Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Joint Focus
Component: NORDIC_naval_exercises
Constructs: prerequisite, joint_focus, completion_reward, has_navy_size, set_variable, add_doctrine_cost_reduction
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_naval_exercises
	icon = GFX_focus_generic_naval_discipline
	prerequisite = {
		focus = NORDIC_nordic_navy
	}
	x = 0
	y = 1
	relative_position_id = NORDIC_nordic_navy
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		has_navy_size = {
			size = > 34
		}
		num_of_naval_factories = > 17
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward = {
		hidden_effect = {
			set_variable = {
				var = NORDIC_navy_originator_dmod_naval_doctrine_cost_factor
				value = -0.1
			} {
				var = NORDIC_navy_member_dmod_naval_doctrine_cost_factor
				value = -0.075
			}
		}
	}
	completion_reward_joint_originator = {
		NORDIC_navy_member_to_originator = yes
		custom_effect_tooltip = NORDIC_modify_nordic_navy_dmod
		effect_tooltip = {
			set_variable = {
				var = NORDIC_navy_originator_dmod_naval_doctrine_cost_factor
				value = -0.1
				tooltip = naval_doctrine_cost_factor_tt
			}
		}
		add_doctrine_cost_reduction = {
			name = NORDIC_naval_exercises
			cost_reduction = 0.2
			uses = 3
			category = naval_doctrine
		}
	}
	completion_reward_joint_member = {
		NORDIC_navy_originator_to_member = yes
		custom_effect_tooltip = NORDIC_modify_nordic_navy_dmod
		effect_tooltip = {
			set_variable = {
				var = NORDIC_navy_member_dmod_naval_doctrine_cost_factor
				value = -0.075
				tooltip = naval_doctrine_cost_factor_tt
			}
		}
		add_doctrine_cost_reduction = {
			name = NORDIC_naval_exercises
			cost_reduction = 0.1
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_start_looking_outwards
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_game_rule, has_country_leader, is_faction_leader, allow_branch
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_start_looking_outwards
	icon = GFX_focus_CHI_start_looking_outwards
	prerequisite = {
		focus = CHI_proclaim_a_new_chapter
	}
	x = 1
	y = 1
	relative_position_id = CHI_proclaim_a_new_chapter
	offset = {
		x = 6
		y = 0
		trigger = {
			has_completed_focus = CHI_prepare_for_a_change_in_leadership
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	cost = 10
	available = {
		has_country_leader = {
			character = CHI_wang_jingwei
		}
		PRC = {
			exists = no
		}
		is_faction_leader = yes
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = CHI_denounce_feudalism CHI_strengthening_our_resolve CHI_end_military_primacy
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		set_faction_manifest = faction_manifest_chinese_wang_front_expansion
		set_faction_rule = joining_rule_asia_pacific_ocenania_only
		unlock_decision_category_tooltip = CHI_build_up_our_faction_cat
		custom_effect_tooltip = CHI_start_looking_outwards_tt
	}
}
### Entity: Modding Documentation
Construct: core_compliance
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### core_compliance
* description: returns core compliance of target country
### Entity: Character
Component: ambitious_union_boss
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
ambitious_union_boss = {
	random = no
	sprite = 13
	communism_drift = 0.1
	consumer_goods_factor = -0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/GXC_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = GXC
		}
		requested_factories = 1
		progress = 0.47
		efficiency = 100
	}
}
### Entity: Country History
Country: PAR
Component: PAR_politics
Constructs: set_stability
Source: game
File: history/countries/PAR - Paraguay.txt

Code:
# Politics & Parties for PAR
set_stability = 0.26
### Entity: National Focus
Tree: lit_focus
Component: LIT_remove_martial_law
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, add_political_power, has_idea, add_timed_idea
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_remove_martial_law
	icon = GFX_goal_generic_small_arms
	relative_position_id = LIT_the_4th_president
	x = 2
	y = 1
	cost = 3
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_the_4th_president LIT_continue_griniuss_presidency
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_political_power = 120
		add_ideas = civilian_economy
		if = {
			limit = {
				has_idea = LIT_enforced_martial_law
			}
			remove_ideas = LIT_enforced_martial_law
			add_timed_idea = {
				idea = LIT_martial_law_no_more
				days = 360
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Unit Template
Component: CZE_ALTINF_02
Constructs: has_dlc
Source: game
File: common/units/names_divisions/CZE_names_divisions.txt

Code:
CZE_ALTINF_02 = {
	name = State Defense Guard
	for_countries = {
		CZE
	}
	can_use = {
		has_dlc = Peace For Our Time
	}
	division_types = {
		militia infantry
	}
	fallback_name = %da Strážní prapor
	ordered = {
		1 = {
			Prapor Falknova nad Ohří
		}
		2 = {
			Prapor Kadaně
		}
		3 = {
			Prapor Litoměřic
		}
		4 = {
			Prapor Liberce
		}
		5 = {
			Prapor Mostu
		}
		6 = {
			Prapor Stříbra
		}
		7 = {
			Prapor Šumperka
		}
		8 = {
			Prapor Bruntálu
		}
		9 = {
			Prapor Znojma
		}
		10 = {
			Prapor Prahy
		}
		11 = {
			Prapor Strakonic
		}
		12 = {
			Prapor Českých Budějovic
		}
		13 = {
			Prapor Rychnova nad Kněžnou
		}
		14 = {
			Prapor Jičína
		}
		15 = {
			Prapor Domažlic
		}
		16 = {
			Prapor Jindřichova Hradce
		}
		17 = {
			Prapor Moravské Ostravy
		}
		18 = {
			Prapor Moravských Budějovic
		}
		19 = {
			Prapor Levíc
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_restore_the_coffee_barons
Constructs: prerequisite, completion_reward, retire_country_leader, add_country_leader_role
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_restore_the_coffee_barons
	icon = GFX_focus_BRA_cafe_com_leite_politics
	x = 2
	y = 1
	relative_position_id = BRA_petropolis_line
	prerequisite = {
		focus = BRA_vassouras_line BRA_petropolis_line
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		hidden_effect = {
			retire_country_leader = yes
		}
		add_country_leader_role = {
			character = BRA_arlindo_veiga_dos_santos
			promote_leader = yes
			country_leader = {
				ideology = conservatism
				expire = 1965.1.1.1
				traits = {
					staunch_monarchist
				}
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_reorientate_the_economy
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, has_civil_war, add_popularity, unlock_decision_tooltip, swap_ideas
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_reorientate_the_economy
	prerequisite = {
		focus = POR_march_on_lisbon
	}
	icon = GFX_goal_italy_autarky
	cost = 6
	x = -3
	y = 1
	relative_position_id = POR_march_on_lisbon
	available = {
		has_civil_war = no
		has_completed_focus = POR_continue_the_public_works_r56
	}
	ai_will_do = {
		base = 15
	}
	completion_reward = {
		add_political_power = 45
		add_popularity = {
			ideology = fascism
			popularity = 0.04
		}
		unlock_decision_tooltip = POR_subsidize_rural_farming
		custom_effect_tooltip = CHL_skip_one_line_tt
		swap_ideas = {
			remove_idea = POR_economic_shocks
			add_idea = POR_reorientate_the_economy_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: naw_norway.22
Constructs: is_triggered_only, ai_chance, limit, add_ideas, every_country, has_war_with, is_in_faction, add_to_faction
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.22
	title = naw_norway.22.t
	desc = naw_norway.22.d
	picture = GFX_report_event_worried_french
	is_triggered_only = yes
	option = {
		name = naw_norway.22.a
		trigger = {
			ROOT = {
				is_in_faction = no
			}
		}
		ai_chance = {
			base = 90
		}
		NOR = {
			country_event = naw_norway.23
			add_to_faction = ROOT
		}
		add_ai_strategy = {
			type = alliance
			id = NOR
			value = 200
		}
		if = {
			limit = {
				tag = EST
			}
			EST = {
				add_to_tech_sharing_group = NOR_nordic_research
				add_ideas = NOR_nordic_joint_defense
			}
		} {
			limit = {
				tag = IRE
			}
			IRE = {
				add_to_tech_sharing_group = NOR_nordic_research
				add_ideas = NOR_nordic_joint_defense
			}
		}
	} {
		name = naw_norway.22.b
		trigger = {
			ROOT = {
				is_in_faction = no
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_opinion = {
					target = NOR
					value = > 30
				}
			} {
				factor = 5
				has_opinion = {
					target = NOR
					value = < -20
				}
			}
		}
		NOR = {
			country_event = naw_norway.24
		}
	} {
		name = naw_norway.22.c
		trigger = {
			ROOT = {
				is_in_faction = yes
			}
		}
		ai_chance = {
			base = 75
		}
		NOR = {
			country_event = naw_norway.23
			add_to_faction = ROOT
		}
		add_ai_strategy = {
			type = alliance
			id = NOR
			value = 200
		}
		if = {
			limit = {
				tag = EST
			}
			EST = {
				add_to_tech_sharing_group = NOR_nordic_research
				add_ideas = NOR_nordic_joint_defense
			}
			every_country = {
				limit = {
					has_war_with = EST
				}
				white_peace = EST
			}
		} {
			limit = {
				tag = IRE
			}
			IRE = {
				add_to_tech_sharing_group = NOR_nordic_research
				add_ideas = NOR_nordic_joint_defense
			}
			every_country = {
				limit = {
					has_war_with = IRE
				}
				white_peace = IRE
			}
		}
	} {
		name = naw_norway.22.p
		trigger = {
			ROOT = {
				is_in_faction = yes
			}
		}
		ai_chance = {
			base = 25
			modifier = {
				factor = 0
				has_opinion = {
					target = NOR
					value = > 90
				}
			} {
				factor = 5
				has_opinion = {
					target = NOR
					value = < -20
				}
			}
		}
		NOR = {
			country_event = naw_norway.24
		}
	}
}
### Entity: Character
Component: XSM_keng_shoushan
Source: game
File: common/characters/Warlords_China.txt

Code:
XSM_keng_shoushan = {
	name = XSM_keng_shoushan
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = XSM_keng_shoushan
		ledger = army
		allowed = {
			original_tag = XSM
		}
		traits = {
			military_theorist
		}
	}
}
### Entity: Idea
Component: CHI_lingering_kmt_opposition3
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_lingering_kmt_opposition3 = {
	picture = jap_intervene_in_china
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.08
		army_org_factor = -0.08
		max_dig_in_factor = -0.08
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -0.3
		attack_bonus_against = -0.3
	}
}
### Entity: Idea
Component: r56_generic_invest_reward_6
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
r56_generic_invest_reward_6 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = SOV_scientist_defect
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.1
		production_factory_efficiency_gain_factor = 0.1
		production_lack_of_resource_penalty_factor = -0.1
	}
}
### Entity: Event
Component: wtt_news.23
Constructs: is_triggered_only
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.23
	title = wtt_news.23.t
	desc = wtt_news.23.desc
	picture = GFX_news_event_strasbourg
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.23.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.23.b
		trigger = {
			original_tag = ENG
		}
	} {
		name = wtt_news.23.c
		trigger = {
			NOT = {
				original_tag = GER ENG
			}
		}
	}
}
### Entity: Character
Component: SAF_pierre_van_ryneveld
Source: game
File: common/characters/SAF.txt

Code:
SAF_pierre_van_ryneveld = {
	name = SAF_pierre_van_ryneveld
	portraits = {
		army = {
			small = GFX_idea_SAF_pierre_van_ryneveld
		}
	}
	advisor = {
		slot = air_chief
		idea_token = SAF_pierre_van_ryneveld
		allowed = {
			original_tag = SAF
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MAP_operation_america_theatre
Constructs: limit, every_state, add_to_array, set_variable
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_operation_america_theatre = {
	every_state = {
		limit = {
			OR = {
				region = 211 117 197
			}
		}
		add_to_array = {
			global.EAI_MAP_axis_invasion_theatres = THIS.id
		}
	}
	set_variable = {
		global.EAI_MAP_axis_invasion_data_ST_end^_operation_id = global.EAI_MAP_axis_invasion_theatres^num
	} {
		global.EAI_MAP_axis_invasion_data_SA_end^_operation_id = global.EAI_MAP_axis_invasion_theatres^num
	} {
		global.EAI_MAP_axis_invasion_data_SR_end^_operation_id = global.EAI_MAP_axis_invasion_theatres^num
	} {
		global.EAI_MAP_axis_invasion_data_AR_end^_operation_id = global.EAI_MAP_axis_invasion_theatres^num
	} {
		global.EAI_MAP_axis_invasion_data_OB_end^_operation_id = global.EAI_MAP_axis_invasion_theatres^num
	}
	add_to_array = {
		global.EAI_MAP_axis_invasion_theatres = 170
	} {
		global.EAI_MAP_axis_invasion_theatres = 54
	} {
		global.EAI_MAP_axis_invasion_theatres = 211
	} {
		global.EAI_MAP_axis_invasion_theatres = 117
	} {
		global.EAI_MAP_axis_invasion_theatres = 197
	} {
		global.EAI_MAP_axis_invasion_theatres = 358
		 = .id
	} {
		global.EAI_MAP_axis_invasion_theatres = 362
		 = .id
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_renegociate_oil_agreements
Constructs: prerequisite, add_opinion_modifier, completion_reward, is_in_faction_with, is_puppet_of, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_renegociate_oil_agreements
	icon = GFX_goal_generic_oil_refinery
	cost = 10
	prerequisite = {
		focus = PER_align_with_britain
	}
	relative_position_id = PER_align_with_britain
	x = 0
	y = 1
	ai_will_do = {
		factor = 56
	}
	available = {
		is_in_faction_with = ENG
		NOT = {
			is_puppet_of = ENG
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PER_anglo_iranian_oil_company
			add_idea = PER_anglo_iranian_oil_company_2
		}
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_end_factionalism
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_country_flag, completion_reward, set_country_flag, has_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_end_factionalism
	icon = GFX_goal_generic_national_unity
	x = 0
	y = 1
	relative_position_id = SIA_royal_palace_bureau_directive_no_1523
	prerequisite = {
		focus = SIA_royal_palace_bureau_directive_no_1523
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_country_flag = SIA_turn_off_the_khana_ratsadon
		}
		custom_trigger_tooltip = {
			tooltip = SIA_end_factionalism_available_tt
			has_country_flag = SIA_factionalism_overcome
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = SIA_end_factionalism_tt newline_tt newline_tt
		set_country_flag = SIA_turn_off_the_khana_ratsadon
		if = {
			limit = {
				has_idea = idea_SIA_military_full_support
			}
			remove_ideas = idea_SIA_military_full_support
		} {
			limit = {
				has_idea = idea_SIA_civilian_full_support
			}
			remove_ideas = idea_SIA_civilian_full_support
		}
		else_if = {
			limit = {
				has_idea = idea_SIA_military_slight_support
			}
			remove_ideas = idea_SIA_military_slight_support
		} {
			limit = {
				has_idea = idea_SIA_military_neutral
			}
			remove_ideas = idea_SIA_military_neutral
		} {
			limit = {
				has_idea = idea_SIA_military_opposition
			}
			remove_ideas = idea_SIA_military_opposition
		} {
			limit = {
				has_idea = idea_SIA_military_rebellious
			}
			remove_ideas = idea_SIA_military_rebellious
		} {
			limit = {
				has_idea = idea_SIA_civilian_slight_support
			}
			remove_ideas = idea_SIA_civilian_slight_support
		} {
			limit = {
				has_idea = idea_SIA_civilian_neutral
			}
			remove_ideas = idea_SIA_civilian_neutral
		} {
			limit = {
				has_idea = idea_SIA_civilian_opposition
			}
			remove_ideas = idea_SIA_civilian_opposition
		} {
			limit = {
				has_idea = idea_SIA_civilian_rebellious
			}
			remove_ideas = idea_SIA_civilian_rebellious
		}
		add_ideas = idea_SIA_unified_khana_ratsadon
	}
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_USA
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_USA = {
	EAI_PC_FORT_strategy_USA_fortlines = yes
	EAI_PC_FORT_strategy_USA_home_coast = yes
	EAI_PC_FORT_strategy_USA_islands = yes
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_socialist_welfare
Constructs: prerequisite, limit, add_ideas, completion_reward, has_resistance, every_controlled_state, add_compliance, has_country_leader
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_socialist_welfare
	icon = GFX_focus_FIN_socialist_welfare
	prerequisite = {
		focus = FIN_secure_the_baltic_sea
	}
	x = 0
	y = 2
	relative_position_id = FIN_secure_the_baltic_sea
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY FOCUS_FILTER_RESEARCH FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = FIN_socialist_welfare
		custom_effect_tooltip = FIN_socialist_welfare_compliance_tt
		if = {
			limit = {
				any_controlled_state = {
					has_resistance = yes
				}
			}
			custom_effect_tooltip = generic_current_effects
			every_controlled_state = {
				limit = {
					has_resistance = yes
				}
				add_compliance = 15
			}
		} {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = FIN_vaino_tanner
				}
			}
			FIN_vaino_tanner = {
				swap_country_leader_traits = {
					remove = pragmatic_socialist
					add = champion_of_national_cooperation
				}
			}
		}
		else_if = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = FIN_aimo_aaltonen
				}
			}
			if = {
				limit = {
					has_dlc = La Resistance
				}
				FIN_aimo_aaltonen = {
					swap_country_leader_traits = {
						remove = committed_anti_fascist
						add = unbreakable_anti_fascist
					}
				}
			}
			else = {
				FIN_aimo_aaltonen = {
					swap_country_leader_traits = {
						remove = committed_anti_fascist_no_lar
						add = unbreakable_anti_fascist_no_lar
					}
				}
			}
			custom_effect_tooltip = FIN_socialist_welfare_if_leino_tt
			FIN_yrjo_leino = {
				swap_country_leader_traits = {
					remove = veteran_communist
					add = devoted_communist
				}
			}
		} {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = FIN_yrjo_leino
				}
			}
			FIN_yrjo_leino = {
				swap_country_leader_traits = {
					remove = veteran_communist
					add = devoted_communist
				}
			}
			custom_effect_tooltip = FIN_socialist_welfare_if_laaltonen_tt
			if = {
				limit = {
					has_dlc = La Resistance
				}
				FIN_aimo_aaltonen = {
					swap_country_leader_traits = {
						remove = committed_anti_fascist
						add = unbreakable_anti_fascist
					}
				}
			}
			else = {
				FIN_aimo_aaltonen = {
					swap_country_leader_traits = {
						remove = committed_anti_fascist_no_lar
						add = unbreakable_anti_fascist_no_lar
					}
				}
			}
		}
		else = {
# ... (truncated)
### Entity: Idea
Component: IRQ_iraqi_al_futuwwa_idea
Constructs: has_government, removal_cost, mobilization_speed, conscription_factor, fascism_drift
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_iraqi_al_futuwwa_idea = {
	picture = generic_fascist_workers
	allowed = {
		original_tag = IRQ
	}
	allowed_civil_war = {
		original_tag = IRQ
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		mobilization_speed = 0.1
		conscription_factor = 0.1
		fascism_drift = 0.05
	}
}
### Entity: Resistance
Component: sabotage_nuclear_reactor
Source: game
File: common/resistance_activity/resistance_activity.txt

Code:
sabotage_nuclear_reactor = {
	available = {
		non_damaged_building_level = {
			building = nuclear_reactor
			level = > 0
		}
	}
	weight = {
		base = 1
	}
	effect = {
		damage_building = {
			type = nuclear_reactor
			damage = 0.15
		}
	}
	alert_text = building_is_sabotaged
}
### Entity: AI Strategy
Component: DOCTRINE_GB_aifc_mechanized_offensive
Constructs: has_completed_track, force_concentration_factor
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_GB_aifc_mechanized_offensive = {
	enable = {
		has_completed_track = armor
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_factor
		value = 5
	}
}
### Entity: Event
Component: mandate_palestine.73
Constructs: is_triggered_only, has_completed_focus, limit, add_stability, fire_only_once, has_country_leader, add_popularity, set_country_flag
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.73
	title = mandate_palestine.73.t
	desc = mandate_palestine.73.d
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_completed_focus = MPL_two_people_union
		}
		ISR = {
			has_country_leader = {
				character = ISR_avraham_stern
				ruling_only = no
			}
		}
	}
	option = {
		name = mandate_palestine.73.a
		add_stability = 0.01
		add_popularity = {
			ideology = fascism
			popularity = -0.01
		}
		set_country_flag = ISR_stern_died
		ISR = {
			if = {
				limit = {
					has_country_leader = {
						character = ISR_avraham_stern
						ruling_only = no
					}
				}
				kill_ideology_leader = fascism
			}
		}
	}
}
### Entity: Character
Component: JAP_jisaburo_ozawa
Source: game
File: common/characters/JAP.txt

Code:
JAP_jisaburo_ozawa = {
	name = JAP_jisaburo_ozawa
	portraits = {
		army = {
			large = GFX_portrait_JAP_jisaburo_ozawa
			small = GFX_portrait_JAP_jisaburo_ozawa_small
		}
	}
	navy_leader = {
		traits = {
			bold navy_career_officer aviation_enthusiast blockade_runner superior_tactician
		}
		skill = 5
		attack_skill = 5
		defense_skill = 3
		maneuvering_skill = 3
		coordination_skill = 4
		legacy_id = 0
	}
}
### Entity: Character
Component: HUN_antal_freiherr
Constructs: has_completed_focus
Source: game
File: common/characters/HUN.txt

Code:
HUN_antal_freiherr = {
	name = HUN_antal_freiherr
	portraits = {
		army = {
			large = GFX_portrait_HUN_antal_freiherr
			small = GFX_portrait_HUN_antal_freiherr_small
		}
	}
	corps_commander = {
		traits = {
			cavalry_leader trait_mountaineer old_guard
		}
		skill = 4
		attack_skill = 4
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 4
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = wuw_HUN_invite_otto_to_the_throne wuw_HUN_the_old_habsburg_king
			}
		}
	}
}