_faction_with = ROOT
						}
						has_full_control_of_state = 621
					}
				}
				load_oob = PRC_SOV_reinforcements
			}
		}
	} {
		ai_chance = {
			factor = 0
		}
		name = china.104.b
	}
}
### Entity: Event
Component: egypt.1
Constructs: is_triggered_only, fire_only_once, set_country_flag, retire_character, add_country_leader_role
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.1
	picture = GFX_report_event_EGY_fuad
	title = egypt.1.t
	desc = egypt.1.d
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = EGY_fuad_bit_the_dust {
				flag = EGY_in_regency
				days = 365
			}
			retire_character = EGY_fuad_i
			add_country_leader_role = {
				character = EGY_aziz_ezzat
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1965.1.1.1
					traits = {
						EGY_regent r56_trait_opposed_to_fascism
					}
				}
			}
		}
	}
	option = {
		name = egypt.1.a
	}
}
### Entity: AI Strategy
Component: EAI_axis_dont_defend_GER_borders
Constructs: has_war_with, is_major, is_historical_focus_on, is_in_faction_with, is_on_continent
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_axis_dont_defend_GER_borders = {
	enable = {
		is_historical_focus_on = yes
		is_in_faction_with = GER
		is_major = no
		CAPITAL_SCOPE = {
			is_on_continent = europe
		}
		any_neighbor_country = {
			has_war_with = ROOT
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_defend_ally_borders
		id = GER
		value = 5000
	} {
		type = dont_defend_ally_borders
		id = ITA
		value = 5000
	}
}
### Entity: Scripted Trigger
Component: PRC_infiltration_uprising_PREV_will_spawn_troops_in_state
Constructs: is_controlled_by, has_state_flag
Source: game
File: common/scripted_triggers/PRC_scripted_triggers.txt

Code:
PRC_infiltration_uprising_PREV_will_spawn_troops_in_state = {
	is_controlled_by = event_target:WTT_current_china_leader
	has_state_flag = {
		flag = PRC_infiltration_@PREV
		value = > 2
	}
}
### Entity: Idea
Component: BUL_fatherland_front_negative_03
Constructs: has_government, has_country_flag, removal_cost, communism_drift
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_fatherland_front_negative_03 = {
	picture = bul_fatherland_front_negative
	name = BUL_fatherland_front_positive
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	cancel = {
		OR = {
			has_country_flag = BUL_ff_destroyed_flag BUL_ff_civil_war_flag
		}
	}
	modifier = {
		stability_weekly = -0.001
		political_power_factor = -0.15
		communism_drift = 0.05
	}
}
### Entity: Modifier Reference
Component: PAR_protected_by_humaita
Constructs: supply_factor
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
PAR_protected_by_humaita = {
	enable = {
		PAR = {
			controls_province = 2173
		}
	}
	icon = GFX_modifiers_SOV_defend_moscow
	local_org_regain = 0.15
	recruitable_population_factor = 0.25
	army_core_defence_factor = 0.1
	supply_factor = 0.15
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_cas_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_cas_focus
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = FRA_air_dominance
	}
	x = 0
	y = 1
	relative_position_id = FRA_air_dominance
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = FRA_cas_focus
			bonus = 1.0
			uses = 2
			category = cas_bomber
		}
	}
}
### Entity: Operation
Component: infiltrate_military_seduction
Source: game
File: common/operation_phases/lar_infiltrate_military.txt

Code:
infiltrate_military_seduction = {
	name = infiltrate_military_seduction
	desc = infiltrate_military_seduction_desc
	outcome = infiltrate_military_seduction_outcome
	picture = GFX_phase_infiltrate_military_seduction
	icon = GFX_phase_infiltrate_military_seduction_small
	equipment = {

	}
}