Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: SWE_r56_the_northern_lights_plan
Constructs: has_completed_focus, has_government, has_global_flag, is_subject
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_the_northern_lights_plan = {
	name = It's the name of the Achievement
	desc = It's the lights that are further up north than the ones in the south
	allowed = {
		original_tag = SWE
	}
	enable = {
		NOT = {
			has_global_flag = SWE_use_DLC_tree
		}
		has_completed_focus = SWE_discussions_with_denmark
		OR = {
			GER = {
				has_completed_focus = GER_anschluss
			}
			SOV = {
				NOT = {
					has_completed_focus = SOV_beaten_but_not_defeated SOV_counter_coup_old SOV_form_a_fifth_column
				}
			}
		}
	}
	abort = {
		OR = {
			has_government = communism fascism
			is_subject = yes
		}
	}
	ai_national_focuses = {
		SWE_the_northern_lights SWE_secure_our_southern_border SWE_defend_the_baltics SWE_unite_scandinavia SWE_the_second_brother SWE_the_third_brother SWE_the_fourth_brother SWE_the_scandinavian_council SWE_the_honorary_scandinavian SWE_integrate_iceland
	}
	ai_strategy = {
		type = alliance
		id = NOR
		value = 100
	} {
		type = alliance
		id = DEN
		value = 100
	} {
		type = alliance
		id = FIN
		value = 100
	} {
		type = alliance
		id = EST
		value = 100
	} {
		type = alliance
		id = ICE
		value = 100
	}
}
### Entity: Shared Focus
Component: ARCTIC_motorization_effort
Constructs: shared_focus, prerequisite, completion_reward, has_tech, cancel_if_invalid, complete_tooltip, unlock_decision_tooltip, add_tech_bonus
Source: game
File: common/national_focus/r56_arctic_minor_military_shared.txt

Code:
shared_focus = {
	id = ARCTIC_motorization_effort
	icon = GFX_goal_generic_modernizing_the_cavalry
	text = ABC_motorization_effort
	prerequisite = {
		focus = ARCTIC_army_modernization
	}
	x = 1
	y = 1
	relative_position_id = ARCTIC_army_modernization
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {
		has_tech = motorised_infantry
	}
	cancel_if_invalid = yes
	complete_tooltip = {
		unlock_decision_tooltip = ABC_motorize_the_army
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			technology = motorised_infantry
		}
	}
	completion_reward = {
		unlock_decision_tooltip = ABC_motorize_the_army
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			technology = motorised_infantry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_prepare_new_plan
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_prepare_new_plan
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = CZE_border_brigades
	}
	x = 0
	y = 2
	relative_position_id = CZE_border_brigades
	cost = 5
	ai_will_do = {
		factor = 6
	}
	completion_reward = {
		custom_effect_tooltip = CZE_modify_bm_tt
		add_to_variable = {
			CZE_bm_army_core_defence_factor = 0.1
			tooltip = army_core_defence_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: bftb_greece.58
Constructs: is_triggered_only
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.58
	title = bftb_greece.58.t
	desc = bftb_greece.58.desc
	picture = GFX_report_event_gre_enosis
	is_triggered_only = yes
	option = {
		name = bftb_greece.58.a
		GRE = {
			country_event = {
				id = bftb_greece.59
				days = 1
			}
		}
	} {
		name = bftb_greece.58.b
		GRE = {
			country_event = {
				id = bftb_greece.220
				days = 1
			}
		}
	} {
		name = bftb_greece.58.c
		GRE = {
			country_event = {
				id = bftb_greece.60
				days = 1
			}
		}
	} {
		name = bftb_greece.58.d
		GRE = {
			country_event = {
				id = bftb_greece.61
				days = 1
			}
		}
	}
}
### Entity: Unit Template
Component: ITA_MOT_01
Source: game
File: common/units/names_divisions/ITA_names_divisions.txt

Code:
ITA_MOT_01 = {
	name = Motorized Division
	for_countries = {
		ITA
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		ITA_INF_01
	}
	fallback_name = %da Divisione Motorizzata
	ordered = {
		9 = {
			%da Divisione Autotrasportabile 'Pasubio'
		}
		10 = {
			%da Divisione Autotrasportabile 'Piave'
		}
		17 = {
			%da Divisione Autotrasportabile 'Pavia'
		}
		25 = {
			%da Divisione Autotrasportabile 'Bologna'
		}
		27 = {
			%da Divisione Autotrasportabile 'Brescia'
		}
		8 = {
			%da Divisione Motorizzata 'Po'
		}
		60 = {
			%da Divisione Autotrasportabile 'Sabratha'
		}
		61 = {
			%da Divisione Autotrasportabile 'Sirte'
		}
		62 = {
			%da Divisione Autotrasportabile 'Marmarica'
		}
		63 = {
			%da Divisione Autotrasportabile 'Cirene'
		}
		55 = {
			%da Divisione Autotrasportabile 'Savona'
		}
		102 = {
			%da Divisione Motorizzata 'Trento'
		}
		101 = {
			%da Divisione Motorizzata 'Trieste'
		}
		52 = {
			%da Divisione Autotrasportabile 'Torino'
		}
		64 = {
			%da Divisione Autotrasportabile 'Catanzaro'
		}
		103 = {
			%da Divisione Motorizzata 'Piacenza'
		}
		104 = {
			%da Divisione Motorizzata 'Mantova'
		}
		105 = {
			%da Divisione Motorizzata 'Rovigo'
		}
		106 = {
			%da Divisione Motorizzata 'Rubicone'
		}
		107 = {
			%da Divisione Motorizzata 'Volturno'
		}
		108 = {
			%da Divisione Motorizzata 'Sila'
		}
		109 = {
			%da Divisione Motorizzata
		}
		110 = {
			%da Divisione Motorizzata
		}
		111 = {
			%da Divisione Motorizzata
		}
		112 = {
			%da Divisione Motorizzata
		}
		113 = {
			%da Divisione Motorizzata
		}
		114 = {
			%da Divisione Motorizzata
		}
		115 = {
			%da Divisione Motorizzata
		}
	}
}
### Entity: Order of Battle
Component: 7th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 7th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_joint_tank_procurement
Constructs: prerequisite, limit, completion_reward, is_in_faction, cancel_if_invalid, add_to_tech_sharing_group, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_joint_tank_procurement
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = HUN_develop_tanks HUN_assault_gun_focus
	}
	x = 1
	y = 2
	relative_position_id = HUN_mobile_focus
	cost = 10
	ai_will_do = {
		factor = 70
	}
	available = {
		is_in_faction = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_tech_sharing_group = HUN_joint_tank_development_group
		every_other_country = {
			limit = {
				is_in_faction_with = HUN
			}
			add_to_tech_sharing_group = HUN_joint_tank_development_group
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 500
				equipment_type = light_tank_chassis
				seller_trigger = is_allied_seller_trigger
			} {
				cic = 500
				equipment_type = medium_tank_chassis
				seller_trigger = is_allied_seller_trigger
			}
		}
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_mechanized_troops
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_mechanized_troops
	icon = GFX_goal_generic_army_motorized
	relative_position_id = SMB_tank_warfare
	prerequisite = {
		focus = SMB_tank_warfare
	} {
		focus = SMB_motorized
	}
	x = -2
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			ahead_reduction = 2
			uses = 1
			category = motorized_equipment
		} {
			name = JUNO_armor_modernization_initiative
			bonus = 0.5
			uses = 2
			category = motorized_equipment
		}
	}
}
### Entity: Character
Component: PHI_emilio_aguinaldo
Constructs: has_dlc, is_country_leader
Source: game
File: common/characters/PHI.txt

Code:
PHI_emilio_aguinaldo = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		advisor = {
			slot = political_advisor
			idea_token = PHI_emilio_aguinaldo
			allowed = {
				original_tag = PHI
			}
			traits = {
				PHI_revolutionary_hero
			}
			available = {
				is_country_leader = no
			}
		}
		name = PHI_emilio_aguinaldo
		portraits = {
			civilian = {
				large = GFX_portrait_PHI_emilio_aguinaldo
				small = GFX_portrait_PHI_emilio_aguinaldo_small
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1965.1.1.1
			traits = {
				PHI_revolutionary_president
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = PHI_emilio_aguinaldo
			traits = {
				popular_figurehead
			}
		}
		name = PHI_emilio_aguinaldo
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_asia_3
			}
		}
	}
}
### Entity: Event
Component: naw_norway.200
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.200
	title = naw_norway.200.t
	desc = naw_norway.200.d
	picture = GFX_report_event_norwegian_neutrality_guard_1940
	is_triggered_only = yes
	option = {
		name = naw_norway.200.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				NOT = {
					controls_state = 110 142 143
				}
			}
		}
		add_political_power = -10
		army_experience = 10
	} {
		name = naw_norway.200.b
		ai_chance = {
			base = 80
		}
		add_political_power = -10
		army_experience = 5
		navy_experience = 5
	} {
		name = naw_norway.200.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				NOT = {
					controls_state = 110 142 143
				}
			}
		}
		add_political_power = -10
		navy_experience = 10
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_push_for_standardized_training_r56
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, add_doctrine_cost_reduction, add_command_power, every_army_leader, add_planning
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_push_for_standardized_training_r56
	icon = GFX_goal_generic_army_elite
	cost = 6
	ai_will_do = {
		base = 2
	}
	x = 1
	y = 1
	relative_position_id = RAJ_accelerate_military_indianization_r56
	mutually_exclusive = {
		focus = RAJ_legacy_of_the_regional_armies_r56
	}
	prerequisite = {
		focus = RAJ_accelerate_military_indianization_r56
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = RAJ_push_for_standardized_training_r56
			cost_reduction = 0.25
			uses = 2
			category = land_doctrine
		}
		add_command_power = 15
		effect_tooltip = {
			custom_effect_tooltip = generic_skip_one_line_tt upon_the_completion_of_focus_expand_the_indian_military_academy_we_will_receive_r56_tt generic_skip_one_line_tt
			every_army_leader = {
				add_planning = 1
			}
			add_ideas = RAJ_standardized_armed_forces_r56
		}
	}
}
### Entity: Unit Template
Component: FIN_CA_HISTORICAL
Source: game
File: common/units/names_ships/FIN_ship_names.txt

Code:
FIN_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		FIN
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	fallback_name = Raskas Risteilijä %d
	unique = {
		Väinämöinen Ilmarinen Joukahainen Tapio Lemminkäinen Helsinki Rauma Turku Kemi Maarianhamina Vaasa Viipuri Kotka Oulu Rauma
	}
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_neutrality_focus
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_neutrality_focus
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = EFR_liberty_ethos
	}
	mutually_exclusive = {
		focus = EFR_interventionism_focus
	}
	relative_position_id = EFR_liberty_ethos
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = neutrality_idea
				}
			}
			add_ideas = neutrality_idea
		}
		add_political_power = 150
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: idea_RAJ_chindits
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_chindits = {
	name = RAJ_chindits_dlc
	picture = eng_special_air_service
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		out_of_supply_factor = -0.2
		no_supply_grace = 72
		pocket_penalty = -0.15
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_the_jewel_becomes_the_crown
Constructs: prerequisite, limit, completion_reward, has_capitulated, is_ally_with, add_to_variable, is_subject_of, set_autonomy
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_the_jewel_becomes_the_crown
	icon = GFX_focus_RAJ_the_jewel_becomes_the_crown
	prerequisite = {
		focus = RAJ_the_indian_parliament RAJ_the_integrity_of_india_act
	}
	x = -1
	y = 1
	relative_position_id = RAJ_the_indian_parliament
	cost = 10
	available = {
		ENG = {
			OR = {
				has_capitulated = yes
				surrender_progress = > 0.05
			}
			is_ally_with = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_modify_a_loyal_government_tt generic_skip_one_line_tt
		add_to_variable = {
			RAJ_a_loyal_government_industrial_capacity_factory = 0.15
			tooltip = industrial_capacity_factory_tt
		} {
			RAJ_a_loyal_government_industrial_capacity_dockyard = 0.35
			tooltip = industrial_capacity_dockyard_tt
		}
		if = {
			limit = {
				is_subject_of = ENG
			}
			ENG = {
				set_autonomy = {
					target = ROOT
					autonomy_state = autonomy_free
				}
			}
		} {
			limit = {
				ENG = {
					is_ai = yes
				}
			}
			ENG = {
				transfer_navy = {
					target = ROOT
				}
			}
		} {
			limit = {
				ENG = {
					has_character = ENG_winston_churchill
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			country_event = {
				id = GOE_RAJ_loyalist.11
				hours = 36
				random_hours = 12
			}
		}
		set_major = yes
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/NAVY/carrier
Constructs: limit, has_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/NAVY/carrier = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_FOCUS/NAVY/carrier_OVERRIDE
			}
		}
		if = {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/NAVY/carrier = global.EAI_B_CV_DESIGN
					}
				}
				OR = {
					AND = {
						EAI_MODE_normal = yes
						num_of_naval_factories = > 50
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/NAVY/carrier = FROM: [?EAI_FOCUS/NAVY/carrier] TO global.EAI_B_CV_DESIGN
			}
			set_variable = {
				EAI_FOCUS/NAVY/carrier = global.EAI_B_CV_DESIGN
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/NAVY/carrier = global.EAI_A_CV_DESIGN
					}
				}
				OR = {
					AND = {
						EAI_MODE_normal = yes
						num_of_naval_factories = > 80
					} {
						EAI_MODE_challenging = yes
						num_of_naval_factories = > 100
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/NAVY/carrier = FROM: [?EAI_FOCUS/NAVY/carrier] TO global.EAI_A_CV_DESIGN
			}
			set_variable = {
				EAI_FOCUS/NAVY/carrier = global.EAI_A_CV_DESIGN
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/NAVY/carrier = global.EAI_OFF
					}
				}
				OR = {
					AND = {
						num_of_naval_factories = < 10
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/NAVY/carrier = FROM: [?EAI_FOCUS/NAVY/carrier] TO global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/NAVY/carrier = global.EAI_OFF
			}
		}
	}
}
### Entity: Character
Component: FRI_jean_decoux
Constructs: has_government, is_subject_of
Source: game
File: common/characters/FRI.txt

Code:
FRI_jean_decoux = {
	name = Jean Decoux
	portraits = {
		army = {
			small = gfx/interface/ideas/FRI/idea_minister_indochina_jean_decoux.dds
		}
		civilian = {
			large = gfx/leaders/FRI/Portrait_Indochina_Jean_Decoux.dds
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1
		id = -1
	}
	advisor = {
		slot = navy_chief
		idea_token = FRI_jean_decoux
		allowed = {
			original_tag = FRI
		}
		available = {
			any_other_country = {
				original_tag = FRA
				has_government = fascism
				OR = {
					exists = yes
					ROOT = {
						is_subject_of = PREV
					}
				}
				exists = no
			}
		}
		cost = 100
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1
		}
	} {
		slot = theorist
		idea_token = FRI_jean_decoux_theorist
		ledger = navy
		allowed = {
			original_tag = FRI
		}
		available = {
			any_other_country = {
				original_tag = FRA
				has_government = fascism
				OR = {
					exists = yes
					ROOT = {
						is_subject_of = PREV
					}
				}
				exists = no
			}
		}
		traits = {
			naval_theorist
		}
	}
}
### Entity: Event
Component: austria.85
Constructs: is_triggered_only
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.85
	title = austria.85.t
	desc = austria.85.d
	picture = GFX_report_event_GER_hitler_anschluss
	is_triggered_only = yes
	option = {
		name = austria.85.a
		custom_effect_tooltip = AUS_if_yugoslavia_accepts
	}
}
### Entity: Idea
Component: GRE_rheinmetall
Constructs: has_war_with, has_dlc, research_bonus
Source: game
File: common/ideas/greece.txt

Code:
GRE_rheinmetall = {
	picture = rheinmetall
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	available = {
		NOT = {
			has_war_with = GER
		}
	}
	cost = 120
	research_bonus = {
		artillery = 0.1
	}
	traits = {
		artillery_manufacturer
	}
}
### Entity: Faction
Component: faction_goal_war_on_democracy
Constructs: limit, has_government, add_war_support, is_on_same_continent_as, complete_effect, add_faction_power_projection, add_faction_initiative, every_faction_member
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_war_on_democracy = {
	name = war_on_democracy_goal_name
	description = war_on_democracy_goal_desc
	group = FOCUS_FILTER_WAR_SUPPORT
	category = short_term
	visible = {
		FROM = {
			NOT = {
				has_government = democratic
			}
			faction_leader = {
				NOT = {
					has_government = democratic
				}
			}
		}
		any_country = {
			has_government = democratic
			is_on_same_continent_as = FROM
		}
	}
	completed = {
		OR = {
			any_enemy_country = {
				has_government = democratic
				is_on_same_continent_as = ROOT
			}
			any_allied_country = {
				any_enemy_country = {
					has_government = democratic
					is_on_same_continent_as = PREV
				}
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt THE_FACTION_LEADER generic_skip_one_line_tt ALL_FACTION_MEMBERS
		add_faction_initiative = 1
		every_faction_member = {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_war_on_democracy
					}
				}
				add_war_support = 0.05
			}
		}
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: Idea
Component: AFG_tournament_of_shadows_cautious_idea
Constructs: has_war_with, has_capitulated, is_ally_with
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_tournament_of_shadows_cautious_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		AFG = {
			OR = {
				exists = no
				has_capitulated = yes
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	targeted_modifier = {
		tag = AFG
		generate_wargoal_tension_against = -0.2
		trade_cost_for_target_factor = 0.1
	}
}
### Entity: AI Strategy
Component: ITA_trade_with_germany
Constructs: has_government
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_trade_with_germany = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_government = fascism
		GER = {
			has_government = fascism
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_trade_desire
		id = GER
		value = 40
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/POL_1936_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = fighter_equipment_0
			creator = POL
		}
		requested_factories = 1
		progress = 0.2
		efficiency = 100
		industrial_manufacturer = mio:POL_pws_organization
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_defensive_preparation
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_defensive_preparation
	icon = GFX_goal_SLO_defense
	prerequisite = {
		focus = SLO_establish_pluralism
	}
	relative_position_id = SLO_establish_pluralism
	available = {
		OR = {
			has_government = democratic neutrality
		}
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = deterrence
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: CZE.221
Constructs: is_triggered_only, ai_chance, add_ace, add_doctrine_cost_reduction
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.221
	title = CZE.221.t
	desc = CZE.221.d
	picture = GFX_CZKE_aviation_school_report
	is_triggered_only = yes
	option = {
		name = CZE.221.a
		ai_chance = {
			factor = 100
		}
		custom_effect_tooltip = new_ace
		add_ace = {
			name = Josef
			surname = František
			callsign = Lonewolf
			type = fighter_genius
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Event
Component: r56_italy.103
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/R56_Italy.txt

Code:
news_event = {
	id = r56_italy.103
	title = r56_italy.103.t
	desc = r56_italy.103.d
	picture = GFX_news_event_the_stresa_front
	major = yes
	is_triggered_only = yes
	option = {
		name = r56_italy.103.a
		trigger = {
			OR = {
				tag = ITA
				is_in_faction_with = ITA
			}
		}
	} {
		name = r56_italy.103.b
		trigger = {
			tag = GER
		}
	} {
		name = r56_italy.103.c
		trigger = {
			NOT = {
				tag = GER ITA
				is_in_faction_with = ITA
			}
		}
	}
}
### Entity: Idea
Component: KMT_nanjing_decade_3
Constructs: has_completed_focus, research_speed_factor, stability_factor, production_speed_buildings_factor, removal_cost, has_idea, fascism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_nanjing_decade_3 = {
	name = KMT_nanjing_decade
	removal_cost = -1
	picture = generic_mild_economic_recovery
	allowed = {
		always = no
	}
	available = {
		AND = {
			controls_state = 1114
			OR = {
				has_idea = civilian_economy low_economic_mobilisation
				AND = {
					has_idea = partial_economic_mobilisation
					has_completed_focus = KMT_finalize_war_preparations
				}
			}
			surrender_progress = < 0.1
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_buildings_factor = 0.1
		stability_factor = 0.1
		fascism_drift = 0.03
		research_speed_factor = 0.05
	}
}
### Entity: Idea
Component: AFG_well_maintained_railways
Constructs: stability_factor
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_well_maintained_railways = {
	picture = generic_railroads
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.1
		supply_combat_penalties_on_core_factor = -0.1
		stability_factor = 0.05
	}
}