Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: SOV_BB_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		SOV
	}
	can_use = {
		NOT = {
			has_government = fascism neutrality
		}
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	fallback_name = Linkor %d
	unique = {
		Arkhangelsk Novorossysk Sovyetsky Soyuz Sovyetskaya Ukrayna Sovyetskaya Byelorussiya Sovyetskaya Rossiya Oktyabrskaya Revolutsiya Marat Frunze Parizhskaya Kommuna Murmansk Vladivostok Karl Marx Vladimir Lenin Iosif Stalin Volya Engels Aleksandr Nevsky Admiral Kuznetsov
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_cast_the_die
Constructs: prerequisite, completion_reward, has_civil_war, set_country_flag
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_cast_the_die
	icon = GFX_goal_AUS_kill_kurt
	relative_position_id = AUS_appoint_inquart
	x = 0
	y = 3
	prerequisite = {
		focus = AUS_support_southern_heimwehr AUS_integrate_heimwehr
	} {
		focus = AUS_secure_the_countryside AUS_infiltrate_vienna
	}
	bypass = {
		has_civil_war = yes
	}
	cost = 10
	completion_reward = {
		custom_effect_tooltip = AUS_prepare_for_civilwar generic_skip_one_line_tt
		set_country_flag = AUS_civil_war_triggered
		country_event = austria.0
		effect_tooltip = {
			r56_bundeslaender_civil_war_outbreak = yes
		}
	}
}
### Entity: Shared Focus
Component: CARIB_defend_the_new_union
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, allow_branch
Source: game
File: common/national_focus/r56_caribbean_shared.txt

Code:
shared_focus = {
	id = CARIB_defend_the_new_union
	icon = GFX_goal_class_a_reservists
	cost = 10
	text = GCO_UNIFIED_defend_the_new_union
	prerequisite = {
		focus = CARIB_caribbean_unification
	}
	relative_position_id = CARIB_caribbean_unification
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	x = 2
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	allow_branch = {

	}
	completion_reward = {
		add_ideas = idea_r56_defense_of_the_union
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_hindenburg_wall
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_global_flag, is_ai, is_historical_focus_on, add_building_construction
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_hindenburg_wall
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = ETH_falling_back
	}
	mutually_exclusive = {
		focus = ETH_the_defense_of_addis_ababa
	}
	x = 1
	y = 1
	relative_position_id = ETH_falling_back
	cost = 10
	available = {
		has_global_flag = second_italo_ethiopian_war_flag
		IF = {
			limit = {
				is_ai = yes
				is_historical_focus_on = yes
				NOT = {
					has_completed_focus = ETH_boarding_the_train
				}
				surrender_progress = > 0.5
			}
			hidden_trigger = {
				always = no
			}
		}
		835 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	search_filters = {

	}
	completion_reward = {
		835 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			IF = {
				limit = {
					ROOT = {
						controls_province = 7980
					}
				}
				custom_effect_tooltip = ETH_the_hindenburg_wall_tt_1
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = 7980
				}
			} {
				limit = {
					ROOT = {
						controls_province = 7980
					}
				}
				custom_effect_tooltip = ETH_the_hindenburg_wall_tt_2
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = 13249
				}
			}
		}
	}
}
### Entity: Character
Component: ENG_maxwell_aitken
Source: game
File: common/characters/ENG.txt

Code:
ENG_maxwell_aitken = {
	name = ENG_maxwell_aitken
	portraits = {
		army = {
			small = GFX_idea_ENG_maxwell_aitken
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ENG_maxwell_aitken
		allowed = {
			original_tag = ENG
		}
		traits = {
			war_industrialist
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: AI Strategy
Component: EAI_FRA_focus_on_europe
Constructs: has_capitulated
Source: game
File: common/ai_strategy/FRA_EAI.txt

Code:
EAI_FRA_focus_on_europe = {
	enable = {
		tag = FRA
		date = < 1941.1.1
		NOT = {
			has_capitulated = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = garrison
		value = -50
	} {
		type = area_priority
		id = north_america
		value = -400
	} {
		type = area_priority
		id = south_america
		value = -400
	} {
		type = area_priority
		id = asia
		value = -400
	} {
		type = area_priority
		id = middle_east
		value = -400
	} {
		type = area_priority
		id = pacific
		value = -400
	} {
		type = area_priority
		id = oceania
		value = -400
	} {
		type = area_priority
		id = africa
		value = -400
	} {
		type = area_priority
		id = suez
		value = -400
	}
}
### Entity: Shared Focus
Tree: syr_focus
Component: SYR_UNIFIED_united_armed_forces
Constructs: shared_focus, prerequisite, completion_reward, has_idea, allow_branch, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_levant_shared.txt

Code:
shared_focus = {
	id = SYR_UNIFIED_united_armed_forces
	icon = GFX_goal_generic_multinational_army
	text = GCO_UNIFIED_united_armed_forces
	cost = 10
	prerequisite = {
		focus = SYR_UNIFIED_defend_the_new_union
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_army_unification
		}
	}
	relative_position_id = SYR_UNIFIED_defend_the_new_union
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_r56_defense_of_the_union
			add_idea = idea_r56_united_armed_forces
		}
	}
}
### Entity: Event
Component: south_american_events.16
Constructs: ai_chance, owns_state, add_war_support, add_stability, fire_only_once, add_political_power, is_subject, has_dlc
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.16
	title = south_american_events.16.t
	desc = south_american_events.16.desc
	picture = GFX_report_event_gathering_protest
	trigger = {
		original_tag = BOL
		NOT = {
			OR = {
				owns_state = 951 506
			}
		}
		date = > 1936.3.22
		is_subject = no
		has_dlc = Trial of Allegiance
	}
	mean_time_to_happen = {
		days = 1
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = south_american_events.16.a
		ai_chance = {
			base = 100
		}
		add_political_power = 25
		add_popularity = {
			ideology = neutrality
			popularity = 0.02
		} {
			ideology = democratic
			popularity = 0.02
		}
	} {
		name = south_american_events.16.b
		ai_chance = {
			base = 0
			modifier = {
				add = 50
				is_historical_focus_on = no
			}
		}
		add_war_support = -0.02
		add_stability = 0.05
		add_political_power = 10
		add_popularity = {
			ideology = ROOT
			popularity = -0.02
		}
	} {
		name = south_american_events.16.c
		ai_chance = {
			base = 0
			modifier = {
				add = 50
				is_historical_focus_on = no
			}
		}
		951 = {
			add_claim_by = ROOT
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_war_support = 0.03
		add_stability = -0.02
	}
}
### Entity: Game Rule
Component: URG_AI_BEHAVIOR
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
URG_AI_BEHAVIOR = {
	name = URG_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Trial of Allegiance
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_OPTION_HISTORICAL_URG_AI_DESC
		allow_achievements = yes
	} {
		name = DEMOCRATIC_ALT
		text = RULE_OPTION_DEMOCRATIC_ALT_AI
		desc = RULE_OPTION_DEMOCRATIC_ALT_AI_URG_DESC
		allow_achievements = no
	} {
		name = FASCIST
		text = RULE_OPTION_FASCIST_URG_AI
		desc = RULE_OPTION_FASCIST_AI_URG_DESC
		allow_achievements = no
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
		allow_achievements = no
	}
}
### Entity: Event
Component: GOE_RAJ.50
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.50
	is_triggered_only = yes
	title = GOE_RAJ.50.t
	desc = GOE_RAJ.50.desc
	picture = GFX_report_event_france_tank_production
	option = {
		name = GOE_RAJ.50.a
		trigger = {
			tag = RAJ
		}
	} {
		name = GOE_RAJ.50.b
		trigger = {
			tag = PAK
		}
	}
}
### Entity: Scripted Effect
Component: GER_create_operative_johannes_becker
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_create_operative_johannes_becker = {
	create_operative_leader = {
		name = GER_johannes_becker
		GFX = GFX_portrait_GER_johannes_sigfried_becker
		traits = {
			operative_natural_orator operative_linguist
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			GER AUS ARG BRA
		}
		gender = male
	}
}
### Entity: Name List
Component: BUL
Source: game
File: common/names/00_names.txt

Code:
BUL = {
	male = {
		names = {
			Aleksandar Andrey Asen Atanas Atila Bogdan Boncho Boris Damyan Dimitar Dobri Ferdinand Georgi Hristo Ilya Ivan Kalin Kardam Kimon Kiril Kliment Konstantin Krastyu Leonid Lyuben Mihail Nikifor Nikola Pencho Petar Petko Petur Pravoslav Racho Radko Radoy Sava Simeon Sotir Stanislav Stanko Stefan Stiliyan Stoyu Teodosi Todor Trifon Valko Vasil Velizar Vulko Zhivko
		}
		surnames = {
			Agura Balabanov Balkanski Battemberg Blaskov Boyadzhiev Bradistilov Charakchiev Daskalov Dikov Dimitriev Draganov Drangov Fichev Georgiev Hesapchiev Ilyev Ivanov Kirkov Kovachev Krayonski Kutinchev Lazarov Lukov Marinkov Marinov Mutkorov Naydenov Nazlamov Nikiforov Nikolaev Pakov Petrov Radev Saksokoburggotski Savov Sirakov Solarov Stoyanov Tenev Todorov Tsaklev Valkov Valnarov Vasilev Vazov Velchev Zafirov Zhekov Zlatarev Zlatev
		}
	}
	female = {
		names = {
			Aleksandra Aleksandrina Bilyana Bisera Bogdana Bogna Borislava Boyana Dana Desislava Donka Elisaveta Elisabeth Emiliya Emily Evdokiya Filipa Philippa Gergana Hristina Iskra Iva Ivana Ivanka Ivet Lala Lidiya Lilyana Lyudmila Maya Nadejda Nevena Penka Rada Radka Raina Raya Rayna Rosa Nikolina Rositsa Silva Silviya Snezhana Stoyanka Tereza Tonka Todorka Tsveta Tsvetanka Vasilka Yolanda Yana Yoana Yordanka Zhivka Violeta Bogomilia Sofiya Krasimira
		}
		surnames = {
			Agurova Balabanova Balkanska Blaskova Boyadzhieva Bradistilova Charakchieva Daskalova Dikova Dimitrieva Draganova Drangova Ficheva Georgieva Hesapchieva Ilyeva Ivanova Kirkova Kovacheva Krayonska Kutincheva Lazarova Lukova Marinkova Marinova Mutkorova Naydenova Nazlamova Nikiforova Nikolaeva Pakova Petrova Radeva Savova Sirakova Solarova Stoyanova Teneva Todorova Tsakleva Valkova Valnarova Vasileva Vazova Velcheva Zafirova Zhekova Zlatareva Zlateva
		}
	}
	callsigns = {

	}
}
### Entity: Idea
Component: NOR_socialist_collectivism
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_socialist_collectivism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		local_resources_factor = 0.05
		line_change_production_efficiency_factor = 0.05
		production_speed_infrastructure_factor = 0.05
		production_speed_arms_factory_factor = 0.05
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_japanese_navy_focus
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_japanese_navy_focus
	icon = GFX_goal_JAP_new_naval_estimates
	prerequisite = {
		focus = ETH_japanese_assistance
	}
	x = 9
	y = 5
	cost = 10
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_ideas = ETH_japanese_navy
	}
}
### Entity: Character
Component: CYP_ihsan_ali
Constructs: has_government
Source: game
File: common/characters/CYP.txt

Code:
CYP_ihsan_ali = {
	name = CYP_ihsan_ali
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CYP_ihsan_ali
		available = {
			has_government = neutrality
		}
		traits = {
			compassionate_gentleman
		}
	}
}
### Entity: Event
Component: EYE_swiss.1200
Constructs: is_triggered_only, create_country_leader, limit, fire_only_once, has_country_leader, set_party_name, set_country_flag, has_henne
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.1200
	title = EYE_swiss.1200.t
	desc = EYE_swiss.1200.desc
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = EYE_swiss.1200.a
		trigger = {
			tag = SWI
		}
		if = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = SWI_wilhelm_gustlof
				}
			}
			kill_country_leader = yes
		}
		else = {
			custom_effect_tooltip = EYE_swiss.1.tt
		}
		create_country_leader = {
			name = Rolf Henne
			picture = gfx/leaders/SWI/r56_portrait_SWI_Rolf_Henne.dds
			expire = 1965.1.1
			ideology = nazism
			traits = {
				likes_germany
			}
			id = 20001
		}
		set_party_name = {
			ideology = fascism
			long_name = Nationale Front
			name = NF
		}
		hidden_effect = {
			set_country_flag = has_henne
			GER = {
				news_event = EYE_swiss.1300
			}
			FRA = {
				news_event = EYE_swiss.1300
			}
			ITA = {
				news_event = EYE_swiss.1300
			}
			AUS = {
				news_event = EYE_swiss.1300
			}
			YUG = {
				news_event = EYE_swiss.1300
			}
		}
	}
}
### Entity: Event
Component: political.27
Constructs: remove_ideas, has_government, has_idea
Source: game
File: events/PoliticalEvents.txt

Code:
country_event = {
	id = political.27
	title = political.27.t
	desc = {
		text = political.27.d_fascism
		trigger = {
			has_government = fascism
		}
	} {
		text = political.27.d_communism
		trigger = {
			has_government = communism
		}
	}
	picture = GFX_report_event_journalists_speech
	trigger = {
		OR = {
			has_government = fascism communism
		}
		has_idea = neutrality_idea
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = political.27.a
		remove_ideas = neutrality_idea
	}
}
### Entity: Character
Component: MOR_ali_yata
Constructs: has_government, has_autonomy_state, has_idea, is_puppet
Source: game
File: common/characters/MOR.txt

Code:
MOR_ali_yata = {
	name = Ali Yata
	portraits = {
		army = {
			large = GFX_kr_portrait_arabia_generic_land_3
			small = GFX_kr_portrait_arabia_generic_land_3_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MOR_ali_yata
		traits = {
			communist_revolutionary
		}
		available = {
			NOT = {
				has_autonomy_state = autonomy_supervised_state
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				has_idea = internationalism
				NOT = {
					OR = {
						AND = {
							is_puppet = yes
							NOT = {
								has_government = communism
							}
						}
						communism = > 0.7 < 0.15
					}
				}
				add = 20
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_aviation_school
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_aviation_school
	icon = GFX_focus_FIN_expand_air_force_academy
	prerequisite = {
		focus = BEL_foreign_plane_purchases BEL_develop_belgian_air_industry
	}
	relative_position_id = BEL_foreign_plane_purchases
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH
	}
	x = -2
	y = 1
	cost = 5
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		air_experience = 50
		add_doctrine_cost_reduction = {
			name = BEL_aviation_school
			cost_reduction = 0.25
			uses = 2
			category = air_doctrine
		}
	}
}
### Entity: Order of Battle
Component: 2. pjesadijska divizija
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SLV_home_guard.txt

Code:
division = {
	name = 2. pjesadijska divizija
	location = 6650
	division_template = Pjesadijska divizija
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = YUG
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/AZR_2000.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 11674
	division_template = Dağ Briqadası
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = SOV
		}
	}
	start_experience_factor = 0.2
	start_equipment_factor = 0.85
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_promote_the_asno_detachment_old
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_promote_the_asno_detachment_old
	text = SOV_promote_the_asno_detachment
	icon = GFX_goal_generic_partisans
	prerequisite = {
		focus = SOV_new_vozhd_old
	}
	x = 1
	y = 1
	relative_position_id = SOV_new_vozhd_old
	mutually_exclusive = {
		focus = SOV_form_the_white_emigres_old
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		add_ideas = SOV_promote_the_asno_detachment
	}
}
### Entity: Idea
Component: EAI_DD_17/light_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/light_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_heavy_armor_0
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_heavy_armor_0 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 50
		EAI_HARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 40
				EAI_HARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = heavy_tank_chassis
		value = 4
	}
}
### Entity: Trigger Reference
Construct: pc_is_loser
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## pc_is_loser

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if country is a loser in the peace conference.
Example:
ENG = { pc_is_loser = yes }
```
### Entity: National Focus
Tree: per_focus
Component: PER_desert_training
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_desert_training
	icon = GFX_focus_PER_desert_training
	prerequisite = {
		focus = PER_develop_qorkhaneh
	}
	x = 0
	y = 2
	relative_position_id = PER_develop_qorkhaneh
	cost = 5
	ai_will_do = {
		factor = 15
	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = PER_desert_training_idea
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_south_to_lake_malawi
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, every_state, is_owned_by, create_wargoal
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_south_to_lake_malawi
	icon = GFX_goal_generic_attack_allies
	prerequisite = {
		focus = COG_new_empire_of_kitara
	}
	x = 0
	y = 1
	relative_position_id = COG_new_empire_of_kitara
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	bypass = {

	}
	completion_reward = {
		every_state = {
			limit = {
				NOT = {
					is_owned_by = ROOT
				}
				OR = {
					state = 770 897
				}
			}
			OWNER = {
				ROOT = {
					create_wargoal = {
						type = take_state_focus
						target = PREV
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt COG_south_to_lake_malawi_tt
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AAPP-6_HQ_Support.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
APP-6_HQ_Support.png &#8206;(120 × 75 pixels, file size: 569 bytes, MIME type: image/png)
### Entity: Order of Battle
Component: air_wing_70
Source: game
File: history/units/CZE_1936_air_bba.txt

Code:
air_wings = {
	70 = {
		small_plane_airframe_0 = {
			owner = CZE
			amount = 36
			version_name = Avia B.534
		}
	}
}
### Entity: National Focus
Component: uk_greece_focus
Constructs: prerequisite, has_war, limit, has_government, add_opinion_modifier, completion_reward, is_in_faction_with, is_subject
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = uk_greece_focus
	prerequisite = {
		focus = uk_protect_suez
	}
	mutually_exclusive = {
		focus = uk_turkey_focus
	}
	available = {
		GRE = {
			exists = yes
			has_war = no
			NOT = {
				is_in_faction_with = ENG
			}
			is_subject = no
		}
		NOT = {
			has_government = communism
		}
	}
	icon = GFX_focus_generic_befriend_greece
	x = -1
	y = 1
	relative_position_id = uk_protect_suez
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_government = democratic
			}
			GRE = {
				add_opinion_modifier = {
					target = ENG
					modifier = democratic_leanings_good
				}
				add_timed_idea = {
					idea = democratic_influence
					days = 1095
				}
				country_event = {
					id = generic.1
				}
			}
			every_other_country = {
				limit = {
					NOT = {
						has_government = democratic
					}
					num_of_factories = > 30
				}
				add_opinion_modifier = {
					target = GRE
					modifier = democratic_leanings_bad
				}
			}
		} {
			limit = {
				has_government = fascism
			}
			GRE = {
				add_opinion_modifier = {
					target = ENG
					modifier = fascism_leanings_good
				}
				add_timed_idea = {
					idea = fascist_influence
					days = 1095
				}
				country_event = {
					id = generic.1
				}
			}
			every_other_country = {
				limit = {
					NOT = {
						has_government = fascism
					}
					num_of_factories = > 30
				}
				add_opinion_modifier = {
					target = GRE
					modifier = fascism_leanings_bad
				}
			}
		} {
			limit = {
				has_government = neutrality
			}
			GRE = {
				add_opinion_modifier = {
					target = ENG
					modifier = neutrality_leanings_good
				}
				add_timed_idea = {
					idea = neutrality_influence
					days = 1095
				}
				country_event = {
					id = generic.1
				}
			}
			every_other_country = {
				limit = {
					NOT = {
						has_government = neutrality
					}
					num_of_factories = > 30
				}
				add_opinion_modifier = {
					target = GRE
					modifier = neutrality_leanings_bad
				}
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.226
			}
		}
	}
}
### Entity: Modifier Reference
Construct: army_org_regain
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_org_regain

* Number with 2 decimal places
* **Categories**: army
### Entity: Scripted Effect
Component: ITA_bop_absurdly_high_increase_communism_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_absurdly_high_increase_communism_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = -1
		tooltip_side = ITA_communism_side
	}
}