Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: yug_focus
Component: YUG_slovenia_for_support
Constructs: prerequisite, limit, remove_ideas, add_opinion_modifier, completion_reward, cancel_if_invalid, complete_tooltip, is_subject_of
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_slovenia_for_support
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = YUG_crush_the_ustasa YUG_establish_the_banovina_of_croatia
	}
	mutually_exclusive = {
		focus = YUG_ban_slovene_nationalist_parties
	}
	x = -2
	y = 1
	relative_position_id = YUG_establish_the_banovina_of_croatia
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {

	}
	completion_reward = {
		remove_ideas = YUG_idea_slovene_nationalism
		if = {
			limit = {
				any_other_country = {
					is_subject_of = ITA
					102 = {
						is_core_of = PREV
					}
				}
			}
			random_other_country = {
				limit = {
					is_subject_of = ITA
					102 = {
						is_core_of = PREV
					}
				}
				transfer_state = 102
			}
		} {
			limit = {
				any_other_country = {
					is_subject_of = ITA
					853 = {
						is_core_of = PREV
					}
				}
			}
			random_other_country = {
				limit = {
					is_subject_of = ITA
					853 = {
						is_core_of = PREV
					}
				}
				transfer_state = 853
			}
		}
		else = {
			ITA = {
				transfer_state = 102
			}
		} {
			ITA = {
				transfer_state = 853
			}
		}
		ITA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = YUG_gave_away_slovenia
			}
		}
		hidden_effect = {
			add_opinion_modifier = {
				target = ITA
				modifier = YUG_gave_away_slovenia
			}
		}
		102 = {
			remove_core_of = ROOT
		}
		853 = {
			remove_core_of = ROOT
		}
	}
}
### Entity: General History
Component: every_possible_country
Constructs: limit, every_possible_country, has_dlc
Source: game
File: history/general/generic_advisors.txt

Code:
every_possible_country = {
	limit = {
		original_tag = ICE
		has_dlc = Arms Against Tyranny
	}
	generate_character = {
		token_base = generic_army_art
		advisor = {
			slot = high_command
			traits = {
				army_artillery_1
			}
			ledger = army
			cost = 50
		}
		portraits = {
			army = {
				small = GFX_idea_generic_army_art
			}
		}
	} {
		token_base = generic_army_log
		advisor = {
			slot = high_command
			traits = {
				army_logistics_2
			}
			ledger = army
			cost = 100
		}
		portraits = {
			army = {
				small = GFX_idea_generic_army_log
			}
		}
	} {
		token_base = generic_navy_fleet_log
		advisor = {
			slot = high_command
			traits = {
				navy_fleet_logistics_1
			}
			ledger = navy
			cost = 50
		}
		portraits = {
			army = {
				small = GFX_idea_generic_navy_fleet_log
			}
		}
	} {
		token_base = generic_air_air_combat_trainer
		advisor = {
			slot = high_command
			traits = {
				air_air_combat_training_2
			}
			ledger = air
			cost = 100
		}
		portraits = {
			army = {
				small = GFX_idea_generic_air_air_combat_trainer
			}
		}
	} {
		token_base = generic_military_theorist
		advisor = {
			slot = theorist
			traits = {
				military_theorist
			}
			ledger = army
			cost = 50
		}
		portraits = {
			army = {
				small = GFX_idea_generic_military_theorist
			}
		}
	} {
		token_base = generic_naval_theorist
		advisor = {
			slot = theorist
			traits = {
				naval_theorist
			}
			ledger = navy
			cost = 50
		}
		portraits = {
			army = {
				small = GFX_idea_generic_naval_theorist
			}
		}
	} {
		token_base = generic_air_warfare_theorist
		advisor = {
			slot = theorist
			traits = {
				air_warfare_theorist
			}
			ledger = air
			cost = 50
		}
		portraits = {
			army = {
				small = GFX_idea_generic_air_warfare_theorist
			}
		}
	}
}
### Entity: AI Strategy
Component: GER_monarchist_central_powers_r56
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/GER_r56_alternate.txt

Code:
GER_monarchist_central_powers_r56 = {
	name = GER Monarchist - Central Powers (Road to 56)
	allowed = {
		original_tag = GER
	}
	enable = {
		has_game_rule = {
			rule = GER_focus_tree_selection
			option = R56_TREE_OLD
		}
		OR = {
			has_game_rule = {
				rule = GER_ai_behavior
				option = MONARCHIST_CENTRAL_POWERS
			}
			has_country_flag = GER_AI_RANDOM_MONARCHIST_CENTRAL_POWERS
			AND = {
				has_game_rule = {
					rule = GER_ai_behavior
					option = DEFAULT
				}
			}
		}
	}
	ai_national_focuses = {
		GER_remilitarize_the_rhineland GER_rally_the_monarchists GER_support_freikorps GER_return_of_conservative_exiles GER_contact_ludendorff GER_a_new_reich GER_restore_the_empire GER_restore_the_central_powers GER_alliance_with_austria_hungary GER_alliance_with_the_ottomans
	}
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {
		hjalmar_schacht = 10
		heinrich_himmler = 0
		martin_bormann = 0
	}
	traits = {
		captain_of_industry = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: r56.ger.25
Constructs: is_triggered_only, limit, fire_only_once, has_variable, change_tag_from, check_variable, set_global_flag, set_nationality
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.25
	title = erwache.5.t
	desc = r56.ger.25.d
	picture = GFX_report_event_german_reichstag_bombed
	fire_only_once = yes
	is_triggered_only = yes
	timeout_days = 7
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_variable = cw_dem_preview
					} {
						has_variable = cw_com_preview
					}
				}
				GER_civil_war_setup_and_preview = yes
			}
		}
	}
	option = {
		name = r56.ger.25.a
		custom_effect_tooltip = GER_civil_war_tt r56_newline
		effect_tooltip = {
			var:cw_dem_preview = {
				change_tag_from = GER
			}
		}
		if = {
			limit = {
				check_variable = {
					num_equipment_in_armies_k@infantry_equipment = < 20
				}
			}
			set_global_flag = GER_invalidate_civil_war_achievement
		}
		hidden_effect = {
			var:cw_dem_preview = {
				GER_erwin_von_witzleben = {
					set_nationality = GER
				}
			} {
				GER_civil_war_make_this_fascist = yes
			}
			GER_civil_war_make_this_democratic_preview = yes
			GER_civil_war_teleport_armies = yes
			var:cw_com_preview = {
				GER_civil_war_make_this_communist = yes
			}
			GER_civil_war_make_this_democratic = yes
			clear_variable = cw_com_preview cw_dem_preview
			GER_civil_war_declare_wars = yes
		}
	} {
		name = r56.ger.25.b
		custom_effect_tooltip = GER_civil_war_tt r56_newline GER_communists_are_pretty_hard_tt
		effect_tooltip = {
			var:cw_com_preview = {
				change_tag_from = GER
			}
		}
		if = {
			limit = {
				check_variable = {
					num_equipment_in_armies_k@infantry_equipment = < 20
				}
			}
			set_global_flag = GER_invalidate_civil_war_achievement
		}
		hidden_effect = {
			var:cw_com_preview = {
				GER_ernst_thalmann = {
					set_nationality = GER
				}
			} {
				GER_civil_war_make_this_fascist = yes
			}
			GER_civil_war_make_this_communist_preview = yes
			GER_civil_war_teleport_armies = yes
			var:cw_dem_preview = {
				GER_civil_war_make_this_democratic = yes
			}
			GER_civil_war_make_this_communist = yes
			clear_variable = cw_com_preview cw_dem_preview
			GER_civil_war_declare_wars = yes
		}
	}
}
### Entity: Military Industrial Organization
Component: ROM_constanta_shipyard_organization
Source: game
File: common/military_industrial_organization/organizations/ROM_organization.txt

Code:
ROM_constanta_shipyard_organization = {
	include = generic_task_force_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_2
	allowed = {
		tag = ROM
	}
}
### Entity: Character
Component: PRC_wang_jiaxiang
Constructs: limit, has_dlc, has_trait, has_country_leader
Source: game
File: common/characters/PRC.txt

Code:
PRC_wang_jiaxiang = {
	name = PRC_wang_jiaxiang
	portraits = {
		civilian = {
			small = GFX_portrait_PRC_wang_jiaxiang
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PRC_wang_jiaxiang
		allowed = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			PRC_avid_maoist
		}
		ai_will_do = {
			base = 1.0
		}
		available = {
			if = {
				limit = {
					has_trait = PRC_avid_maoist
				}
				has_country_leader = {
					ruling_only = yes
					character = PRC_mao_zedong
				}
			}
		}
	}
}
### Entity: Country History
Country: SZK
Component: SZK_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/SZK - Szeklerland.txt

Code:
# Politics & Parties for SZK
set_war_support = 0.5
set_stability = 0.6
set_politics = {
	ruling_party = fascism
	last_election = 1936.1.1
	elections_allowed = no
}
set_popularities = {
	democratic = 13
	fascism = 60
	communism = 2
	neutrality = 25
}
### Entity: Idea
Component: BRA_fiat_company
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/brazil.txt

Code:
BRA_fiat_company = {
	picture = fiat
	allowed = {
		has_dlc = Trial of Allegiance
		original_tag = BRA
	}
	available = {
		has_completed_focus = BRA_italian_trucks
	}
	research_bonus = {
		motorized_equipment = 0.15
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_egalite_liberte_solidarite
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_egalite_liberte_solidarite
	icon = GFX_focus_focus_fra_liberte_egalite_solidarite
	x = 0
	y = 3
	prerequisite = {
		focus = FRA_carry_the_revolution_south
	}
	relative_position_id = FRA_carry_the_revolution_north
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			FRA_egalite_liberte_solidarite
		}
	}
}
### Entity: Scripted Effect
Component: r56_bundeslaender_create_unit
Constructs: division_template, add_to_variable, create_unit, allow_spawning_on_enemy_provs
Source: game
File: common/scripted_effects/r56_AUS_scripted_effects.txt

Code:
r56_bundeslaender_create_unit = {
	add_to_variable = {
		AUS.r56_bundeslaender_div_num = 1
	}
	meta_effect = {
		debug = yes
		text = {
			create_unit = {
				division = name = "[DIVCNT]. [BNDADJ] Schutzbund" division_template = "[DIVTYP]" start_manpower_factor = 1 start_equipment_factor = 1 start_experience_factor = [DIVEXP] officer = { name = "Haile Kebbede" }
				owner = [DIVOWN]
				count = 1
				allow_spawning_on_enemy_provs = yes
				prioritize_location = [DIVLCT]
				id = 36
				 = [BNDID][DIVCNT]
			}
		}
		BNDID = [?AUS.r56_bundeslaender_current]
		BNDLND = [AUS.r56_bundeslaender_index]
		BNDADJ = [AUS.r56_bundeslaender_adj]
		DIVTYP = [AUS.r56_bundeslaender_div_type]
		DIVCNT = [?AUS.r56_bundeslaender_div_num]
		DIVLCT = [?AUS.r56_bundeslaender_div_prov]
		DIVEXP = [?AUS.r56_bundeslaender_div_exp]
		DIVOWN = [?AUS.r56_bundeslaender_div_owner]
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_jungle_pioneers
Constructs: shared_focus, prerequisite, completion_reward, set_technology, allow_branch, add_tech_bonus
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_jungle_pioneers
	icon = GFX_goal_generic_construction2
	relative_position_id = SMB_jungle_warfare_training
	prerequisite = {
		focus = SMB_jungle_warfare_training
	}
	x = 1
	y = 1
	cost = 10
	allow_branch = {
		tag = BRA
	}
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_tech_bonus = {
			name = JUNO_support_company_initiative
			bonus = 0.25
			uses = 1
			category = support_tech
		}
		hidden_effect = {
			set_technology = {
				TOA_jungle_pioneers_support_tech = 1
				popup = no
			}
		}
		custom_effect_tooltip = SMB_jungle_pioneers_tt
	}
}
### Entity: Game Data
Component: chile_of_the_orient
Constructs: owns_state, has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
chile_of_the_orient = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		OR = {
			original_tag = NEP SKK BHU
		}
	}
	happened = {
		owns_state = 324 1013 323 1091
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_communist_submarine_design
Constructs: prerequisite, has_government, completion_reward, allow_branch, create_soviet_iranian_joint_submarine
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_communist_submarine_design
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = PER_communist_naval_designs
	}
	x = 1
	y = 1
	relative_position_id = PER_communist_naval_designs
	cost = 10
	available = {
		has_government = communism
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		effect_tooltip = {
			navy_experience = 25
		}
		SOU = {
			country_event = {
				id = PER_communist_events.14
				hours = 1
			}
		}
		create_soviet_iranian_joint_submarine = yes
	}
}
### Entity: Modifier Reference
Component: BRA_weak_government
Constructs: stability_factor, neutrality_drift
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
BRA_weak_government = {
	enable = {
		always = yes
	}
	icon = GFX_idea_FRA_scw_intervention_republicans_focus
	stability_factor = BRA_weak_government_stability_factor
	political_power_factor = BRA_weak_government_pp_factor
	neutrality_drift = BRA_weak_government_neutrality_factor
	command_power_gain_mult = BRA_weak_government_command_power_factor
}
### Entity: Character
Component: CHI_hsu_huang_sheng
Source: game
File: common/characters/CHI.txt

Code:
CHI_hsu_huang_sheng = {
	name = CHI_hsu_huang_sheng
	portraits = {
		army = {
			small = GFX_portrait_CHI_hsu_huang_sheng_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = CHI_hsu_huang_sheng
		ledger = air
		allowed = {
			original_tag = CHI
		}
		traits = {
			air_close_air_support_2
		}
		cost = 150
		ai_will_do = {
			base = 0.2
		}
	}
}
### Entity: State History
Component: 665
Constructs: add_core_of
Source: game
File: history/states/665-Gabes.txt

Code:
state = {
	id = 665
	name = STATE_665
	history = {
		owner = FRA
		add_core_of = TUN
		victory_points = {
			7005 1
		}
		buildings = {
			infrastructure = 2
		}
	}
	state_category = pastoral
	provinces = {
		1105 3987 4992 7005 9983 10026 10082 11935 11957 12000 13145 13179
	}
	manpower = 427824
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Event
Component: PER_imperial_events.210
Constructs: is_triggered_only, ai_chance, has_war_support
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.210
	title = PER_imperial_events.210.t
	desc = PER_imperial_events.210.desc
	picture = GFX_report_event_tur_politician_march
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.210.a
		ai_chance = {
			base = 50
			modifier = {
				has_war_support = < 0.5
				factor = 2
			} {
				strength_ratio = {
					tag = PER
					ratio = < 0.8
				}
				factor = 2
			}
		}
		PER = {
			country_event = {
				id = PER_imperial_events.211
				hours = 1
			}
		}
	} {
		name = PER_imperial_events.210.b
		ai_chance = {
			base = 25
			modifier = {
				has_war_support = > 0.5
				factor = 1.5
			} {
				strength_ratio = {
					tag = PER
					ratio = > 1.5
				}
				factor = 2
			}
		}
		PER = {
			country_event = {
				id = PER_imperial_events.212
				hours = 1
			}
		}
	}
}
### Entity: Modifier Reference
Construct: army_leader_start_attack_level
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_leader_start_attack_level

* Number with 0 decimal places
* **Categories**: unit_leader
### Entity: Scripted Trigger
Component: SWI_councilor_is_democratic_liberalism
Constructs: has_trait
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_councilor_is_democratic_liberalism = {
	OR = {
		has_trait = SWI_radical_democrat SWI_pragmatic_democrat SWI_diplomat SWI_humanitarian
	}
}
### Entity: Idea
Component: JAP_idemitsu_kosan
Constructs: research_bonus
Source: game
File: common/ideas/japan.txt

Code:
JAP_idemitsu_kosan = {
	picture = JAP_idemitsu_kosan
	allowed = {
		original_tag = JAP
	}
	research_bonus = {
		industry = 0.05
		synth_resources = 0.1
	}
	ai_will_do = {
		base = 1
	}
	traits = {
		refinery_concern
	}
}
### Entity: Scorer
Component: operative_mission_counter_intelligence_scorer
Constructs: has_capitulated, set_temp_variable
Source: game
File: common/scorers/country/operative_mission_scorer.txt

Code:
operative_mission_counter_intelligence_scorer = {
	targets = {
		target_array = faction_members subjects
		targets = {
			overlord, this
		}
		score = {
			base = 100
			modifier = {
				has_capitulated = yes
				factor = 0
			} {
				tag = FROM
				factor = 1.5
			} {
				set_temp_variable = {
					army_weight = num_armies
				}
				divide_temp_variable = {
					var = army_weight
					value = 10
				}
				clamp_temp_variable = {
					var = army_weight
					max = 50
				}
				add = army_weight
			}
		}
	}
}
### Entity: Character
Component: democratic_tendencies
Constructs: democratic_drift, send_lend_lease_desire
Source: game
File: common/country_leader/r56_traits.txt

Code:
democratic_tendencies = {
	random = no
	democratic_acceptance = 30
	democratic_drift = 0.01
	ai_strategy = {
		type = support
		id = ENG
		value = 15
	} {
		type = support
		id = FRA
		value = 15
	} {
		type = send_lend_lease_desire
		id = ENG
		value = -15
	} {
		type = send_lend_lease_desire
		id = FRA
		value = -15
	} {
		type = equipment_market_trade_desire
		id = ENG
		value = 50
	} {
		type = equipment_market_trade_desire
		id = FRA
		value = 50
	}
}
### Entity: Character
Component: PHI_san_miguel_trait
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_san_miguel_trait = {
	random = no
	stability_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Military Industrial Organization
Component: URG_SCRA_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/URG_organization.txt

Code:
URG_SCRA_organization = {
	name = URG_SCRA
	include = generic_refurbishment_repair_organization
	icon = GFX_idea_URG_SCRA
	allowed = {
		original_tag = URG
	}
	initial_trait = {
		name = generic_mio_refurbishment_repair_organization
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_promote_admirals
Constructs: prerequisite, limit, has_government, completion_reward, is_coastal, random_days
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_promote_admirals
	icon = GFX_focus_AUS_promote_admirals
	prerequisite = {
		focus = AUS_reclaim_dockyards
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_reclaim_dockyards
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				OR = {
					has_government = fascism communism
				}
			}
			custom_effect_tooltip = AUS_promote_admirals_fasc_com_tt
		}
		ELSE = {
			custom_effect_tooltip = AUS_promote_admirals_tt
		}
		hidden_effect = {
			country_event = {
				id = AUS_political_events.122
				days = 15
				random_days = 20
			}
		}
	}
}
### Entity: Character
Component: father_of_the_turks_4
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
father_of_the_turks_4 = {
	random = no
	stability_factor = 0.3
}
### Entity: Idea
Component: EAI_DD_1/medium_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/medium_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_philippine_army_orchestra
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_philippine_army_orchestra
	icon = GFX_focus_PHI_philippine_army_orchestra
	prerequisite = {
		focus = PHI_philippine_scouts
	}
	relative_position_id = PHI_philippine_scouts
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_philippine_army_dynamic_modifier_tt
		add_to_variable = {
			PHI_philippine_army_army_org_factor = 0.15
			tooltip = army_org_factor_tt
		}
	}
}
### Entity: State History
Component: 987
Constructs: add_core_of, add_to_array
Source: game
File: history/states/987-Ardabil.txt

Code:
state = {
	id = 987
	name = STATE_987
	history = {
		buildings = {
			infrastructure = 1
		}
		owner = PER
		add_core_of = PER AZR
		add_to_array = {
			state_victory_points = 4901
		}
		victory_points = {
			4901 1
		}
	}
	provinces = {
		4901 10454
	}
	manpower = 441970
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_thunder_in_the_valleys
Constructs: prerequisite, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_thunder_in_the_valleys
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = SWI_arsenal_of_the_alps
	}
	relative_position_id = SWI_arsenal_of_the_alps
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = > 0.7
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_cantons
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		army_experience = 100
		add_tech_bonus = {
			name = SWI_thunder_in_the_valleys
			bonus = 1
			uses = 4
			category = armor
		}
	}
}