Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: poland.16
Constructs: is_triggered_only, ai_chance, has_war, limit, has_government, has_country_flag, is_major, fire_only_once
Source: game
File: events/Poland.txt

Code:
country_event = {
	id = poland.16
	title = poland.16.t
	desc = {
		text = generic.5.d.a
		trigger = {
			AND = {
				FROM = {
					has_government = democratic
				}
				has_government = democratic
			}
		}
	} {
		text = generic.5.d.b
		trigger = {
			AND = {
				FROM = {
					has_government = fascism
				}
				has_government = fascism
			}
		}
	} {
		text = generic.5.d.c
		trigger = {
			AND = {
				FROM = {
					has_government = communism
				}
				has_government = communism
			}
		}
	} {
		text = generic.5.d.e
		trigger = {
			NOT = {
				AND = {
					FROM = {
						has_government = democratic
					}
					has_government = democratic
				} {
					FROM = {
						has_government = fascism
					}
					has_government = fascism
				} {
					FROM = {
						has_government = communism
					}
					has_government = communism
				}
			}
		}
	}
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = no
	immediate = {
		hidden_effect = {
			save_event_target_as = alliance_applicant
			FROM = {
				save_event_target_as = alliance_inviter
			}
		}
	}
	option = {
		name = poland.16.a
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				has_same_ideology = yes
			} {
				factor = 200
				original_tag = SPR
			} {
				factor = 0.25
				original_tag = SWE
				FROM = {
					NOT = {
						AND = {
							is_in_faction_with = DEN NOR FIN
						}
					}
				}
			} {
				factor = 0.75
				original_tag = SWE
				FROM = {
					is_in_faction_with = DEN NOR FIN
				}
			} {
				factor = 4
				has_country_flag = delegation_recieved_flag
			} {
				factor = 0.1
				NOT = {
					FROM = {
						has_government = neutrality
					}
				} {
					has_government = neutrality
				}
				has_same_ideology = no
			} {
				factor = 0.1
				FROM = {
					has_government = fascism
				}
				has_same_ideology = no
			} {
				factor = 0.001
				original_tag = ITA
				has_government = fascism
				has_same_ideology = no
			}
		}
		trigger = {
			FIN_is_lone_wolf_finland = no
		}
		hidden_effect = {
			set_country_flag = alliance_applicant@ROOT
			FROM = {
				set_country_flag = alliance_inviter@ROOT
			}
		}
		FROM = {
			add_to_faction = PREV
			country_event = {
				id = generic.6
				hours = 6
			}
			add_ai_strategy = {
				type = alliance
				id = FROM
				value = 200
			}
		}
		add_ai_strategy = {
			type = alliance
			id = POL
			value = 200
		}
		if = 
# ... (truncated)
### Entity: Event
Component: mexico_zoot_suit.4
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_mexico.txt

Code:
news_event = {
	id = mexico_zoot_suit.4
	title = mexico_zoot_suit.4.t
	desc = mexico_zoot_suit.4.d
	picture = GFX_news_trial
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = mexico_zoot_suit.4.a
		hidden_effect = {
			country_event = {
				id = mexico_zoot_suit.5
				days = 1
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_mio_trait
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_mio_trait

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: none

```
Checks if the Military Industrial Organisation in scope has a trait matching the input token.
ex:
mio:my_mio = {
	has_mio_trait = my_trait_token
	has_mio_trait = {
		trait = my_trait_token
	}
}
```
### Entity: National Focus
Tree: pru_focus
Component: PRU_expand_the_naval_factory_of_bellavista
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, random_owned_controlled_state, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_expand_the_naval_factory_of_bellavista
	icon = GFX_goal_generic_large_fleet
	prerequisite = {
		focus = PRU_a_reborn_navy
	}
	mutually_exclusive = {
		focus = PRU_work_with_foreigners
	}
	relative_position_id = PRU_a_reborn_navy
	x = -1
	y = 1
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 0.2
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				303
			}
			add_building_construction = {
				type = naval_base
				level = 3
				province = 2156
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
		add_equipment_to_stockpile = {
			type = convoy
			amount = 20
		}
		303 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: usa.32
Constructs: is_triggered_only, has_completed_focus
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.32
	title = usa.32.t
	desc = usa.32.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	trigger = {
		OR = {
			has_completed_focus = USA_voter_registration_act USA_union_representation_act
		}
	}
	option = {
		name = usa.32.a
		USA_return_majority = yes
	}
}
### Entity: Scripted Trigger
Component: chi_is_orange_warlord
Constructs: has_completed_focus, is_subject, is_subject_of
Source: game
File: common/scripted_triggers/r56_chinese_gui_scripted_triggers.txt

Code:
chi_is_orange_warlord = {
	custom_trigger_tooltip = {
		tooltip = Is Qing-Aligned
		CONTROLLER = {
			OR = {
				AND = {
					tag = MAN
					is_subject = no
					has_completed_focus = MAN_the_qing_restoration
				}
				MAN = {
					has_completed_focus = MAN_the_qing_restoration
					PREV = {
						is_subject_of = PREV
					}
				}
			}
		}
	}
}
### Entity: Country History
Country: GNA
Component: GNA_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/GNA - Guinea.txt

Code:
# Politics & Parties for GNA
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: Scripted Effect
Component: calculate_folkhemmet_no_air_tooltip
Constructs: set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
calculate_folkhemmet_no_air_tooltip = {
	set_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_navy_part
	}
	add_to_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_army_part
	} {
		tooltip_folkhemmet_intactness = 0
	}
	calculate_folkhemmet_none_option = yes
}
### Entity: Character
Component: JUNO_popular_lawyer
Constructs: stability_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_popular_lawyer = {
	random = no
	sprite = 13
	stability_factor = 0.1
	political_power_factor = 0.2
	ai_will_do = {
		factor = 0
	}
}
### Entity: AI Strategy
Component: DOCTRINE_SF_concentrated_fire_plans_ratios
Constructs: has_completed_subdoctrine
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_SF_concentrated_fire_plans_ratios = {
	enable = {
		has_completed_subdoctrine = fire_concentration
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = role_ratio
		id = infantry
		value = -5
	} {
		type = role_ratio
		id = armor
		value = 10
	} {
		type = role_ratio
		id = cas
		value = 5
	}
}
### Entity: Event
Component: cityfall.31
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.31
	title = cityfall.31.t
	desc = cityfall.31.d
	picture = GFX_news_event_fall_of_moscow
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_moscow_fra
	}
	option = {
		name = cityfall.31.a
		trigger = {
			NOT = {
				TAG = SOV FRA
			}
		}
	} {
		name = cityfall.31.b
		trigger = {
			TAG = FRA
		}
	} {
		name = cityfall.31.c
		trigger = {
			TAG = SOV
		}
	}
}
### Entity: Faction
Component: faction_goal_expand_cypriot_bases
Constructs: limit, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, is_on_continent, has_navy_size
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_expand_cypriot_bases = {
	name = expand_cypriot_bases_goal_name
	description = expand_cypriot_bases_goal_desc
	category = short_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		183 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available = {

	}
	completed = {
		183 = {
			air_base = > 2
			any_province_building_level = {
				province = {
					all_provinces = yes
				}
				building = naval_base
				level = > 3
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 183
			}
			add_faction_initiative = 1
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = europe
						}
					}
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = middle_east africa
							}
						}
					}
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		}
	}
}
### Entity: Idea
Component: CZE_skoda_armor_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_skoda_armor_improved = {
	name = CZE_skoda_armor
	picture = CZE_skoda_armor
	allowed = {
		original_tag = CZE
	}
	visible = {
		has_completed_focus = CZE_redouble_tank_development_efforts
	}
	research_bonus = {
		armor = 0.2
	}
	traits = {
		infantry_tank_manufacturer_2
	}
	equipment_bonus = {

	}
}
### Entity: Character
Component: capital_ship_producer_offense_0
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
capital_ship_producer_offense_0 = {
	random = no
	equipment_bonus = {
		ship_hull_carrier = {
			carrier_size = 1
			naval_range = 0.05
		}
		ship_hull_heavy = {
			lg_attack = 0.05
			hg_attack = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: POL_committee_of_national_liberation_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_committee_of_national_liberation_idea = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	modifier = {
		army_core_attack_factor = 0.025
		army_core_defence_factor = 0.025
		resistance_growth_on_our_occupied_states = 0.1
	}
}
### Entity: Decision
Component: FRA_intervention_in_overseas_territories
Constructs: has_completed_focus, division_template, every_owned_state, limit, has_war_with, fire_only_once, complete_effect, set_country_flag
Source: game
File: common/decisions/FRA.txt

Code:
FRA_intervention_in_overseas_territories = {
	FRA_promise_independence_to_north_africa = {
		available = {
			NOT = {
				FRA_controls_north_africa = yes
			}
		}
		visible = {
			has_completed_focus = FRA_intervention_in_north_africa
		}
		complete_effect = {
			set_country_flag = FRA_north_africa_promised_independence
			custom_effect_tooltip = FRA_promise_independence_tt
			random_list = {
				20 = {
					VIC = {
						country_event = LaR_france_vichy_notification_events.5
					}
					FRA_transfer_north_africa_effect = yes
					every_owned_state = {
						limit = {
							is_controlled_by = ROOT
							OR = {
								state = 461 462 459 513 460 458 665
							}
						}
						add_compliance = 5
					}
				}
				80 = {

				}
			}
		}
		fire_only_once = yes
		cost = 25
		ai_will_do = {
			factor = 3
		}
	}
	FRA_prepare_coup_in_north_africa = {
		available = {
			NOT = {
				FRA_controls_north_africa = yes
			}
			has_intelligence_agency = yes
		}
		visible = {
			has_completed_focus = FRA_intervention_in_north_africa
		}
		complete_effect = {
			set_country_flag = FRA_coup_in_north_africa_flag
			custom_effect_tooltip = FRA_prepare_coup_tt
		}
		fire_only_once = yes
		cost = 25
		ai_will_do = {
			factor = 0
		}
	}
	FRA_promise_independence_to_syria = {
		available = {
			NOT = {
				FRA_controls_syria = yes
			}
		}
		visible = {
			has_completed_focus = FRA_intervention_in_syria
			NOT = {
				FRA_controls_syria = yes
			}
		}
		complete_effect = {
			set_country_flag = FRA_syria_promised_independence
			custom_effect_tooltip = FRA_promise_independence_tt
			random_list = {
				30 = {
					VIC = {
						country_event = LaR_france_vichy_notification_events.1
					}
					FRA_transfer_syria_effect = yes
					every_owned_state = {
						limit = {
							is_controlled_by = ROOT
							OR = {
								state = 677 680 554 553
							}
						}
						add_compliance = 5
					}
				}
				70 = {

				}
			}
		}
		fire_only_once = yes
		cost = 25
		ai_will_do = {
			factor = 3
		}
	}
	FRA_prepare_coup_in_syria = {
		available = {
			NOT = {
				FRA_controls_syria = yes
			}
			has_intelligence_agency = yes
		}
		visible = {
			has_completed_focus = FRA_intervention_in_syria
			NOT = {
				FRA_controls_syria = yes
			}
		}
		complete_effect = {
			custom_effect_tooltip = FRA_prepare_coup_tt
			set_country_flag = FRA_coup_in_syria_flag
		}
		fire_only_once = yes
		cost =
# ... (truncated)
### Entity: State History
Component: 287
Constructs: limit, add_core_of, has_dlc, remove_core_of, force_link_ownership_to
Source: game
File: history/states/287-Sinkiang.txt

Code:
state = {
	id = 287
	name = STATE_287
	history = {
		owner = SIK
		add_core_of = SIK CHI PRC
		buildings = {
			infrastructure = 0
		}
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				KHM = {
					transfer_state = PREV
				}
				add_core_of = KHM
			}
		}
		1938.10.25 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				remove_core_of = KHM
			}
			owner = SIK
			controller = SIK
		}
	}
	provinces = {
		5016 7790 8042 8086 10885 12864
	}
	manpower = 28000
	buildings_max_level_factor = 1.0
	state_category = wasteland
	impassable = yes
	force_link_ownership_to = 1042
	local_supplies = 0.0
}
### Entity: Idea
Component: SUR_ar
Source: game
File: common/ideas/suriname.txt

Code:
SUR_ar = {
	ledger = army
	picture = generic_army_african_5
	allowed = {
		original_tag = SUR
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modding Documentation
Construct: resistance
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## resistance
* Arguments: amount

increases decreases resistance in a state
### Entity: Idea
Component: PHI_convoys_for_consumer_goods_idea
Constructs: removal_cost, add_offsite_building
Source: game
File: common/ideas/philippines.txt

Code:
PHI_convoys_for_consumer_goods_idea = {
	picture = ARG_civilian_economy_boost
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = PHI_selling_convoys_fake_modifier_tt
	}
	on_add = {
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
	}
	on_remove = {
		add_offsite_building = {
			type = industrial_complex
			level = -2
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_convince_miklas
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_convince_miklas
	icon = GFX_goal_AUS_ally_miklas
	relative_position_id = AUS_old_friends_not_forgotten
	x = 1
	y = 4
	prerequisite = {
		focus = AUS_old_friends_not_forgotten
	}
	cost = 10
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_president_miklas
			add_idea = AUS_president_miklas_supportive
		}
	}
}
### Entity: Achievement
Component: snakes_on_a_plane
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
snakes_on_a_plane = {
	id = 172
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = BRA
	}
	happened = {
		has_country_flag = BRA_snakes_on_a_plane_achievement
	}
}
### Entity: Character
Component: IRQ_fahmi_said
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_fahmi_said = {
	instance = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = IRQ_fahmi_said
		portraits = {
			army = {
				large = GFX_portrait_IRQ_fahmi_said
				small = GFX_portrait_IRQ_fahmi_said_military_small
			}
			civilian = {
				small = GFX_portrait_IRQ_fahmi_said_civilian_small
			}
		}
		advisor = {
			slot = high_command
			idea_token = IRQ_fahmi_said
			ledger = army
			available = {
				NOT = {
					has_completed_focus = IRQ_kurdish_revolt
				}
			}
			visible = {
				NOT = {
					has_completed_focus = IRQ_kurdish_revolt
				}
			}
			traits = {
				army_CombinedArms_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				cavalry_officer desert_fox IRQ_golden_square_member
			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			planning_skill = 1
			logistics_skill = 2
			legacy_id = -1
			visible = {
				NOT = {
					has_completed_focus = IRQ_kurdish_revolt
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = IRQ_fahmi_said
		portraits = {
			army = {
				small = GFX_idea_generic_air_arab_3
			}
		}
		advisor = {
			slot = high_command
			idea_token = IRQ_fahmi_said
			ledger = army
			traits = {
				air_close_air_support_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Idea
Component: SAX_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/saxony.txt

Code:
SAX_democratic_guy = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = SAX
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: ww_congo.24
Constructs: is_triggered_only, ai_chance, fire_only_once, add_autonomy_score
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.24
	title = ww_congo.24.t
	desc = ww_congo.24.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ww_congo.24.a
		ai_chance = {
			base = 100
		}
		add_autonomy_score = {
			value = 50
			localization = COG_lecho_du_katanga
		}
	}
}
### Entity: Character
Component: EST_hjalmar_mae
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/EST.txt

Code:
EST_hjalmar_mae = {
	name = EST_hjalmar_mae
	portraits = {
		army = {
			small = GFX_idea_EST_hjalmar_mae
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = EST_hjalmar_mae
		allowed = {
			original_tag = EST
			has_dlc = No Step Back
		}
		available = {
			has_completed_focus = EST_veterans_government
		}
		traits = {
			subservient_ultranationalist
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_rifles_modernisation
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_rifles_modernisation
	icon = GFX_goal_PER_rifles_modernization
	cost = 10
	ai_will_do = {
		factor = 12
	}
	completion_reward = {
		army_experience = 15
		add_tech_bonus = {
			name = PER_rifles_modernisation
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	prerequisite = {
		focus = PER_adopt_western_style_military_bureaucracy
	}
	relative_position_id = PER_adopt_western_style_military_bureaucracy
	x = -2
	y = 1
}
### Entity: Name List
Component: OSY
Source: game
File: common/names/tymodern_names.txt

Code:
OSY = {
	male = {
		names = {
			Abd Allah Abd al-Karim Abd al-Malik Abd al-Qadir Abd al-Rahman Abu Bakr Ahmad Ali Fawzi Fuad Halil Hasan Hisham Ibrahim Ishaq Iskandar Ja'far Jamal Kamil Khalid Muhammad Mustafa Nur al-Din Sa'd al-Din Salim Sa'ud Shukri Tawfiq Umar Uthman Yahya Yusuf Zafir
		}
	}
	female = {
		names = {
			Ihsan Marwa Aisha Aziza Duha Farida Golbahar Gulnar Gulnaz Gulpari Hafsa Hasti Huma Ibtisam Jalila Kamala Karima Khandan Khaterah Khatira Kinah Lala Madiha Mahdokht Nazy Neelab Negar Niki Nikoo Noushin Rabiya Mahsa Mahwash Marwa Mastana Mehri Mina Minoo Munawwar Muzhdah Nahal Najela Nasiba Nastaran Nazaneen Rajiya Sadiya Salma Sitara Thana Zahra Zahra Zuhayra
		}
	}
	surnames = {
		ibn Abd Allah ibn Abd al-Qadir ibn Abu Bakr ibn Ahmad ibn Ali ibn Fuad ibn Halil ibn Hasan ibn Hisham ibn Ishaq ibn Ja'far ibm Kamil ibn Khalid ibn Muhammad ibn Mustafa ibn Salim ibn Umar ibn Uthman ibn Yusuf al-Najdi al-Hijazi
	}
	callsigns = {

	}
}
### Entity: AI Strategy
Component: ENG_home_fleet
Source: game
File: common/ai_navy/fleet/ENG_fleet_templates.txt

Code:
ENG_home_fleet = {
	required_taskforces = {
		ENG_StrikeForce_1 = 1
		ENG_PatrolReconForce_1 = 3
	}
	optional_taskforces = {
		ENG_StrikeForce_1 = 1
		ENG_PatrolReconForce_1 = 2
	}
}
### Entity: Decision
Component: DEN_political_landscape
Constructs: has_global_flag
Source: game
File: common/decisions/categories/r56_DEN_decision_categories.txt

Code:
DEN_political_landscape = {
	icon = generic_democracy
	allowed = {
		tag = DEN
	}
	visible_when_empty = yes
	priority = 300
	visible = {
		NOT = {
			has_global_flag = DEN_use_DLC_tree
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_the_correct_communism
Constructs: has_completed_focus, prerequisite, has_government, has_war_with, completion_reward, is_in_faction_with, is_subject, create_wargoal
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_the_correct_communism
	icon = GFX_focus_attack_soviet
	prerequisite = {
		focus = AUS_union_of_danubian_socialist_republics
	}
	mutually_exclusive = {
		focus = AUS_seize_galicia
	}
	x = -2
	y = 1
	relative_position_id = AUS_union_of_danubian_socialist_republics
	will_lead_to_war_with = SOV
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		NOT = {
			OR = {
				is_in_faction_with = SOV
				has_completed_focus = AUS_align_with_ussr
				has_war_with = SOV
				is_subject = no
			}
		}
		SOV = {
			exists = yes
			has_government = communism
			is_subject = no
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = SOV
		}
	}
}