Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chi_focus
Component: CHI_outlaw_opposition_parties
Constructs: prerequisite, completion_reward, add_popularity, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_outlaw_opposition_parties
	icon = GFX_focus_ARG_keep_it_in_the_party
	prerequisite = {
		focus = CHI_mend_the_rift_with_hu CHI_revive_the_western_hills_group CHI_co_opt_the_koh_hsin_movement
	}
	x = 0
	y = 1
	relative_position_id = CHI_mend_the_rift_with_hu
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		} {
			ideology = communism
			popularity = -0.05
		} {
			ideology = democratic
			popularity = -0.05
		} {
			ideology = fascism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		activate_decision = anti_communist_raids
		CHI_corrupt_administration_improvement = yes
		CHI_modify_administration_modifier = yes
		add_to_variable = {
			CHI_corruption_pp_gain = 0.05
			tooltip = political_power_gain_tt
		}
	}
}
### Entity: AI Strategy
Component: SWI_strat_avoid_silo_west_swiss_alps
Constructs: has_dlc, build_building
Source: game
File: common/ai_strategy/SWI.txt

Code:
SWI_strat_avoid_silo_west_swiss_alps = {
	allowed = {
		has_dlc = By Blood Alone
	}
	enable = {
		original_tag = SWI
		num_of_civilian_factories = < 10
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = fuel_silo
		value = -200
		target = 847
	}
}
### Entity: Event
Component: kmt.137
Constructs: is_triggered_only, add_political_power, add_timed_idea, declare_war_on, take_state_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.137
	title = kmt.137.t
	desc = kmt.137.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = kmt.137.a
		add_political_power = -200
		add_timed_idea = {
			idea = incompetent_government
			days = 225
		}
	} {
		name = kmt.137.b
		declare_war_on = {
			target = CHI
			type = take_state_focus
			generator = {
				729
			}
		}
	}
}
### Entity: Unit Template
Component: VIN_DD_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/VIN_ship_names.txt

Code:
VIN_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		VIN
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = VPNS 
	fallback_name = HQ %d
	unique = {
		Dinh Tien Hoang Ly Tháai To Tran Hung Dao Quang Trung
	}
}
### Entity: Technology
Component: etax_army_defense_2
Constructs: has_war, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	doctrine = no
	research_cost = 3.0
	start_year = 1941
	folder = {
		name = etax_folder
		position = {
			x = 2
			y = 8
		}
	}
	max_dig_in_factor = 0.1
	categories = {
		r56_special_research_division land_doctrine infantry_tech cat_mobile_warfare cat_mass_assault cat_grand_battle_plan cat_superior_firepower
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 6
			date = > 1941.1.1
		} {
			factor = 7
			date = > 1942.1.1
		} {
			factor = 8
			date = > 1943.1.1
		} {
			add = 1
			has_war = yes
		}
	}
}
### Entity: Event
Component: mtg_usa_civil_war_fascists.201
Constructs: is_triggered_only, ai_chance, division_template, add_equipment_to_stockpile, limit, has_country_flag, is_locked, set_country_flag
Source: game
File: events/MTG_USA.txt

Code:
state_event = {
	id = mtg_usa_civil_war_fascists.201
	title = mtg_usa_civil_war_fascists.201.t
	desc = mtg_usa_civil_war_fascists.201.desc
	picture = GFX_report_event_spain_civil_war_volunteers_01
	is_triggered_only = yes
	option = {
		name = mtg_usa_civil_war_fascists.201.a
		ai_chance = {
			factor = 75
		}
		if = {
			limit = {
				CSA = {
					not = {
						has_country_flag = USA_civil_war_volunteers
					}
				}
			}
			CSA = {
				division_template = {
					name = Local Volunteers
					priority = 0
					is_locked = yes
					division_names_group = CSA_INF_01
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						} {
							x = 1
							y = 2
						}
					}
				}
				set_country_flag = USA_civil_war_volunteers
			}
		}
		event_target:CSA_liberated_state = {
			create_unit = {
				division = name = "1. Local Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
				owner = CSA
			} {
				division = name = "2. Local Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
				owner = CSA
			}
		}
	} {
		name = mtg_usa_civil_war_fascists.201.b
		ai_chance = {
			factor = 25
			modifier = {
				CSA = {
					has_manpower = < 100000
				}
				factor = 3
			}
		}
		CSA = {
			add_manpower = 10000
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 5000
			}
		}
	}
}
### Entity: Modifier Reference
Construct: repair_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## repair_speed_factor

* Number with 0 decimal places
* **Categories**: naval, country
### Entity: State History
Component: 605
Constructs: limit, add_core_of, has_dlc, remove_core_of
Source: game
File: history/states/605-China 5.txt

Code:
state = {
	id = 605
	name = STATE_605
	resources = {
		steel = 10
	}
	history = {
		owner = CHI
		add_core_of = CHI PRC
		victory_points = {
			11865 1
		}
		buildings = {
			infrastructure = 2
			arms_factory = 1
		}
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				transfer_state_to = SIC
				add_core_of = SIC
			}
		}
		1938.10.25 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				remove_core_of = SIC
			}
			owner = CHI
			controller = CHI
		}
		1939.1.1 = {
			buildings = {
				industrial_complex = 1
				infrastructure = 3
				arms_factory = 1
			}
		}
	}
	provinces = {
		1893 2030 2091 4041 4141 5048 7256 7948 10144 10304 10822 11865 12274
	}
	manpower = 2724437
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Modifier Reference
Construct: military_industrial_organization_task_capacity
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## military_industrial_organization_task_capacity

* Number with 0 decimal places
* **Categories**: war_production
### Entity: Scripted Trigger
Component: JAP_naval_faction_is_tier_4
Constructs: has_idea
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_naval_faction_is_tier_4 = {
	OR = {
		has_idea = JAP_naval_faction_tier_4_greater_1 JAP_naval_faction_tier_4_greater_2 JAP_naval_faction_tier_4_greater_3 JAP_naval_faction_tier_4
	}
}
### Entity: Scripted Effect
Component: KMT_increase_corruption
Constructs: limit, add_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_scripted_effects.txt

Code:
KMT_increase_corruption = {
	IF = {
		limit = {
			has_idea = KMT_corrupted_regime_2
		}
		swap_ideas = {
			remove_idea = KMT_corrupted_regime_2
			add_idea = KMT_corrupted_regime
		}
	}
	else_if = {
		limit = {
			has_idea = KMT_corrupted_regime_3
		}
		swap_ideas = {
			remove_idea = KMT_corrupted_regime_3
			add_idea = KMT_corrupted_regime_2
		}
	} {
		limit = {
			has_idea = KMT_corrupted_regime_4
		}
		swap_ideas = {
			remove_idea = KMT_corrupted_regime_4
			add_idea = KMT_corrupted_regime_3
		}
	} {
		limit = {
			has_idea = KMT_corrupted_regime_5
		}
		swap_ideas = {
			remove_idea = KMT_corrupted_regime_5
			add_idea = KMT_corrupted_regime_4
		}
	} {
		limit = {
			has_idea = KMT_corrupted_regime_6
		}
		swap_ideas = {
			remove_idea = KMT_corrupted_regime_6
			add_idea = KMT_corrupted_regime_5
		}
	} {
		limit = {
			has_idea = KMT_corrupted_regime_7
		}
		swap_ideas = {
			remove_idea = KMT_corrupted_regime_7
			add_idea = KMT_corrupted_regime_6
		}
	} {
		limit = {
			has_idea = KMT_corrupted_regime_8
		}
		swap_ideas = {
			remove_idea = KMT_corrupted_regime_8
			add_idea = KMT_corrupted_regime_7
		}
	} {
		limit = {
			has_idea = KMT_corrupted_regime_9
		}
		swap_ideas = {
			remove_idea = KMT_corrupted_regime_9
			add_idea = KMT_corrupted_regime_8
		}
	} {
		limit = {
			has_idea = KMT_corrupted_regime_10
		}
		swap_ideas = {
			remove_idea = KMT_corrupted_regime_10
			add_idea = KMT_corrupted_regime_9
		}
	} {
		limit = {
			NOT = {
				has_idea = KMT_corrupted_regime
			}
		}
		add_ideas = KMT_corrupted_regime_10
	}
}
### Entity: Character
Component: SUD_fascist_guy
Constructs: has_government
Source: game
File: common/characters/SUD.txt

Code:
SUD_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = SUD_fascist_guy
		allowed = {
			original_tag = SUD
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_research_and_development
Constructs: prerequisite, completion_reward, is_subject, add_tech_bonus
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_research_and_development
	icon = GFX_focus_research2
	prerequisite = {
		focus = DEN_modernize_industrial_machinery
	}
	relative_position_id = DEN_import_machinery_and_material
	x = 1
	y = 2
	cost = 10
	bypass = {

	}
	available = {
		is_subject = no
	}
	available_if_capitulated = yes
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = DEN_research_and_development
			bonus = 0.5
			uses = 3
			category = electronics cat_production synth_resources
		} {
			name = DEN_research_and_development
			ahead_reduction = 1
			uses = 3
			category = electronics cat_production synth_resources
		}
	}
}
### Entity: Event
Component: AUS_news_events.9
Constructs: is_triggered_only, has_government
Source: game
File: events/WUW_Austria.txt

Code:
news_event = {
	id = AUS_news_events.9
	title = AUS_news_events.9.t
	desc = AUS_news_events.9.desc
	picture = GFX_news_event_generic_rally2
	major = yes
	is_triggered_only = yes
	option = {
		name = AUS_news_events.9.a
		trigger = {
			NOT = {
				original_tag = AUS
				has_government = communism
			}
		}
	} {
		name = AUS_news_events.9.b
		trigger = {
			has_government = communism
			NOT = {
				original_tag = AUS
			}
		}
	} {
		name = AUS_news_events.9.c
		trigger = {
			original_tag = AUS
		}
	}
}
### Entity: AI Strategy
Component: JAP_PatrolDominanceForce_1
Source: game
File: common/ai_navy/taskforce/JAP_taskforce_templates.txt

Code:
JAP_PatrolDominanceForce_1 = {
	allowed = {
		original_tag = JAP
	}
	ai_will_do = {
		factor = 10
	}
	mission = {
		naval_patrol
	}
	min_composition = {
		heavy_cruiser = {
			amount = 1
		}
		destroyer = {
			amount = 2
		}
	}
	optimal_composition = {
		heavy_cruiser = {
			amount = 2
		}
		light_cruiser = {
			amount = 1
		}
		destroyer = {
			amount = 8
		}
	}
}
### Entity: Event
Component: bra.3
Constructs: is_triggered_only, add_ideas, add_popularity, set_country_flag, add_timed_idea
Source: game
File: events/Brazil.txt

Code:
country_event = {
	id = bra.3
	title = bra.3.t
	desc = bra.3.d
	picture = GFX_bra.3
	is_triggered_only = yes
	option = {
		name = bra.3.a
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		} {
			ideology = communism
			popularity = 0.1
		} {
			ideology = fascism
			popularity = 0.1
		}
		hidden_effect = {
			set_country_flag = bra_suicidio_1
		}
		add_ideas = bra_instabilidade
		add_timed_idea = {
			idea = bra_polaca_idea
			days = 100
		}
	}
}
### Entity: State History
Component: 193
Constructs: add_core_of
Source: game
File: history/states/193-Kiev.txt

Code:
state = {
	id = 193
	name = STATE_193
	manpower = 1373637
	state_category = city
	history = {
		victory_points = {
			3568 3
		}
		owner = SOV
		buildings = {
			infrastructure = 3
			air_base = 8
		}
		add_core_of = SOV UKR
	}
	provinces = {
		238 546 3480 3542 3568 3584 6458 6508 6532 6589 9437 9506 11425 11489
	}
	local_supplies = 0.0
}
### Entity: Modding Documentation
Construct: Air_Units_Only:
Source: vanilla_docs
File: common/raids/_documentation.md

Doc:
### Air Units Only:
- *air_defence*: The air defense value of the air unit assigned to the raid. Typical reference values from 0 to 50
- *air_agility*: The air agility value of the air unit assigned to the raid. Typical reference values from 0 to 50
- *strategic_bomber*: The strategic bombing value of the air unit assigned to the raid. Reference values from 0 to 1
- *reliability*: The reliability (fraction) of the air unit assigned to the raid. Reference values from 0 to 1
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_armored_car_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_armored_car_attack_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Character
Component: SWE_rearnament_proponent_upgraded
Constructs: war_support_factor, equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_rearnament_proponent_upgraded = {
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
	war_support_factor = 0.1
}
### Entity: Event
Component: INS_revolution_events.32
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.32
	title = INS_revolution_events.32.t
	desc = INS_revolution_events.32.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.32.a
	}
}
### Entity: Scripted Effect
Component: bba_get_tac_ENG_effect
Constructs: add_equipment_to_stockpile, limit, has_country_flag, has_tech, create_equipment_variant, allow_without_tech, set_country_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_get_tac_ENG_effect = {
	if = {
		limit = {
			ENG = {
				has_tech = basic_medium_airframe
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_1
			producer = ENG
			amount = tac_buy_amount
			variant_name = Bristol Blenheim
		}
	}
	else_if = {
		limit = {
			ENG = {
				has_tech = improved_medium_airframe
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
		if = {
			limit = {
				ENG = {
					NOT = {
						has_country_flag = ENG_improved_export_tac_template
					}
				}
			}
			ENG = {
				create_equipment_variant = {
					name = Bristol Beaufort
					type = medium_plane_airframe_2
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = medium_bomb_bay
						fixed_auxiliary_weapon_slot_1 = torpedo_mounting
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						engine_type_slot = engine_3_2x
						special_type_slot_1 = empty
					}
					icon = GFX_ENG_tactical_bomber2_medium
				}
				set_country_flag = ENG_improved_export_tac_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_2
			producer = ENG
			amount = tac_buy_amount
			variant_name = Bristol Beaufort
		}
	} {
		limit = {
			ENG = {
				has_tech = advanced_medium_airframe
			}
		}
		if = {
			limit = {
				ENG = {
					NOT = {
						has_country_flag = ENG_advanced_export_tac_template
					}
				}
			}
			ENG = {
				create_equipment_variant = {
					name = DH Mosquito
					type = medium_plane_airframe_3
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = medium_bomb_bay
						fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
						fixed_auxiliary_weapon_slot_2 = aircraft_cannon_1_2x
						engine_type_slot = engine_3_2x
						special_type_slot_1 = non_strategic_materials_medium
						special_type_slot_2 = fuel_tanks_medium
					}
					icon = GFX_ENG_tactical_bomber3_medium
				}
				set_country_flag = ENG_advanced_export_tac_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_3
			producer = ENG
			amount = tac_buy_amount
			variant_name = DH Mosquito
		}
	}
}
### Entity: Idea
Component: HAN_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/hanover.txt

Code:
HAN_fascist_guy = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = HAN
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_naval_artillery
Constructs: prerequisite, completion_reward, is_coastal, is_controlled_by, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_naval_artillery
	prerequisite = {
		focus = QUE_naval_grade_steel
	} {
		focus = QUE_cruiser_focus
	}
	icon = GFX_goal_generic_admirality
	x = 0
	y = 2
	relative_position_id = QUE_naval_grade_steel
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 2
			category = naval_gunnery_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: TRI_ar
Source: game
File: common/ideas/trinidad_and_tobago.txt

Code:
TRI_ar = {
	ledger = army
	picture = generic_army_african_5
	allowed = {
		original_tag = TRI
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_repurpose_the_rop
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus, engineer_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_repurpose_the_rop
	icon = GFX_goal_CZE_repurpose_the_rop
	x = 0
	y = 1
	relative_position_id = CZE_indirect_combat
	available = {

	}
	bypass = {

	}
	cost = 7.2
	prerequisite = {
		focus = CZE_indirect_combat
	}
	completion_reward = {
		custom_effect_tooltip = CZE_modify_bm_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_bm_dig_in_speed_factor = 0.1
			tooltip = dig_in_speed_factor_tt
		} {
			CZE_bm_max_planning_factor = 0.025
			tooltip = max_planning_factor_tt
		}
		add_tech_bonus = {
			name = engineer_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = engineers_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Special Project
Component: sp_air_generic_aerodynamics_advancements_reward
Constructs: fire_only_once
Source: game
File: common/special_projects/prototype_rewards/generic_air_prototype_rewards.txt

Code:
sp_air_generic_aerodynamics_advancements_reward = {
	fire_only_once = no
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = 1
	}
	option = {
		token = sp_air_generic_avionics_advancements_reward_option
		iteration_output = {
			country_effects = {
				air_experience = 25
			}
		}
	}
}
### Entity: Country History
Country: COL
Component: COL_technology
Constructs: set_technology
Source: game
File: history/countries/COL - Colombia.txt

Code:
# Starting Technologies for COL
set_technology = {
	infantry_weapons = 1
	tech_support = 1
	tech_engineers = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
}
### Entity: Idea
Component: PHI_popular_front
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/philipines.txt

Code:
PHI_popular_front = {
	picture = prc_low_popular_support3
	allowed = {
		original_tag = PHI
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		war_stability_factor = 0.05
		political_power_factor = 0.15
		political_advisor_cost_factor = -0.25
		communism_drift = 0.03
	}
}
### Entity: Event
Component: lar_spain.75
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.75
	title = lar_spain.75.t
	desc = lar_spain.75.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = lar_spain.75.a
		add_timed_idea = {
			idea = SPR_deal_with_the_devil
			days = 730
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_usa_naval_bases
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_usa_naval_bases
	icon = GFX_goal_sea_navy
	prerequisite = {
		focus = HON_join_allies
	}
	x = 19
	y = 8
	cost = 7.2
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		312 = {
			add_building_construction = {
				type = naval_base
				level = 3
				province = 8017
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_bring_the_dominions_back_into_the_fold
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, is_subject, is_in_faction_with, is_ai
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_bring_the_dominions_back_into_the_fold
	prerequisite = {
		focus = ENG_appeal_to_imperial_loyalists
	}
	available = {
		is_subject = no
	}
	bypass = {
		OR = {
			AND = {
				NOT = {
					country_exists = CAN
				} {
					country_exists = SAF
				} {
					country_exists = AST
				} {
					country_exists = NZL
				}
			} {
				is_in_faction_with = CAN SAF AST NZL
				CAN = {
					OR = {
						has_country_flag = ENG_dominions_stayed_with_fascist_britain_flag britain_enforced_our_loyalty
					}
				}
				SAF = {
					OR = {
						has_country_flag = ENG_dominions_stayed_with_fascist_britain_flag britain_enforced_our_loyalty
					}
				}
				AST = {
					OR = {
						has_country_flag = ENG_dominions_stayed_with_fascist_britain_flag britain_enforced_our_loyalty
					}
				}
				NZL = {
					OR = {
						has_country_flag = ENG_dominions_stayed_with_fascist_britain_flag britain_enforced_our_loyalty
					}
				}
			}
			has_completed_focus = ENG_towards_dominion_independence
		}
	}
	will_lead_to_war_with = CAN SAF AST NZL
	icon = GFX_focus_eng_bring_the_dominions_back_into_the_fold
	x = 0
	y = 2
	relative_position_id = ENG_appeal_to_imperial_loyalists
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		ENG_mosley_pacifism_level_down = yes
		if = {
			limit = {
				NOT = {
					is_in_faction_with = CAN
				}
				is_ai = no
			}
			every_state = {
				limit = {
					is_core_of = CAN
				}
				add_claim_by = ENG
			}
			create_wargoal = {
				type = annex_everything
				target = CAN
				expire = 0
			}
		} {
			limit = {
				NOT = {
					is_in_faction_with = SAF
				}
				is_ai = no
			}
			every_state = {
				limit = {
					is_core_of = SAF
				}
				add_claim_by = ENG
			}
			create_wargoal = {
				type = annex_everything
				target = SAF
				expire = 0
			}
		} {
			limit = {
				NOT = {
					is_in_faction_with = AST
				}
				is_ai = no
			}
			every_state = {
				limit = {
					is_core_of = AST
				}
				add_claim_by = ENG
			}
			create_wargoal = {
				type = annex_everything
				target = AST
				expire = 0
			}
		} {
			limit = {
				NOT = {
					is_in_faction_with = NZL
				}
				is_ai = no
			}
			every_state = {
				limit = {
					is_core_of = NZL
				}
				add_claim_by = ENG
			}
			create_wargoal = {
				type = annex_everything
				target = NZL
				expire = 0
			}
		}
		custom_effect_tooltip = ENG_bring_the_dominions_back_
# ... (truncated)
### Entity: Idea
Component: BALTIC_international_brigades
Constructs: has_government, removal_cost, send_volunteers_tension, send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_international_brigades = {
	allowed = {
		OR = {
			original_tag = EST LAT LIT
		}
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	modifier = {
		send_volunteers_tension = -1
		send_volunteer_divisions_required = -1
		send_volunteer_size = 3
	}
}