Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: NOR_spawn_hirden
Constructs: division_template, limit, has_template, is_locked, create_unit
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_spawn_hirden = {
	if = {
		limit = {
			NOT = {
				has_template = Hirden Milits
			}
		}
		division_template = {
			name = Hirden Milits
			is_locked = yes
			template_counter = 75
			regiments = {
				militia = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				}
			}
			support = {

			}
			override_model = NOR_militia_alt_1_entity
		}
	}
	110 = {
		create_unit = {
			division = name = "1. Hirden Milits" division_template = "Hirden Milits" start_experience_factor = 0.6
			owner = ROOT
		} {
			division = name = "2. Hirden Milits" division_template = "Hirden Milits" start_experience_factor = 0.6
			owner = ROOT
		} {
			division = name = "3. Hirden Milits" division_template = "Hirden Milits" start_experience_factor = 0.6
			owner = ROOT
		} {
			division = name = "4. Hirden Milits" division_template = "Hirden Milits" start_experience_factor = 0.6
			owner = ROOT
		} {
			division = name = "5. Hirden Milits" division_template = "Hirden Milits" start_experience_factor = 0.6
			owner = ROOT
		}
	}
}
### Entity: Character
Component: AST_lance_sharkey
Constructs: has_completed_focus, limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/AST.txt

Code:
AST_lance_sharkey = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = AST_lance_sharkey
		portraits = {
			civilian = {
				small = GFX_portrait_AST_lance_sharkey_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = AST_lance_sharkey
			allowed = {
				original_tag = AST
			}
			available = {
				has_completed_focus = AST_against_war_and_fascism
			}
			traits = {
				AST_orthodox_stalinist
			}
			ai_will_do = {
				factor = 1
				modifier = {
					NOT = {
						has_completed_focus = AST_against_war_and_fascism
					}
					factor = 0
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = AST_lance_sharkey
		portraits = {
			army = {
				small = GFX_idea_AST_lance_sharkey
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = AST_lance_sharkey
			allowed = {
				original_tag = AST
			}
			available = {
				if = {
					limit = {
						has_dlc = Together for Victory
					}
					has_completed_focus = AST_empower_the_workers
				} {
					limit = {
						has_dlc = Man the Guns
					}
					NOT = {
						has_autonomy_state = autonomy_supervised_state
					}
				}
			}
			traits = {
				communist_revolutionary
			}
			do_effect = {
				NOT = {
					has_government = communism
				}
			}
			ai_will_do = {
				factor = 0.0
			}
		}
	}
}
### Entity: State History
Component: 1079
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1079-Sint Maarten.txt

Code:
state = {
	id = 1079
	name = STATE_1079
	manpower = 5020
	state_category = town
	history = {
		add_core_of = MAA
		owner = HOL
		add_to_array = {
			state_victory_points = 13084
		}
		victory_points = {
			13084 1
		}
		buildings = {
			infrastructure = 2
			13084 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		13084
	}
	local_supplies = 0.0
}
### Entity: Event
Component: siam.7
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, random_list, random_days, add_timed_idea, retire_character
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.7
	title = siam.7.t
	desc = siam.7.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = siam.7.a
		ai_chance = {
			base = 1
		}
		random_list = {
			seed = random
			1.5 = {
				if = {
					limit = {
						has_country_flag = debug_force_songsuradet_cw
					}
					country_event = {
						id = siam.8
						days = 1
					}
				}
				else = {
					country_event = {
						id = siam.8
						days = 180
						random_days = 90
					}
				}
				modifier = {
					has_country_flag = debug_force_songsuradet_cw
					add = 10000
				}
			}
			1 = {
				SIA_increase_military_approval = yes
				add_timed_idea = {
					idea = idea_SIA_purged_senior_military
					days = var:SIA_purged_military_timer
				}
				retire_character = SIA_phraya_songsuradet SIA_rangsit_prayurasakdi
			}
		}
	} {
		name = siam.7.b
		ai_chance = {
			base = 1.5
		}
		SIA_decrease_military_approval = yes
		add_timed_idea = {
			idea = idea_SIA_songsuradet_ascendant_1
			days = 720
		}
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_grant_power_to_the_crown
Constructs: prerequisite, has_government, completion_reward, is_historical_focus_on, is_puppet, add_popularity, add_timed_idea, set_politics
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_grant_power_to_the_crown
	icon = GFX_focus_rom_royal_dictatorship
	prerequisite = {
		focus = SCO_choose_a_monarch
	}
	mutually_exclusive = {
		focus = SCO_democratic_constitutionalism
	}
	relative_position_id = SCO_choose_a_monarch
	x = 4
	y = 1
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
			is_puppet = yes
			NOT = {
				OVERLORD = {
					has_government = neutrality
				}
			}
		} {
			factor = 0
			is_historical_focus_on = yes
			NOT = {
				has_government = neutrality
			}
		} {
			factor = 0.1
			is_historical_focus_on = no
			is_puppet = no
			NOT = {
				has_government = neutrality
			}
		} {
			factor = 6
			has_government = neutrality
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		add_timed_idea = {
			idea = GEN_Strenghten_Monarchy_I
			days = 1395
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.300
Constructs: is_triggered_only, fire_only_once, add_popularity
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.300
	title = BBA_italo_ethiopian_war_events.300.t
	desc = BBA_italo_ethiopian_war_events.300.desc
	picture = GFX_report_event_generic_riot
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.300.a
		add_popularity = {
			ideology = ROOT
			popularity = -0.1
		}
	}
}
### Entity: Event
Component: PER_communist_events.13
Constructs: is_triggered_only, ai_chance, fire_only_once, clr_country_flag
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_communist_events.13
	title = PER_communist_events.13.t
	desc = PER_communist_events.13.desc
	picture = GFX_report_event_radar_01
	fire_only_once = no
	is_triggered_only = yes
	option = {
		name = PER_communist_events.13.a
		ai_chance = {
			base = 10
		}
		clr_country_flag = PER_communist_tech_request_naval PER_communist_tech_request_air
	}
}
### Entity: Character
Component: neutrality_advocate
Constructs: neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
neutrality_advocate = {
	random = no
	sprite = 13
	neutrality_drift = 0.1
}
### Entity: AI Strategy
Component: r56_com_hate_anti_com_POR
Constructs: has_government, has_country_leader_with_trait, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_com_hate_anti_com_POR = {
	allowed = {
		ROOT = {
			exists = yes
		}
	}
	enable = {
		ROOT = {
			has_government = communism
			exists = yes
		}
		POR = {
			exists = yes
			OR = {
				has_country_leader_with_trait = r56_trait_opposed_to_communism anti_communist
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = POR
		value = -800
	} {
		type = support
		id = POR
		value = -25
	} {
		type = befriend
		id = POR
		value = -25
	} {
		type = alliance
		id = POR
		value = -75
	}
}
### Entity: Idea
Component: BEL_olivier_derousseaux2
Source: game
File: common/ideas/wallonia.txt

Code:
BEL_olivier_derousseaux2 = {
	allowed = {
		original_tag = WLL
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: DOD_yugoslavia.19
Constructs: limit, has_government, has_country_flag, fire_only_once, has_country_leader, swap_ruler_traits, set_party_name, set_portraits
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.19
	title = DOD_yugoslavia.19.t
	desc = DOD_yugoslavia.19.desc
	picture = GFX_report_event_yugoslavian_king_peter
	trigger = {
		tag = YUG
		has_country_leader = {
			character = YUG_peter_ii
			ruling_only = yes
		}
		NOT = {
			has_country_flag = peter_is_of_age
		}
		date = > 1941.09.06
	}
	fire_only_once = yes
	option = {
		name = DOD_yugoslavia.19.a
		swap_ruler_traits = {
			remove = underage_monarch
			add = legitimate_heir
		}
		set_party_name = {
			ideology = neutrality
			long_name = YUG_royal_party
			name = YUG_royal_party
		}
		hidden_effect = {
			YUG_peter_ii = {
				set_portraits = {
					civilian = {
						large = GFX_portrait_yugoslavia_peter_ii_old
					}
				}
			}
			if = {
				limit = {
					has_government = neutrality
				}
				remove_trait = {
					character = YUG_peter_ii
					ideology = conservatism
					trait = underage_monarch
				}
				add_trait = {
					character = YUG_peter_ii
					ideology = conservatism
					trait = legitimate_heir
				}
			} {
				limit = {
					has_government = democratic
				}
				remove_trait = {
					character = YUG_peter_ii
					ideology = despotism
					trait = underage_monarch
				}
				add_trait = {
					character = YUG_peter_ii
					ideology = despotism
					trait = legitimate_heir
				}
			}
			set_country_flag = peter_is_of_age
		}
	}
}
### Entity: Character
Component: KEN_nt
Source: game
File: common/characters/KEN.txt

Code:
KEN_nt = {
	advisor = {
		slot = theorist
		idea_token = KEN_nt
		ledger = navy
		allowed = {
			original_tag = KEN
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_restore_the_imperial_borders
Constructs: prerequisite, add_war_support, completion_reward, add_political_power, add_named_threat
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_restore_the_imperial_borders
	icon = GFX_goal_TUR_flag
	prerequisite = {
		focus = TUR_stabilize_the_nation
	}
	mutually_exclusive = {
		focus = TUR_western_detente
	}
	x = -4
	y = 4
	relative_position_id = TUR_stabilize_the_nation
	cost = 5
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_political_power = 70
		add_war_support = 0.05
		add_named_threat = {
			threat = 4
			name = TUR_restore_the_imperial_borders
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: soviet.63
Constructs: has_global_flag, set_cosmetic_tag, set_global_flag
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.63
	trigger = {
		tag = SOV
		country_exists = UKR BLR GEO AZR ARM UZB TAJ KYR TMS KAZ
		NOT = {
			has_global_flag = SOV_became_russia
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	hidden = yes
	immediate = {
		set_cosmetic_tag = SOV_russia
		set_global_flag = SOV_became_russia
	}
}
### Entity: Event
Component: bftb_turkey.22
Constructs: is_triggered_only, has_completed_focus, limit, remove_ideas, fire_only_once, is_unit_leader, remove_unit_leader_role, has_idea
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.22
	title = bftb_turkey.22.t
	desc = bftb_turkey.22.desc
	picture = GFX_report_event_tur_military_affair
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_turkey.22.a
		if = {
			limit = {
				TUR_kazim_orbay = {
					is_unit_leader = yes
				}
			}
			TUR_kazim_orbay = {
				remove_unit_leader_role = yes
			}
		} {
			limit = {
				has_idea = TUR_kemalist_army_officers_minimal_power_disloyal
			}
			hidden_effect = {
				add_country_leader_role = {
					character = TUR_kazim_orbay
					country_leader = {
						expire = 1965.1.1
						ideology = despotism
						traits = {
							celebrity_junta_leader
						}
					}
					promote_leader = yes
				}
			}
			start_civil_war = {
				ruling_party = democratic
				ideology = neutrality
				size = 0.05
				capital = 797
				states = {
					797 341
				}
				keep_unit_leaders = {
					901
				}
			}
		}
		else_if = {
			limit = {
				has_idea = TUR_kemalist_army_officers_decreased_power_disloyal
			}
			hidden_effect = {
				add_country_leader_role = {
					character = TUR_kazim_orbay
					country_leader = {
						expire = 1965.1.1
						ideology = despotism
						traits = {
							celebrity_junta_leader
						}
					}
					promote_leader = yes
				}
			}
			start_civil_war = {
				ruling_party = democratic
				ideology = neutrality
				size = 0.15
				capital = 797
				states = {
					797 341 339 354
				}
				keep_unit_leaders = {
					901
				}
			}
		} {
			limit = {
				has_idea = TUR_kemalist_army_officers_limited_power_disloyal
			}
			hidden_effect = {
				add_country_leader_role = {
					character = TUR_kazim_orbay
					country_leader = {
						expire = 1965.1.1
						ideology = despotism
						traits = {
							celebrity_junta_leader
						}
					}
					promote_leader = yes
				}
			}
			start_civil_war = {
				ruling_party = democratic
				ideology = neutrality
				size = 0.35
				capital = 797
				states = {
					797 341 339 354 340 342
				}
				keep_unit_leaders = {
					901
				}
			}
		} {
			limit = {
				has_idea = TUR_kemalist_army_officers_extended_power_disloyal
			}
			hidden_effect = {
				add_country_leader_role = {
					character = TUR_kazim_orbay
					country_leader = {
						expire = 1965.1.1
						ideology = despotism
						traits = {
							celebrity_junta_leader
						}
					}
					promote_leader = yes
				}
			}
			start_civil_
# ... (truncated)
### Entity: State History
Component: 1021
Constructs: add_core_of, has_dlc
Source: game
File: history/states/1021 - Actual Singapore.txt

Code:
state = {
	id = 1021
	name = STATE_1021
	manpower = 557745
	state_category = large_town
	resources = {
		steel = 10
		tungsten = 29
		aluminium = 5
	}
	history = {
		owner = ENG
		add_core_of = MAL SNG
		victory_points = {
			12299 10
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 6
			12299 = {
				naval_base = 8
				coastal_bunker = 3
				naval_supply_hub = 1
				naval_headquarters = {
					level = 1
					allowed = {
						has_dlc = No Compromise, No Surrender
					}
				}
			}
		}
	}
	provinces = {
		12299
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: POL_expand_intelligence_idea
Constructs: removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_expand_intelligence_idea = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_spy_intel
	modifier = {
		operative_slot = 2
	}
}
### Entity: Scripted Effect
Component: ITA_bop_high_increase_democratic_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_high_increase_democratic_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.2
		tooltip_side = ITA_democratic_side
	}
}
### Entity: Idea
Component: r56_CAN_the_big_cut_02
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_the_big_cut_02 = {
	name = r56_CAN_the_big_cut_02
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = r56_can_the_big_cut
	modifier = {
		training_time_factor = 0.1
		army_morale_factor = -0.1
	}
}
### Entity: Decision
Component: ENG_appeal_to_imperial_loyalists
Constructs: has_completed_focus, create_country_leader, limit, has_government, has_country_flag, add_stability, add_opinion_modifier, fire_only_once
Source: game
File: common/decisions/ENG.txt

Code:
ENG_appeal_to_imperial_loyalists = {
	ENG_support_imperialist_coup_in_canada = {
		icon = eng_support_imperialist_coup
		allowed = {
			tag = ENG
		}
		available = {
			has_equipment = {
				infantry_equipment = > 4999
			} {
				support_equipment = > 99
			} {
				artillery_equipment = > 249
			}
			OR = {
				AND = {
					has_government = neutrality
					FROM = {
						NOT = {
							has_government = neutrality
						}
					}
				} {
					has_government = fascism
					FROM = {
						NOT = {
							has_government = fascism
						}
					}
				}
			}
		}
		targets = {
			CAN
		}
		targets_dynamic = yes
		target_root_trigger = {
			has_completed_focus = ENG_appeal_to_imperial_loyalists
		}
		target_trigger = {
			FROM = {
				tag = CAN
				NOT = {
					is_subject_of = ROOT
				}
				if = {
					limit = {
						ROOT = {
							has_government = neutrality
						}
					}
					NOT = {
						has_government = neutrality
					}
				} {
					limit = {
						ROOT = {
							has_government = fascism
						}
					}
					NOT = {
						has_government = fascism
					}
				}
			}
		}
		days_remove = 90
		cost = 100
		fire_only_once = yes
		visible = {
			has_completed_focus = ENG_appeal_to_imperial_loyalists
			FROM = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				} {
					has_country_flag = ENG_imperialist_civil_war
				}
				has_civil_war = no
				exists = yes
			}
			NOT = {
				has_country_flag = ENG_CAN_suppressed_coup
			}
		}
		cancel_if_not_visible = yes
		complete_effect = {
			custom_effect_tooltip = ENG_renew_support_for_imperialist_coup_in_canada_tt
			hidden_effect = {
				set_country_flag = ENG_prepare_coup_in_CAN
			}
			FROM = {
				activate_mission = ENG_support_imperialist_coup_in_canada_mission_1
				country_event = {
					id = mtg_britain.61
					hours = 6
				}
			}
		}
		remove_effect = {
			effect_tooltip = {
				if = {
					limit = {
						ROOT = {
							has_government = neutrality
						}
						FROM = {
							NOT = {
								has_government = neutrality
							}
						}
					}
					FROM = {
						start_civil_war = {
							ideology = neutrality
							size = 0.4
						}
					}
				} {
					limit = {
						ROOT = {
							has_government = fascism
						}
						FROM = {
							NOT = {
								has_government = fascism
							}
						}
					}
					FROM = {
						start_civil_war = {
							ideology = fascism
							siz
# ... (truncated)
### Entity: Character
Component: GNA_acr
Source: game
File: common/characters/GNA.txt

Code:
GNA_acr = {
	advisor = {
		slot = air_chief
		idea_token = GNA_acr
		allowed = {
			original_tag = GNA
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_contact_the_communists
Constructs: add_equipment_to_stockpile, prerequisite, has_war_with, add_war_support, add_opinion_modifier, completion_reward, add_popularity, add_manpower
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_contact_the_communists
	icon = GFX_focus_chi_cooperation_with_the_communists
	prerequisite = {
		focus = MEN_radicalize_the_peasants
	}
	mutually_exclusive = {
		focus = MEN_reach_out_to_the_soviets
	}
	x = 1
	y = 1
	bypass = {
		has_war_with = SOV PRC
		NOT = {
			country_exists = SOV PRC
		}
	}
	available = {
		NOT = {
			has_war_with = PRC
		}
		country_exists = PRC
	}
	relative_position_id = MEN_radicalize_the_peasants
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_war_support = 0.05
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_opinion_modifier = {
			target = PRC
			modifier = medium_increase
		}
		custom_effect_tooltip = MEN_upon_civil_war_start
		effect_tooltip = {
			add_manpower = 1000
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 250
				producer = PRC
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: ENG_stanley_baldwin
Source: game
File: common/characters/ENG.txt

Code:
ENG_stanley_baldwin = {
	name = ENG_stanley_baldwin
	portraits = {
		civilian = {
			large = GFX_portrait_ENG_stanley_baldwin
		}
	}
	country_leader = {
		ideology = liberalism
		traits = {
			conservative_grandee
		}
		expire = 1938.1.1.1
		id = -1
	}
}
### Entity: Wiki Documentation
Construct: error
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
error
|
Opens the error log file.
|
If there are special characters in the folder path, this won't work. Equivalent to pressing on the error dog if enabling debug mode in launch options.
|
### Entity: Country History
Country: LBV
Component: LBV_characters
Constructs: recruit_character
Source: game
File: history/countries/LBV - Lombardy Venetia.txt

Code:
# Leaders & Characters for LBV
recruit_character = LBV_robert_von_habsburg
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_block_invasion_target_B0K
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_block_invasion_target_B0K = {
	enable = {
		NOT = {
			check_variable = {
				EAI_INVASION_block_target^20 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = B0K
		value = -2000
	}
}
### Entity: Event
Component: lithuania.118
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, add_political_power
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.118
	title = lithuania.118.t
	desc = lithuania.118.d
	picture = GFX_report_event_german_support
	is_triggered_only = yes
	option = {
		name = lithuania.118.a
		ai_chance = {
			base = 100
		}
		add_political_power = 160
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 1200
			producer = GER
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_jungle_training
Constructs: division_template, prerequisite, limit, add_ideas, completion_reward, random_army_leader, add_unit_leader_trait, add_tech_bonus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_jungle_training
	icon = GFX_goal_generic_jungle_warfare
	prerequisite = {
		focus = PRU_modernize_the_infantry_kit
	}
	relative_position_id = PRU_modernize_the_infantry_kit
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		random_army_leader = {
			add_unit_leader_trait = jungle_rat
		}
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 2
			category = support_tech r56_jungle_infantry_tech
		}
		division_template = {
			name = Batallon Ashaninka
			override_model = CHL_infantry_alt_1_entity
			regiments = {
				jungletroop = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 0
					y = 3
				} {
					x = 1
					y = 0
				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				491
			}
			create_unit = {
				division = name = "Batallon Ashaninka" division_template = "Batallon Ashaninka" start_experience_factor = 0.05 start_equipment_factor = 0.95
				owner = ROOT
			}
		}
		if = {
			limit = {
				NOT = {
					has_idea = SAF_hot_climate_training
				}
			}
			add_ideas = SAF_hot_climate_training
		}
		else = {
			swap_ideas = {
				remove_idea = SAF_hot_climate_training
				add_idea = SAF_hot_climate_training2
			}
		}
		PRU_increase_army_25_percent = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: POL_sanacja_falanga_decisions
Constructs: has_completed_focus, has_government
Source: game
File: common/decisions/categories/POL_decision_categories.txt

Code:
POL_sanacja_falanga_decisions = {
	icon = GFX_decision_category_generic_propaganda
	allowed = {
		original_tag = POL
	}
	visible = {
		has_completed_focus = POL_nationalist_constitution
		NOT = {
			has_government = fascism
		}
	}
	priority = 10
}