Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: election.5
Constructs: is_triggered_only, ai_chance, has_government, add_stability, has_dlc, has_idea, is_historical_focus_on, add_popularity
Source: game
File: events/ElectionEvents.txt

Code:
country_event = {
	id = election.5
	title = election.5.t
	desc = election.5.d
	picture = GFX_report_event_worker_protests
	is_triggered_only = yes
	trigger = {
		NOT = {
			AND = {
				tag = USA
				date = < 1949.1.1
			} {
				tag = GRE
			} {
				tag = CHL
				has_dlc = Trial of Allegiance
			} {
				has_dlc = Trial of Allegiance
				tag = BRA
			} {
				has_dlc = Thunder at Our Gates
				tag = INS
			}
		} {
			has_idea = communism_defeated
		}
		DEN_aat = no
		NOR_AAT = no
		AST_taog = no
		OR = {
			NOT = {
				original_tag = SPR
			} {
				date = < 1937.1.1
			}
		}
		has_government = democratic
		communism = > 0.15
	}
	option = {
		name = election.5.a
		ai_chance = {
			base = 0
			modifier = {
				add = 2
				can_lose_democracy_support = yes
			} {
				add = 1
				can_lose_unity = no
			} {
				factor = 0
				OR = {
					AND = {
						tag = FRA
						is_historical_focus_on = yes
						date = < 1937.1.1
					}
					communism = > 0.38
				}
			}
		}
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		set_country_flag = coalition_with_communists
	} {
		name = election.5.b
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				can_lose_unity = yes
			} {
				add = 1
				OR = {
					AND = {
						tag = FRA
						is_historical_focus_on = yes
						date = < 1937.1.1
					}
					communism = > 0.38
				}
			}
		}
		add_stability = -0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.03
		}
		set_country_flag = government_declined_communists
	}
}
### Entity: Event
Component: NSB_soviet_nationalist.003
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_nationalist.003
	title = NSB_soviet_nationalist.003.t
	desc = NSB_soviet_nationalist.003.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = NSB_soviet_nationalist.003.a
		ai_chance = {
			base = 1
		}
		ROOT = {
			puppet = FROM
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.55
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.55
	title = BBA_ethiopia_exile_events.55.t
	desc = BBA_ethiopia_exile_events.55.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_army
	option = {
		name = BBA_ethiopia_exile_events.55.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Scripted Effect
Component: POL_lithuania_wargoal_claims_effect
Constructs: add_core_of, add_claim_by, create_wargoal, take_core_state
Source: game
File: common/scripted_effects/POL_scripted_effects.txt

Code:
POL_lithuania_wargoal_claims_effect = {
	188 = {
		add_core_of = GER
	}
	189 = {
		add_claim_by = POL
	}
	815 = {
		add_claim_by = POL
	}
	11 = {
		add_claim_by = POL
	}
	814 = {
		add_claim_by = POL
	}
	GER = {
		create_wargoal = {
			type = take_core_state
			generator = {
				188
			}
			target = LIT
		}
	}
}
### Entity: Decision
Component: MPL_union_stabilization_category
Constructs: has_completed_focus, limit, fire_only_once, has_idea, is_good, check_variable, set_country_flag, remove_effect
Source: game
File: common/decisions/MPL.txt

Code:
MPL_union_stabilization_category = {
	MPL_stabilize_union_mission = {
		icon = GFX_decision_revolt
		days_mission_timeout = 365
		available = {
			has_idea = MPL_two_people_union_4
			has_completed_focus = MPL_united
		}
		allowed = {
			always = no
		}
		is_good = no
		timeout_effect = {
			if = {
				limit = {
					check_variable = {
						MPL_jewish_support = > MPL_arab_support
					}
				}
				set_country_flag = MPL_trigger_collapse_ISR
				country_event = mandate_palestine.501
			}
			else = {
				set_country_flag = MPL_trigger_collapse_PAL
				country_event = mandate_palestine.502
			}
		}
	}
	MPL_setup_national_fund = {
		icon = GFX_decision_hol_attract_foreign_investors
		cost = 75
		days_remove = 90
		fire_only_once = yes
		ai_will_do = {
			factor = 10000
			modifier = {
				factor = 0
				check_variable = {
					MPL_path_selection = > 90
				}
			}
		}
		remove_effect = {
			add_to_variable = {
				MPL_jewish_support = 10
			} {
				MPL_arab_support = 10
			} {
				MPL_minority_support = 10
			}
			custom_effect_tooltip = MPL_jewish_up_10 MPL_arab_up_10 MPL_minority_up_10
			454 = {
				add_extra_state_shared_building_slots = 1
			}
			966 = {
				add_extra_state_shared_building_slots = 1
			}
		}
	}
	MPL_infrastructure_periphery = {
		icon = GFX_decision_railroads
		cost = 60
		days_remove = 90
		fire_only_once = yes
		ai_will_do = {
			factor = 10000
			modifier = {
				factor = 0
				check_variable = {
					MPL_path_selection = > 90
				}
			}
		}
		remove_effect = {
			add_to_variable = {
				MPL_jewish_support = 5
			} {
				MPL_arab_support = 10
			} {
				MPL_minority_support = 5
			}
			custom_effect_tooltip = MPL_jewish_up_5 MPL_arab_up_10 MPL_minority_up_5
			MPL_clamp_support = yes
			build_railway = {
				path = {
					7985 7107 1065
				}
			}
		}
	}
	MPL_infrastructure_centre = {
		icon = GFX_decision_railroads
		cost = 60
		days_remove = 90
		fire_only_once = yes
		ai_will_do = {
			factor = 10000
			modifier = {
				factor = 0
				check_variable = {
					MPL_path_selection = > 90
				}
			}
		}
		remove_effect = {
			add_to_variable = {
				MPL_jewish_support = 15
			} {
				MPL_arab_support = 5
			}
			custom_effect_tooltip = MPL_jewish_up_15 MPL_arab_up_5
			MPL_clamp_support = yes
			build_railway = {
				path = {
					4206 4088
				}
			}
		}
	}
	MPL_support_urban_areas = {
		icon = GFX_decision_generic_merge_plant_materiel
		c
# ... (truncated)
### Entity: Event
Component: nuke_dropped.3
Constructs: is_triggered_only, owns_state, fire_only_once
Source: game
File: events/NukeEvents.txt

Code:
news_event = {
	id = nuke_dropped.3
	title = nuke_dropped.3.t
	desc = nuke_dropped.3.d
	picture = GFX_news_event_nuke
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		FROM.FROM = {
			state = 528
		}
	}
	option = {
		name = nuke_dropped.3.a
		trigger = {
			NOT = {
				owns_state = 528
			}
		}
	} {
		name = nuke_dropped.3.b
		trigger = {
			owns_state = 528
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_continue_military_rule
Constructs: prerequisite, add_war_support, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_continue_military_rule
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = TUR_dismantle_the_republican_institutions
	} {
		focus = TUR_lift_the_caliphates_exile
	}
	mutually_exclusive = {
		focus = TUR_restore_the_imperial_divan
	}
	x = 0
	y = 1
	relative_position_id = TUR_dismantle_the_republican_institutions
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 160
		add_war_support = 0.03
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: Scripted Trigger
Component: you_or_a_subject_controls_all_starting_laotian_cores_r56
Source: game
File: common/scripted_triggers/SIA_scripted_triggers_r56.txt

Code:
you_or_a_subject_controls_all_starting_laotian_cores_r56 = {
	custom_trigger_tooltip = {
		tooltip = you_or_a_subject_contros_all_starting_laotian_cores_r56_tt
		926 = {
			is_controlled_by_ROOT_or_subject = yes
		}
		670 = {
			is_controlled_by_ROOT_or_subject = yes
		}
		924 = {
			is_controlled_by_ROOT_or_subject = yes
		}
	}
}
### Entity: Idea
Component: MAD_stc
Source: game
File: common/ideas/madagascar.txt

Code:
MAD_stc = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = MAD
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Scripted Trigger
Component: SOV_paranoia_is_finishing_purge_focus
Constructs: has_completed_focus
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_paranoia_is_finishing_purge_focus = {
	OR = {
		AND = {
			NOT = {
				has_completed_focus = SOV_the_zinovyevite_terrorist_center
			}
			focus_progress = {
				focus = SOV_the_zinovyevite_terrorist_center
				progress = > 0.5
			}
		} {
			NOT = {
				has_completed_focus = SOV_the_anti_soviet_trotskyist_center
			}
			focus_progress = {
				focus = SOV_the_anti_soviet_trotskyist_center
				progress = > 0.5
			}
		} {
			NOT = {
				has_completed_focus = SOV_the_military_conspiracy
			}
			focus_progress = {
				focus = SOV_the_military_conspiracy
				progress = > 0.5
			}
		} {
			NOT = {
				has_completed_focus = SOV_the_bloc_of_rights_and_trotskyites
			}
			focus_progress = {
				focus = SOV_the_bloc_of_rights_and_trotskyites
				progress = > 0.5
			}
		}
	}
}
### Entity: Idea
Component: SWE_improved_red_army
Constructs: mobilization_speed
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_improved_red_army = {
	picture = MEX_politicised_army_2
	allowed = {
		always = no
	}
	modifier = {
		conscription = 0.05
		attrition = -0.05
		mobilization_speed = 0.1
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.05
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_tame_albania
Constructs: prerequisite, has_government, completion_reward, is_subject, create_wargoal, take_state_focus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_tame_albania
	prerequisite = {
		focus = BUL_reassert_the_extended_land_claims
	}
	relative_position_id = BUL_reassert_the_extended_land_claims
	icon = GFX_goal_generic_attack_albania
	x = 3
	y = 1
	cost = 7.15
	ai_will_do = {
		factor = 40
	}
	available = {
		is_subject = no
		has_government = fascism
	}
	completion_reward = {
		create_wargoal = {
			target = ALB
			expire = 0
			type = take_state_focus
			generator = {
				44 805 910
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Decision
Component: honpuppet_decisions
Constructs: has_government
Source: game
File: common/decisions/categories/HON_decision_categories.txt

Code:
honpuppet_decisions = {
	allowed = {
		original_tag = RAJ
	}
	visible = {
		has_government = fascism
	}
}
### Entity: Country History
Country: TXS
Component: TXS_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc, set_convoys
Source: game
File: history/countries/TXS - Texas.txt

Code:
# Misc for TXS
capital = 375
set_research_slots = 5
set_grand_doctrine = superior_firepower new_base_strike
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		iw_small_airframe = 1
		engines_1 = 1
		aa_lmg = 1
		early_bombs = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
			cv_early_fighter = 1
			cv_CAS1 = 1
			naval_bomber1 = 1
			CAS1 = 1
			early_bomber = 1
		}
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
set_convoys = 100
### Entity: Idea
Component: ddemocratic_advisor
Constructs: stability_factor, political_power_gain, removal_cost, democratic_drift
Source: game
File: common/ideas/tmodern_advisors.txt

Code:
ddemocratic_advisor = {
	cost = 75
	removal_cost = 0
	traits = {

	}
	picture = generic_political_advisor_south_america_2
	modifier = {
		political_power_gain = 0.15
		production_speed_industrial_complex_factor = 0.1
		stability_factor = 0.1
		democratic_drift = 0.15
		opinion_gain_monthly_factor = 0.25
	}
}
### Entity: Shared Focus
Component: why_we_fight
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, has_defensive_war, has_idea, set_rule
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = why_we_fight
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = GEN_Anti_Invasion GEN_Military_Build GEN_Brigades
	}
	available = {
		OR = {
			threat = > 0.5
			has_defensive_war = yes
		}
	}
	continue_if_invalid = yes
	x = 1
	y = 2
	relative_position_id = GEN_Military_Build
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = GEN_why_we_fight_I
		custom_effect_tooltip = why_we_fight_effect
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_idea = neutrality_idea
					}
				}
				set_rule = {
					can_create_factions = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Decision
Component: HUN_gyor_program_initiatives_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/HUN_decision_categories.txt

Code:
HUN_gyor_program_initiatives_category = {
	icon = GFX_decision_category_generic_arms_trade
	priority = 40
	picture = GFX_decision_cat_generic_mefo_bills
	visible_when_empty = no
	allowed = {
		original_tag = HUN
	}
	visible = {
		has_dlc = Gotterdammerung
	}
}
### Entity: National Focus
Component: mandate_palestine_focus
Constructs: has_completed_focus, division_template, add_equipment_to_stockpile, prerequisite, limit, add_ideas, remove_ideas, has_government
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus_tree = {
	id = mandate_palestine_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = MPL
		} {
			add = 10
			original_tag = MPL
		}
	}
	default = no
	initial_show_position = {
		x = 0
		y = 0
	}
	reset_on_civilwar = no
	continuous_focus_position = {
		x = 50
		y = 3000
	}
	focus = {
		id = MPL_start
		x = 0
		y = 0
		cost = 14.3
		icon = GFX_goal_MPL_start
		available = {
			NOT = {
				has_completed_focus = MPL_arab_revolt
			}
		}
		completion_reward = {
			add_political_power = 100
			add_stability = 0.05
			add_offsite_building = {
				type = industrial_complex
				level = 2
			}
			set_country_flag = MPL_got_civs
		}
		bypass = {
			OR = {
				has_completed_focus = MPL_arab_revolt
				is_subject = no
			}
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
		}
	} {
		id = MPL_arab_revolt
		icon = GFX_goal_PAL_declare_jihad
		x = 0
		y = 1
		available = {
			custom_trigger_tooltip = {
				tooltip = MPL_arab_revolt_trigger
				always = no
			}
		}
		bypass = {
			is_subject = no
		}
		prerequisite = {
			focus = MPL_start
		}
		cost = 1
		completion_reward = {
			news_event = {
				id = mandate_palestine.203
				days = 1
				random_hours = 12
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt MPL_bop_warning
			add_ideas = MPL_arab_revolt_1
			set_power_balance = {
				id = MPL_power_balance
				left_side = MPL_arab_side
				right_side = MPL_jewish_side
				set_value = 0
			}
			set_variable = {
				MPL_raid_chance = 60
			} {
				MPL_no_raid_chance = 40
			}
			set_global_flag = the_1936_PAL_revolt_has_happened
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = MPL_deal_with_strike
		icon = GFX_goal_generic_caliph
		relative_position_id = MPL_arab_revolt
		x = 0
		y = 1
		prerequisite = {
			focus = MPL_arab_revolt
		}
		bypass = {
			is_subject = no
		}
		cost = 10
		select_effect = {
			hidden_effect = {
				country_event = {
					id = mandate_palestine.2
					days = 30
					random_days = 15
					random_hours = 24
				}
			}
		}
		completion_reward = {
			custom_effect_tooltip = MPL_handle_strikes_tt
			add_political_power = 100
			add_stability = 0.1
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
		}
	} {
		id = MPL_a_forgone_conclusion
		icon = GFX_focus_eng_decolon
# ... (truncated)
### Entity: Character
Component: BUL_unifier
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
BUL_unifier = {
	sprite = 10
	random = no
	stability_factor = 0.1
	political_advisor_cost_factor = -0.15
	mobilization_laws_cost_factor = -0.15
	political_power_factor = 0.1
}
### Entity: Character
Component: blitzkrieg_theorist
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
blitzkrieg_theorist = {
	sprite = 14
	equipment_bonus = {
		armor = {
			instant = yes
			maximum_speed = 0.1
		}
	}
	new_mobile_warfare_mastery_gain_factor = 0.15
	ai_will_do = {
		factor = 5
	}
}
### Entity: Character
Component: MLD_aco2
Source: game
File: common/characters/MLD.txt

Code:
MLD_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = MLD_aco2
		allowed = {
			original_tag = MLD
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
}
### Entity: Event
Component: AST_diplomatic_events.24
Constructs: is_triggered_only, limit, add_country_leader_role, is_subject, set_autonomy, set_country_flag
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.24
	title = AST_diplomatic_events.24.t
	desc = AST_diplomatic_events.24.desc
	picture = GFX_report_event_AST_robert_menzies
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			IF = {
				limit = {
					original_tag = ENG
				}
				ENG = {
					add_country_leader_role = {
						character = ENG_robert_menzies
						promote_leader = yes
						country_leader = {
							ideology = socialism
							expire = 1952.1.1.1
						}
					}
				}
			} {
				limit = {
					original_tag = AST
					is_subject = yes
				}
				OVERLORD = {
					set_autonomy = {
						target = AST
						autonomy_state = autonomy_associated_dominion
						freedom_level = 0.5
						end_wars = no
						end_civil_wars = no
					}
				}
				AST = {
					add_country_leader_role = {
						character = AST_billy_hughes
						promote_leader = yes
						country_leader = {
							ideology = socialism
							expire = 1952.1.1.1
						}
					}
					set_country_flag = billy_hughes_leads_uap
				}
			}
		}
	}
	option = {
		name = AST_diplomatic_events.24.a
		effect_tooltip = {
			ENG = {
				add_country_leader_role = {
					character = ENG_robert_menzies
					promote_leader = yes
					country_leader = {
						ideology = socialism
						expire = 1952.1.1.1
					}
				}
			}
			IF = {
				limit = {
					AST = {
						is_subject = yes
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				AST = {
					OVERLORD = {
						set_autonomy = {
							target = AST
							autonomy_state = autonomy_associated_dominion
						}
					}
					custom_effect_tooltip = AST_a_change_of_authority_tt
				}
			} {
				limit = {
					original_tag = AST
				}
				effect_tooltip = {
					custom_effect_tooltip = generic_skip_one_line_tt
					add_country_leader_role = {
						character = AST_billy_hughes
						promote_leader = yes
						country_leader = {
							ideology = socialism
							expire = 1952.1.1.1
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_motorise_our_infantry
Constructs: prerequisite, limit, completion_reward, has_doctrine, add_daily_mastery, has_tech, add_tech_bonus, has_subdoctrine_in_track
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_motorise_our_infantry
	icon = GFX_focus_generic_truck
	prerequisite = {
		focus = CHI_decisive_battles
	}
	x = 3
	y = 2
	relative_position_id = CHI_decisive_battles
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				has_doctrine = mobile_infantry
			}
			add_daily_mastery = {
				amount = 1
				days = 75
				name = CHI_motorise_our_infantry
				track = infantry
			}
		} {
			limit = {
				NOT = {
					has_tech = motorised_infantry
				}
			}
			add_tech_bonus = {
				name = CHI_motorise_our_infantry
				bonus = 0.75
				uses = 1
				category = motorized_equipment
			}
		}
		ELSE_IF = {
			limit = {
				has_subdoctrine_in_track = infantry
			}
			add_daily_mastery = {
				amount = 1
				days = 50
				name = CHI_motorise_our_infantry
				track = infantry
			}
		}
		ELSE = {
			set_sub_doctrine = mobile_infantry
		}
		custom_effect_tooltip = generic_skip_one_line_tt CHI_modify_decisive_battle_idea_tt
		add_to_variable = {
			CHI_decisive_battle_unit_motorized_design_cost_factor = -0.4
			tooltip = modifier_unit_motorized_design_cost_factor_tt
		} {
			CHI_decisive_battle_unit_mechanized_design_cost_factor = -0.4
			tooltip = modifier_unit_mechanized_design_cost_factor_tt
		}
	}
}
### Entity: Trigger Reference
Construct: enemies_strength_ratio
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## enemies_strength_ratio

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Compares the estimated army strength between the scope country and all its enemies
```
### Entity: Scripted Trigger
Component: EAI_TEMPLATE_use_expensive_garrison
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_template_design_triggers.txt

Code:
EAI_TEMPLATE_use_expensive_garrison = {
	NOT = {
		num_of_military_factories = < 200
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_go_ger
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_go_ger
	icon = GFX_focus_chi_mission_to_germany
	cost = 5.0
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 5
			is_in_faction_with = GER
		}
	}
	prerequisite = {
		focus = SWI_international
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = GER
			}
			has_war_with = GER
		}
	}
	x = 20
	y = 1
	completion_reward = {
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_friendship
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_coup_detat
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_global_flag, has_character, set_global_flag, has_idea
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_coup_detat
	icon = GFX_SOV_coup_detat_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_dissent_in_the_party
	}
	x = 0
	y = 3
	relative_position_id = SOV_dissent_in_the_party
	cost = 10
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	bypass = {
		OR = {
			has_global_flag = SOV_soviet_civil_war_over SOV_soviet_civil_war
		}
	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_character = SOV_iosif_stalin
				}
			}
			custom_effect_tooltip = SOV_coup_detat_success_tt
			hidden_effect = {
				set_global_flag = SOV_soviet_civil_war_over
				SOV_remove_paranoia_effect = yes
				if = {
					limit = {
						has_idea = SOV_anti_soviet_military_thinking_banned_army
					}
					remove_ideas = SOV_anti_soviet_military_thinking_banned_army
				} {
					limit = {
						has_idea = SOV_anti_soviet_military_thinking_banned_navy
					}
					remove_ideas = SOV_anti_soviet_military_thinking_banned_navy
				} {
					limit = {
						has_idea = SOV_anti_soviet_military_thinking_banned_airforce
					}
					remove_ideas = SOV_anti_soviet_military_thinking_banned_airforce
				}
				country_event = {
					id = NSB_soviet_communist_civil_war.002
					hours = 1
				} {
					id = NSB_soviet_civil_war_common.010
					days = 14
					random_days = 7
				}
				hidden_effect = {
					every_character = {
						limit = {
							has_character_flag = SOV_exiled_flag SOV_aligned_right_opposition_flag
						}
						clr_character_flag = SOV_exiled_flag
					}
				}
			}
		}
		ELSE = {
			SOV_opposition_support_medium_increase_effect = yes
			custom_effect_tooltip = SOV_coup_detat_civil_war_tt
			add_to_variable = {
				SOV.SOV_right_opposition_army_support = 0.1
			} {
				SOV.SOV_right_opposition_navy_support = 0.1
			} {
				SOV.SOV_right_opposition_air_support = 0.1
			}
			hidden_effect = {
				country_event = {
					id = NSB_soviet_communist_civil_war.003
					hours = 1
				}
			}
			SOV_get_centre_military_support = yes
		}
		custom_effect_tooltip = SOV_exiled_advisors_available_tt
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}