Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: swe_focus
Component: SWE_bofors_anti_tank_gun
Constructs: has_completed_focus, prerequisite, completion_reward, set_technology, has_game_rule, has_war_support, has_stability, cancel_if_invalid
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_bofors_anti_tank_gun
	icon = GFX_goal_generic_army_artillery2
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_bofors_fly_swatter
	}
	relative_position_id = SWE_bofors_fly_swatter
	ai_will_do = {
		factor = 10
		modifier = {
			has_game_rule = {
				rule = SWE_AI_BEHAVIOR
				option = SWE_DEMOCRATIC_NORDIC_DEFENCE_COUNCIL
			}
			NOT = {
				has_completed_focus = SWE_the_nordic_defense_council
			}
			has_war_support = < 0.1
			has_stability = > 0.7
			factor = 50
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SWE_bofors_anti_tank_gun
			bonus = 1
			uses = 2
			category = cat_anti_tank
		}
		custom_effect_tooltip = SWE_bofors_anti_tank_gun_tt
		hidden_effect = {
			set_technology = {
				SWE_bofors_antitank_gun = 1
				popup = no
			}
		}
		SWE_folkhemmet_big_swap = yes
		mio:SWE_bofors_organization = {
			unlock_mio_trait_tooltip = {
				trait = SWE_bofors_anti_tank_gun
			}
		}
	}
}
### Entity: Idea
Component: EAI_desperate_defense_6
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_desperate_defense_6 = {
	picture = air_war_plans_division_focus
	allowed = {
		always = no
	}
	modifier = {
		training_time_army_factor = -0.65
		industrial_capacity_dockyard = 0.3
		production_factory_efficiency_gain_factor = 0.6
	}
}
### Entity: Character
Component: CHI_wong_tsu
Source: game
File: common/characters/CHI.txt

Code:
CHI_wong_tsu = {
	name = CHI_wong_tsu
	portraits = {
		army = {
			large = GFX_portrait_CHI_wong_tsu
		}
	}
	scientist = {
		traits = {
			scientist_trait_aircraft_specialist
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_department_of_military_intelligence
Constructs: shared_focus, prerequisite, limit, completion_reward, set_technology, allow_branch, has_dlc, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_department_of_military_intelligence
	icon = GFX_goal_generic_intelligence_exchange
	relative_position_id = SMB_department_of_propaganda
	prerequisite = {
		focus = SMB_department_of_propaganda
	}
	x = 0
	y = 1
	cost = 10
	available = {

	}
	allow_branch = {
		has_dlc = La Resistance
	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
			add_to_variable = {
				JUNO_army_operative_slot = 1
				tooltip = operative_slot_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_army_ns_intro
			add_to_variable = {
				JUNO_army_operative_slot = 1
				tooltip = operative_slot_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_army_ns_intro
			add_to_variable = {
				JUNO_army_operative_slot = 1
				tooltip = operative_slot_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_operative_slot = 1
				tooltip = operative_slot_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_operative_slot = 1
				tooltip = operative_slot_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = JUNO_modify_south_american_army_ns_intro
			add_to_variable = {
				JUNO_army_operative_slot = 1
				tooltip = operative_slot_tt
			}
		}
		hidden_effect = {
			set_technology = {
				lar_decryption_bonus_tech = 1
				popup = no
			}
		}
		custom_effect_tooltip = lar_decryption_bonus_tt
	}
}
### Entity: Event
Component: wtt_japan.128
Constructs: is_triggered_only
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.128
	title = wtt_japan.128.t
	desc = wtt_japan.128.desc
	picture = GFX_report_event_japanese_chinese_surrender
	is_triggered_only = yes
	option = {
		name = wtt_japan.128.a
	}
}
### Entity: Event
Component: naw_norway.145
Constructs: is_triggered_only, ai_chance, add_war_support
Source: game
File: events/NaW_Norway.txt

Code:
news_event = {
	id = naw_norway.145
	title = naw_norway.145.t
	desc = naw_norway.145.d
	picture = GFX_news_event_troenderbataljonen_at_skafferhullet_1940
	major = yes
	is_triggered_only = yes
	option = {
		name = naw_norway.145.a
		trigger = {
			original_tag = NOR
		}
		ai_chance = {
			base = 100
		}
		add_war_support = 0.03
	} {
		name = naw_norway.145.b
		trigger = {
			original_tag = DEN
		}
		ai_chance = {
			base = 100
		}
		add_war_support = -0.03
	} {
		name = naw_norway.145.c
		trigger = {
			NOT = {
				original_tag = NOR DEN
			}
		}
		ai_chance = {
			base = 100
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_international_struggle
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, set_rule
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_international_struggle
	icon = GFX_goal_generic_attack_allies
	prerequisite = {
		focus = MEX_focus_the_gold_shirts MEX_focus_the_red_shirts
	}
	x = 1
	y = 1
	relative_position_id = MEX_focus_the_gold_shirts
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = MEX_international_struggle
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_small_arms_and_artillery_requisition
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, is_ally_with, has_dlc, add_equipment_subsidy, set_country_flag
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_small_arms_and_artillery_requisition
	icon = GFX_focus_PHI_small_arms_and_artillery_requisition
	prerequisite = {
		focus = PHI_military_requisitions
	}
	relative_position_id = PHI_military_requisitions
	x = -2
	y = 1
	cost = 3
	available = {
		is_ally_with = USA
		PHI_usa_focus_done_T1 = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 2500
				equipment_type = infantry_equipment
				seller_tags = {
					USA
				}
			} {
				cic = 2500
				equipment_type = artillery_equipment
				seller_tags = {
					USA
				}
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 2500
				producer = USA
			} {
				type = artillery_equipment
				amount = 500
				producer = USA
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		set_country_flag = FRA_arms_purchases_permitted
		unlock_decision_category_tooltip = FRA_weapons_purchases_category
	}
}
### Entity: Character
Component: TUN_stc
Source: game
File: common/characters/TUN.txt

Code:
TUN_stc = {
	advisor = {
		slot = political_advisor
		idea_token = TUN_stc
		allowed = {
			original_tag = TUN
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_3
		}
	}
}
### Entity: Modifier Reference
Construct: civilian_intel_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## civilian_intel_factor

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: Character
Component: GRE_spyridon_avgeris
Constructs: has_dlc
Source: game
File: common/characters/GRE.txt

Code:
GRE_spyridon_avgeris = {
	name = GRE_spyridon_avgeris
	portraits = {
		army = {
			small = GFX_idea_generic_navy_anti_submarine_eastern_european_2d
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = GRE_spyridon_avgeris
		ledger = navy
		allowed = {
			original_tag = GRE
			has_dlc = Battle for the Bosporus
		}
		traits = {
			naval_theorist
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ENG_1936_nsb.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = ENG
		}
		requested_factories = 3
		progress = 0.1
		efficiency = 50
		industrial_manufacturer = mio:ENG_rsaf_enfield_organization
	} {
		equipment = {
			type = artillery_equipment_1
			creator = ENG
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
		industrial_manufacturer = mio:ENG_royal_arsenal_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = ENG
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 50
	} {
		equipment = {
			type = light_tank_chassis_1
			creator = ENG
			version_name = Light Tank Mk. VI
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 50
		industrial_manufacturer = mio:ENG_vauxhall_organization
	} {
		equipment = {
			type = motorized_equipment_1
			creator = ENG
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 80
		industrial_manufacturer = mio:ENG_vauxhall_automotive_organization
	}
}
### Entity: Decision
Component: RAJ_GOE_eic_cat
Constructs: limit, add_war_support, has_country_flag, add_stability, fire_only_once, has_dynamic_modifier, is_good, has_payed_small_dividends
Source: game
File: common/decisions/RAJ_GOE.txt

Code:
RAJ_GOE_eic_cat = {
	RAJ_GOE_eic_the_taxman = {
		priority = 100
		activation = {
			has_dynamic_modifier = {
				modifier = idea_RAJ_eic_taxes
			}
		}
		available = {
			NOT = {
				has_dynamic_modifier = {
					modifier = idea_RAJ_eic_taxes
				}
			}
		}
		icon = mission_icon
		is_good = no
		days_mission_timeout = 365
		selectable_mission = no
		timeout_effect = {
			if = {
				limit = {
					has_country_flag = has_payed_small_dividends
				}
				eic_low_investments = yes
				clr_country_flag = has_payed_small_dividends
			} {
				limit = {
					has_country_flag = defaulted_on_debt
				}
				clr_country_flag = defaulted_on_debt
				custom_effect_tooltip = RAJ_GOE_eic_the_taxman_defaulted_tt
			} {
				limit = {
					has_country_flag = has_payed_dividends
				}
				clr_country_flag = has_payed_dividends
			}
			else_if = {
				limit = {
					has_country_flag = has_payed_normal_dividends
				}
				eic_normal_investments = yes
				clr_country_flag = has_payed_normal_dividends
			} {
				limit = {
					has_country_flag = has_payed_high_dividends
				}
				eic_high_investments = yes
				clr_country_flag = has_payed_high_dividends
			}
			else = {
				custom_effect_tooltip = RAJ_GOE_modify_dividends
				set_variable = {
					RAJ_eic_dividends_investment_efficiency_max = 0
					tooltip = production_factory_efficiency_gain_factor_tt
				} {
					RAJ_eic_dividends_investment_building_speed = 0
					tooltip = production_speed_buildings_factor_tt
				}
			} {
				hidden_effect = {
					calc_expected_consumer_goods_for_taxes = yes
					set_variable = {
						RAJ_eic_taxes_consumer_goods = taxes
					}
				}
				custom_effect_tooltip = RAJ_GOE_eic_the_taxman_taxes_tt
			}
			custom_effect_tooltip = newline_tt
		}
	}
	RAJ_GOE_eic_no_more_taxman = {
		icon = mission_icon
		available = {
			controls_state = 126
		}
		complete_effect = {
			custom_effect_tooltip = RAJ_GOE_eic_no_more_taxman_tt
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = idea_RAJ_eic_taxes
				}
			}
		}
	}
	RAJ_GOE_provide_working_opportunities = {
		priority = 100
		fire_only_once = yes
		activation = {
			always = no
		}
		available = {
			ROOT = {
				OR = {
					infrastructure = > 63
					industrial_complex = > 18
					arms_factory = > 12
				}
			}
		}
		is_good = no
		days_mission_timeout = 1800
		selectable_mission = no
		complete_effect = {
			add_timed_idea = {
				idea
# ... (truncated)
### Entity: Idea
Component: BUL_anti_capitalism_fin
Constructs: has_completed_focus, limit, has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_anti_capitalism_fin = {
	name = BUL_anti_capitalism
	picture = eng_tackle_capitalism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
		if = {
			limit = {
				has_completed_focus = BUL_the_anti_capitalist_fight
			}
			has_government = communism
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = FIN
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	cancel = {
		OR = {
			has_country_flag = BUL_anti_capitalism_ns_expired_flag BUL_toppling_giants_ns_expired_flag BUL_the_fight_against_bolshevism_ns_expired_flag
		}
	}
}
### Entity: Scripted Effect
Component: SOV_upgrade_appropriate_aircraft_designer_1_effect
Constructs: limit, has_idea, set_country_flag, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_upgrade_appropriate_aircraft_designer_1_effect = {
	if = {
		limit = {
			has_idea = SOV_mig_design_bureau
		}
		set_country_flag = SOV_merge_aircraft_mig_1_flag
		swap_ideas = {
			remove_idea = SOV_mig_design_bureau
			add_idea = SOV_mig_design_bureau_1
		}
	}
	else_if = {
		limit = {
			has_idea = SOV_mig_design_bureau_2
		}
		set_country_flag = SOV_merge_aircraft_mig_1_flag
		swap_ideas = {
			remove_idea = SOV_mig_design_bureau_2
			add_idea = SOV_mig_design_bureau_1_2
		}
	} {
		limit = {
			has_idea = SOV_mig_design_bureau_3
		}
		set_country_flag = SOV_merge_aircraft_mig_1_flag
		swap_ideas = {
			remove_idea = SOV_mig_design_bureau_3
			add_idea = SOV_mig_design_bureau_1_3
		}
	} {
		limit = {
			has_idea = SOV_mig_design_bureau_2_3
		}
		set_country_flag = SOV_merge_aircraft_mig_1_flag
		swap_ideas = {
			remove_idea = SOV_mig_design_bureau_2_3
			add_idea = SOV_mig_design_bureau_final
		}
	} {
		limit = {
			has_idea = SOV_ilyushin_design_bureau
		}
		set_country_flag = SOV_merge_aircraft_ilyushin_1_flag
		swap_ideas = {
			remove_idea = SOV_ilyushin_design_bureau
			add_idea = SOV_ilyushin_design_bureau_1
		}
	} {
		limit = {
			has_idea = SOV_ilyushin_design_bureau_2
		}
		set_country_flag = SOV_merge_aircraft_ilyushin_1_flag
		swap_ideas = {
			remove_idea = SOV_ilyushin_design_bureau_2
			add_idea = SOV_ilyushin_design_bureau_1_2
		}
	} {
		limit = {
			has_idea = SOV_ilyushin_design_bureau_3
		}
		set_country_flag = SOV_merge_aircraft_ilyushin_1_flag
		swap_ideas = {
			remove_idea = SOV_ilyushin_design_bureau_3
			add_idea = SOV_ilyushin_design_bureau_1_3
		}
	} {
		limit = {
			has_idea = SOV_ilyushin_design_bureau_2_3
		}
		set_country_flag = SOV_merge_aircraft_ilyushin_1_flag
		swap_ideas = {
			remove_idea = SOV_ilyushin_design_bureau_2_3
			add_idea = SOV_ilyushin_design_bureau_final
		}
	} {
		limit = {
			has_idea = SOV_tupolev_design_bureau
		}
		set_country_flag = SOV_merge_aircraft_tupolev_1_flag
		swap_ideas = {
			remove_idea = SOV_tupolev_design_bureau
			add_idea = SOV_tupolev_design_bureau_1
		}
	} {
		limit = {
			has_idea = SOV_tupolev_design_bureau_2
		}
		set_country_flag = SOV_merge_aircraft_tupolev_1_flag
		swap_ideas = {
			remove_idea = SOV_tupolev_design_bureau_2
			add_idea = SOV_tupolev_design_bureau_1_2
		}
	} {
		limit = {
			has_idea = SOV_tupolev_design_bureau_3
		}
		set_country_flag = SOV_merge_aircraft_tu
# ... (truncated)
### Entity: Decision
Component: SWE_nordic_resistance_fighters_category
Constructs: has_idea, has_equipment, remove_effect, send_equipment, is_in_faction_with
Source: game
File: common/decisions/r56_SWE.txt

Code:
SWE_nordic_resistance_fighters_category = {
	SWE_fund_norwegian_resistance_fighters = {
		available = {
			NOR = {
				OR = {
					has_idea = SWE_norwegian_danish_resistance_stage_0 SWE_norwegian_danish_resistance_stage_1 SWE_norwegian_danish_resistance_stage_2 SWE_norwegian_danish_resistance_stage_3
				}
			}
			has_equipment = {
				infantry_equipment = > 499
			}
		}
		icon = GFX_decision_generic_civil_support
		cost = 50
		days_remove = 35
		remove_effect = {
			SWE_resistance_level_up_nor = yes
			send_equipment = {
				equipment = infantry_equipment
				amount = 250
				target = NOR
			}
		}
		ai_will_do = {
			factor = 1000
		}
	}
	SWE_fund_danish_resistance_fighters = {
		available = {
			DEN = {
				OR = {
					has_idea = SWE_norwegian_danish_resistance_stage_0 SWE_norwegian_danish_resistance_stage_1 SWE_norwegian_danish_resistance_stage_2 SWE_norwegian_danish_resistance_stage_3
				}
			}
			has_equipment = {
				infantry_equipment = > 499
			}
		}
		visible = {
			DEN = {
				NOT = {
					is_in_faction_with = GER
				}
			}
		}
		icon = GFX_decision_generic_civil_support
		cost = 50
		days_remove = 35
		remove_effect = {
			SWE_resistance_level_up_den = yes
			send_equipment = {
				equipment = infantry_equipment
				amount = 250
				target = DEN
			}
		}
		ai_will_do = {
			factor = 1000
		}
	}
	SWE_support_equipment_to_the_norwegian_resistance = {
		available = {
			NOR = {
				OR = {
					has_idea = SWE_norwegian_danish_resistance_stage_0 SWE_norwegian_danish_resistance_stage_1 SWE_norwegian_danish_resistance_stage_2 SWE_norwegian_danish_resistance_stage_3
				}
			}
			has_equipment = {
				support_equipment = > 499
			}
		}
		icon = GFX_decision_generic_merge_plant_materiel
		cost = 50
		days_remove = 35
		remove_effect = {
			SWE_resistance_level_up_nor = yes
			send_equipment = {
				equipment = support_equipment
				amount = 50
				target = NOR
			}
		}
		ai_will_do = {
			factor = 1000
		}
	}
	SWE_support_equipment_to_the_danish_resistance = {
		available = {
			DEN = {
				OR = {
					has_idea = SWE_norwegian_danish_resistance_stage_0 SWE_norwegian_danish_resistance_stage_1 SWE_norwegian_danish_resistance_stage_2 SWE_norwegian_danish_resistance_stage_3
				}
			}
			has_equipment = {
				support_equipment = > 499
			}
		}
		visible = {
			DEN = {
				NOT = {
					is_in_faction_with = GER
				}
			}
		}
		icon = GFX_decision_generic_merg
# ... (truncated)
### Entity: National Focus
Tree: gre_focus
Component: GRE_the_right_to_rule
Constructs: prerequisite, add_stability, completion_reward, add_political_power, is_historical_focus_on, is_subject, set_variable
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_the_right_to_rule
	icon = GFX_focus_rom_royal_dictatorship
	prerequisite = {
		focus = GRE_the_kings_government
	}
	mutually_exclusive = {
		focus = GRE_metaxism_focus
	}
	x = -1
	y = 1
	relative_position_id = GRE_the_kings_government
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			is_historical_focus_on = no
		}
	}
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_GRE_DEBT_TO_IFC FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = -0.15
		add_political_power = 120
		country_event = {
			id = bftb_greece.50
		}
		custom_effect_tooltip = GRE_abandon_french_italian_debt_tt GRE_absolute_monarchy_opposition_tt
		hidden_effect = {
			country_event = {
				id = bftb_greece.100
			}
			set_variable = {
				var = GRE_republican_loyalty
				value = -1
			} {
				var = GRE_communist_loyalty
				value = -1
			}
			GRE_political_instability_update_effect = yes
			GRE_default_on_french_debt_effect = yes
			GRE_default_on_italian_debt_effect = yes
		}
	}
}
### Entity: Trigger Reference
Construct: casualties_inflicted_by
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## casualties_inflicted_by

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

```
Checks the casualties infliced by the speficied country to the scopped country.
E.g. true if Germany has been inflicted more than 200k casualties by Poland:
GER = {
  casualties_inflicted_by = {
    opponent = POL
    thousands > 200
  }
}
```
### Entity: Character
Component: JAP_harukichi_hyakutake
Source: game
File: common/characters/JAP.txt

Code:
JAP_harukichi_hyakutake = {
	name = JAP_harukichi_hyakutake
	portraits = {
		army = {
			large = GFX_portrait_JAP_harukichi_hyakutake
			small = GFX_portrait_JAP_harukichi_hyakutake_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 3
		legacy_id = 0
	}
}
### Entity: Event
Component: EYE_swiss.100
Constructs: is_triggered_only, division_template, clr_country_flag
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.100
	hidden = yes
	is_triggered_only = yes
	option = {
		name = EYE_swiss.100.a
		clr_country_flag = SWI_upgraded_recently
		delete_unit_template_and_units = {
			division_template = Infanterie-Abteilung
		} {
			division_template = Bergsteiger-Abteilung
		} {
			division_template = Bergsteiger Grenzbrigade
		} {
			division_template = Bergsteiger Brigade
		} {
			division_template = Leichte Brigade
		} {
			division_template = Grenzbrigade
		} {
			division_template = Stadtkommando
		}
	}
}
### Entity: AI Strategy
Component: GER_TEMP_avoid_sweden
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_TEMP_avoid_sweden = {
	allowed = {
		original_tag = GER
	}
	enable = {
		country_exists = SWE
		is_historical_focus_on = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = conquer
		id = SWE
		value = -999
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_courage_to_defend_the_revolution
Constructs: prerequisite, completion_reward, has_war_with_major, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_courage_to_defend_the_revolution
	icon = GFX_focus_ITA_peasants_rise
	x = 2
	y = 1
	relative_position_id = JAP_guide_the_lesser_states
	prerequisite = {
		focus = JAP_guide_the_lesser_states
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war_with_major = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		JAP_add_or_modify_rounouha_modifier = yes
		add_to_variable = {
			JAP_communist_party_army_core_defence_factor = 0.1
			tooltip = army_core_defence_factor_tt
		} {
			JAP_communist_party_weekly_manpower = 500
			tooltip = weekly_manpower_tt
		}
	}
}
### Entity: Character
Component: reluctant_veteran
Constructs: war_support_factor, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
reluctant_veteran = {
	random = no
	war_support_factor = 0.05
	conscription_factor = 0.05
}
### Entity: Event
Component: generic.1012
Constructs: is_triggered_only, add_political_power
Source: game
File: events/TestEvents.txt

Code:
country_event = {
	id = generic.1012
	title = generic.1012.t
	desc = test_border_war_loc
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = generic.10.a
		add_political_power = 200
	}
}
### Entity: Event
Component: turkey_hatay.2
Constructs: is_triggered_only, add_war_support, add_stability, add_political_power
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey_hatay.2
	title = turkey_hatay.2.t
	desc = turkey_hatay.2.d
	picture = GFX_event_turkey_alexandretta_march
	is_triggered_only = yes
	option = {
		name = turkey_hatay.2.a
		add_political_power = 35
		add_stability = 0.01
		add_war_support = 0.02
		transfer_state = 799
	}
}