Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: ARG_civilian_economy_boost_idea
Constructs: removal_cost
Source: game
File: common/ideas/argentina.txt

Code:
ARG_civilian_economy_boost_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ARG_civilian_economy_boost
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Idea
Component: FRA_scw_intervention_republicans_focus
Constructs: has_government, send_volunteer_divisions_required, send_volunteers_tension
Source: game
File: common/ideas/france.txt

Code:
FRA_scw_intervention_republicans_focus = {
	picture = FRA_scw_intervention_republicans_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		send_volunteer_divisions_required = -0.5
		send_volunteers_tension = -0.5
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_fuel_the_south_american_revolution
Constructs: prerequisite, limit, has_government, completion_reward, is_on_continent, every_other_country, add_timed_idea
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_fuel_the_south_american_revolution
	icon = GFX_goal_red_army
	cost = 10
	prerequisite = {
		focus = CUB_communism_in_the_caribbean
	}
	relative_position_id = CUB_communism_in_the_caribbean
	x = -1
	y = 1
	available = {
		has_government = communism
		any_other_country = {
			capital_scope = {
				is_on_continent = south_america
			}
			NOT = {
				has_government = communism
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = south_america
				}
				NOT = {
					has_government = communism
				}
			}
			add_timed_idea = {
				idea = CUB_spread_communism
				days = 720
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Game Data
Component: mamluk_success
Constructs: has_any_custom_difficulty_setting, has_cosmetic_tag
Source: game
File: common/achievements/rt56-achievements.txt

Code:
mamluk_success = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = EGY
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = mamluk_success_tt
			has_cosmetic_tag = MAM
		}
	}
}
### Entity: Idea
Component: GER_cut_german_trade_ties
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_cut_german_trade_ties = {
	allowed = {
		always = no
	}
	picture = generic_production_bonus
	modifier = {
		production_lack_of_resource_penalty_factor = 0.4
		consumer_goods_factor = 0.1
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_foreign_designs
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, has_idea, has_dlc, add_equipment_subsidy
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_foreign_designs
	icon = GFX_focus_generic_license_production
	mutually_exclusive = {
		focus = SMB_domestic_production
	}
	relative_position_id = SMB_artillery
	prerequisite = {
		focus = SMB_tank_warfare SMB_artillery
	}
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 20
	}
	available = {
		NOT = {
			has_idea = JUNO_license_idea
		}
	}
	bypass = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = infantry_equipment
				seller_tags = {
					USA JAP ENG FRA ITA GER MEX SOV
				}
			} {
				cic = 1000
				equipment_type = motorized_equipment
				seller_tags = {
					USA JAP ENG FRA ITA GER MEX SOV
				}
			} {
				cic = 1000
				equipment_type = artillery_equipment
				seller_tags = {
					USA JAP ENG FRA ITA GER MEX SOV
				}
			} {
				cic = 1000
				equipment_type = anti_air_equipment
				seller_tags = {
					USA JAP ENG FRA ITA GER MEX SOV
				}
			}
			if = {
				limit = {
					original_tag = BRA
				}
				custom_effect_tooltip = available_mio_tt
				show_mio_tooltip = BRA_bernadini_organization
				mio:BRA_bernadini_organization = {
					add_mio_size = 2
				}
			}
		} {
			limit = {
				NOT = {
					has_idea = JUNO_license_idea
				}
			}
			add_ideas = JUNO_license_idea
		}
	}
}
### Entity: Event
Component: wtt_political_warlord_support.21
Constructs: is_triggered_only, add_political_power, clear_variable
Source: game
File: events/WTT_china_political_power_struggle.txt

Code:
country_event = {
	id = wtt_political_warlord_support.21
	title = wtt_political_warlord_support.21.t
	desc = wtt_political_warlord_support.21.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wtt_political_warlord_support.21.a
		add_political_power = PP_amount_gained_from_supporting_@FROM
		clear_variable = PP_amount_gained_from_supporting_@FROM
	}
}
### Entity: Effect Reference
Construct: for_each_scope_loop
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## for_each_scope_loop

* Supported Scopes: any
* Supported Targets: any

```
Runs a loop on for each element of an array and changes scope to current element in each iteration
Example: for_each_scope_loop = {
	array = array_name
	break = break_name #optional (default 'break') set this temp variable to non zero to break the loop
	tooltip = loc #if defined, the effect will output a tooltip for sub effects using this localization as title
 #effect 1
 #effect 2 ...
}
```
### Entity: Event
Component: kmt.109
Constructs: is_triggered_only, ai_chance, has_war, has_government, add_opinion_modifier
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.109
	title = kmt.109.t
	desc = kmt.109.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 10
			modifier = {
				ROOT = {
					has_government = democratic
				}
				factor = 75
			} {
				ROOT = {
					has_government = democratic
					has_war = yes
				}
				factor = 100
			}
		}
		name = kmt.109.a
		CHI = {
			transfer_state = 728
			country_event = {
				id = kmt.110
			}
		}
	} {
		ai_chance = {
			base = 90
		}
		name = kmt.109.b
		effect_tooltip = {
			CHI = {
				add_opinion_modifier = {
					modifier = gzw_demo_kpt
					target = ROOT
				}
			}
		}
		CHI = {
			country_event = {
				id = kmt.111
			}
		}
	}
}
### Entity: Character
Component: HYD_ncm
Source: game
File: common/characters/HYD.txt

Code:
HYD_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = HYD_ncm
		allowed = {
			original_tag = HYD
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {

		}
	}
}
### Entity: Joint Focus
Component: INSHOL_netherlands_indies_air_doctrine
Constructs: has_completed_focus, prerequisite, limit, joint_focus, is_subject_of, is_hired_as_advisor, is_ai, add_to_variable
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_netherlands_indies_air_doctrine
	icon = GFX_goal_generic_air_doctrine
	text_icon = INSHOL_INS_HOL_focus_style
	available = {
		OR = {
			AND = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
			original_tag = INS
		}
	}
	prerequisite = {
		focus = INSHOL_develop_bombers
	}
	mutually_exclusive = {

	}
	x = 0
	y = 2
	relative_position_id = INSHOL_develop_bombers
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 0
			original_tag = HOL
		} {
			factor = 0.8
			original_tag = HOL
		} {
			factor = 1.1
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			original_tag = HOL
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.75
			original_tag = HOL
			HOL_check_plan_colonial_alternate_democratic = yes
		} {
			factor = 0.5
			original_tag = HOL
			HOL_check_plan_continental_alternate_democratic = yes
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				is_ai = no
			}
		} {
			factor = 0.5
			original_tag = HOL
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INS_knil_tt
			add_to_variable = {
				INS_royal_netherlands_east_indies_air_force_experience_gain_air_factor = 0.1
				tooltip = experience_gain_air_factor_tt
			} {
				INS_royal_netherlands_east_indies_army_air_accidents_factor = -0.1
				tooltip = air_accidents_factor_tt
			}
			air_experience = 75
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
			air_experience = 100
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INS_knil_tt
			add_to_variable = {
				INS_royal_netherlands_east_indies_air_force_experience_gain_air_fac
# ... (truncated)
### Entity: Achievement
Component: canada_first
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_in_faction_with, is_faction_leader
Source: game
File: common/achievements.txt

Code:
canada_first = {
	id = 18
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = CAN
	}
	happened = {
		is_in_faction_with = GER
		GER = {
			is_faction_leader = yes
		}
	}
}
### Entity: Character
Component: ITA_luigi_einaudi
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/ITA.txt

Code:
ITA_luigi_einaudi = {
	name = ITA_luigi_einaudi
	portraits = {
		army = {
			small = GFX_portrait_ITA_luigi_einaudi_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_luigi_einaudi
		allowed = {
			original_tag = ITA
			has_dlc = By Blood Alone
		}
		available = {
			OR = {
				has_completed_focus = ITA_revoke_the_acerbo_law ITA_common_ground
			}
		}
		traits = {
			financial_expert
		}
		on_add = {

		}
		ai_will_do = {
			base = 3.0
		}
	}
}
### Entity: Idea
Component: PRC_jap_style_command
Constructs: removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_jap_style_command = {
	removal_cost = -1
	picture = SOV_scientist_defect
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	modifier = {
		army_org_factor = 0.05
		org_loss_when_moving = -0.05
	}
}
### Entity: Character
Component: SPA_emilio_mola
Constructs: has_completed_focus, has_government, has_dlc, has_global_flag
Source: game
File: common/characters/SPR.txt

Code:
SPA_emilio_mola = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = SPA_emilio_mola
		portraits = {
			army = {
				large = GFX_portrait_SPA_emilio_mola
				small = GFX_portrait_SPA_emilio_mola_small
			}
		}
		advisor = {
			slot = high_command
			idea_token = SPA_emilio_mola
			ledger = army
			allowed = {
				has_dlc = La Resistance
				original_tag = SPR
			}
			visible = {
				NOT = {
					tag = SPD SPC
				}
			}
			available = {
				NOT = {
					has_completed_focus = SPR_masters_of_our_own_fate SPA_no_compromise_on_carlist_ideals
				}
				custom_trigger_tooltip = {
					tooltip = SPA_not_republican_spain_tt
					NOT = {
						tag = SPD
					}
				}
			}
			traits = {
				army_infantry_2
			}
			cost = 100
		}
		field_marshal = {
			traits = {
				trait_cautious trait_SPA_nationalist_sympathies thorough_planner organisational_leader
			}
			skill = 3
			attack_skill = 2
			defense_skill = 2
			planning_skill = 4
			logistics_skill = 2
			legacy_id = 1111
			visible = {
				OR = {
					NOT = {
						has_global_flag = spanish_civil_war
					}
					AND = {
						tag = SPA
						has_global_flag = spanish_civil_war
					}
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = SPA_emilio_mola_vidal
		portraits = {
			army = {
				large = GFX_portrait_SPA_emilio_mola
				small = GFX_idea_generic_army_europe_5
			}
		}
		advisor = {
			slot = army_chief
			idea_token = SPA_emilio_mola_vidal
			name = SPA_emilio_mola_vidal
			allowed = {
				NOT = {
					has_dlc = La Resistance
				}
				original_tag = SPR
			}
			visible = {
				has_government = fascism
			}
			available = {
				has_government = fascism
			}
			traits = {
				army_chief_offensive_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_garrison_18
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_garrison_18 = {
	enable = {
		has_country_flag = {
			flag = EAI_garrison_divisions
			value = 18
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = area_defense
		value = 18
	}
}
### Entity: Idea
Component: KMT_democratic_opposition
Constructs: stability_factor, has_government, removal_cost, democratic_drift, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_democratic_opposition = {
	picture = generic_democratic_drift_bonus
	cancel = {
		has_government = democratic
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		democratic_drift = 0.05
		communism_drift = 0.01
		stability_factor = -0.15
		political_power_factor = -0.15
		drift_defence_factor = -0.5
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_seize_venezuela
Constructs: prerequisite, owns_state, completion_reward, has_army_manpower, is_subject, is_in_faction_with, is_subject_of, add_state_claim
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_seize_venezuela
	icon = GFX_goal_generic_attack_venezuela
	x = 0
	y = 2
	prerequisite = {
		focus = CUB_lay_claim_to_curacao_and_trinidad
	}
	relative_position_id = CUB_lay_claim_to_curacao_and_trinidad
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			has_army_manpower = {
				size = > 79999
			}
		}
	}
	available = {
		is_subject = no
		NOT = {
			is_in_faction_with = VEN
		}
	}
	bypass = {
		OR = {
			VEN = {
				is_subject_of = ROOT
			}
			AND = {
				owns_state = 489 307 948 488
			}
		}
	}
	will_lead_to_war_with = VEN
	completion_reward = {
		add_state_claim = 489 307 948 488
		create_wargoal = {
			target = VEN
			expire = 0
			type = annex_everything
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_ATTACHE_GER_attache_improve_relations_SPA_2
Constructs: is_ai, has_civil_war, has_opinion, is_in_array
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_attache_strategies.txt

Code:
EAI_DIPLO_ATTACHE_GER_attache_improve_relations_SPA_2 = {
	allowed = {
		tag = GER
	}
	enable = {
		SPA = {
			is_ai = yes
			has_civil_war = yes
			has_opinion = {
				target = GER
				value = < 35
			}
			NOT = {
				is_in_array = {
					EAI_attache_senders = GER.id
				}
			}
			date = < 1937.6.1
		}
	}
	abort = {
		SPA = {
			is_in_array = {
				EAI_attache_senders = GER.id
			}
		}
	}
	ai_strategy = {
		type = diplo_action_desire
		id = GER
		target = improve_relation
		value = 100000
	} {
		type = support
		id = GER
		value = 100000
	} {
		type = befriend
		id = GER
		value = 100000
	} {
		type = alliance
		id = GER
		value = 100000
	} {
		type = pp_spend_priority
		id = relation
		value = 50000
	}
}
### Entity: Idea
Component: EAI_DD_14/small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.14
			instant = yes
		}
	}
}
### Entity: Event
Component: prc.120
Constructs: is_triggered_only, ai_chance, has_government, add_to_faction
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.120
	title = prc.120.t
	desc = prc.120.t
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 40
			modifier = {
				has_government = communism
				SOV = {
					has_government = communism
				}
				add = 50
			}
		}
		name = prc.120.a
		FROM = {
			add_to_faction = ROOT
			country_event = {
				id = prc.121
			}
		}
	} {
		name = prc.120.b
		FROM = {
			country_event = {
				id = prc.122
			}
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_alpini
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_alpini
	text = ITA_alpini
	icon = GFX_goal_generic_military_sphere
	cost = 10
	prerequisite = {
		focus = VNZ_military_academy
	}
	relative_position_id = VNZ_military_academy
	x = -1
	y = 1
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 2
			category = r56_mountain_infantry_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: LIT_BB_HISTORICAL
Source: game
File: common/units/names_ships/LIT_ship_names.txt

Code:
LIT_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		LIT
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	fallback_name = Sarvuotiniai %d
	unique = {
		Kaunas Moletai Vilnius Siauliai Plunge Palanga
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.44
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.44
	title = BBA_ethiopia_exile_events.44.t
	desc = BBA_ethiopia_exile_events.44.desc
	is_triggered_only = yes
	picture = GFX_report_event_soldiers_parade
	option = {
		name = BBA_ethiopia_exile_events.44.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_rp_ostmark
Constructs: prerequisite, completion_reward, add_political_power, is_subject_of, add_popularity
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_rp_ostmark
	icon = GFX_goal_ban_national_socialism
	relative_position_id = AUS_german_economic_development
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_german_economic_development
	}
	available = {
		is_subject_of = GER
	}
	cost = 5
	mutually_exclusive = {
		focus = AUS_anschluss
	}
	completion_reward = {
		add_political_power = 100
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_irrigate_the_countryside_r56
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_irrigate_the_countryside_r56
	icon = GFX_goal_generic_agriculture2
	cost = 8
	x = 3
	y = 1
	relative_position_id = SIA_begin_the_national_industrial_plan_r56
	prerequisite = {
		focus = SIA_begin_the_national_industrial_plan_r56
	} {
		focus = SIA_link_isan_with_the_strategic_regions_r56
	}
	ai_will_do = {
		base = 2
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				1132
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				869
			}
			add_extra_state_shared_building_slots = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		SIA_expand_economic_intervention_r56 = yes
	}
}
### Entity: Idea
Component: ABC_establish_a_general_staff_idea_1
Constructs: removal_cost
Source: game
File: common/ideas/abc_generic.txt

Code:
ABC_establish_a_general_staff_idea_1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = CZE_planning_bonus
	modifier = {
		experience_gain_army = 0.05
		max_planning = 0.1
	}
}
### Entity: Character
Component: AUS_heimito_von_doderer
Constructs: has_government
Source: game
File: common/characters/AUS.txt

Code:
AUS_heimito_von_doderer = {
	advisor = {
		slot = political_advisor
		idea_token = AUS_heimito_von_doderer
		allowed = {
			original_tag = AUS
		}
		traits = {
			AUS_fascist_writer
		}
		ai_will_do = {
			base = 0.1
			modifier = {
				factor = 5
				has_government = fascism
			}
		}
	}
	name = AUS_heimito_von_doderer
	portraits = {
		civilian = {
			small = GFX_portrait_AUS_heimito_von_doderer_small
		}
	}
}
### Entity: Unit Leader
Component: battleship_adherent
Constructs: has_idea
Source: game
File: common/unit_leader/00_traits.txt

Code:
battleship_adherent = {
	type = navy
	trait_type = personality_trait
	modifier = {
		navy_capital_ship_attack_factor = 0.1
		navy_anti_air_attack_factor = -0.2
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_navy_officers_3
			}
			factor = 0
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_reunite_our_people
Constructs: prerequisite, limit, has_war_with, add_war_support, completion_reward, is_ally_with, is_neighbor_of, is_historical_focus_on
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_reunite_our_people
	icon = GFX_focus_generic_attack_mongolia
	available = {
		is_ally_with = JAP
		is_neighbor_of = MON
	}
	prerequisite = {
		focus = MEN_loyalty_to_the_kwantung
	}
	relative_position_id = MEN_loyalty_to_the_kwantung
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			is_historical_focus_on = yes
			NOT = {
				has_war_with = MON
			}
			factor = 0
		}
	}
	completion_reward = {
		add_war_support = 0.05
		every_state = {
			limit = {
				is_core_of = MON
			}
			add_core_of = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_export_based_economy
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_export_based_economy
	icon = GFX_goal_generic_positive_trade_relations_gold
	x = -1
	y = 1
	cost = 8
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_ally_with_the_young_afghans AFG_disband_the_jirga
	}
	relative_position_id = AFG_ally_with_the_young_afghans
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				267
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		add_political_power = 50
		custom_effect_tooltip = r56_newline
		if = {
			limit = {
				NOT = {
					has_idea = export_focus
				}
			}
			add_ideas = export_focus
		} {
			limit = {
				has_idea = export_focus
			}
			add_ideas = free_trade
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}