Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: ENG_imperial_conference_clear_in_progress_flags
Constructs: limit, has_country_flag, check_variable, clr_country_flag
Source: game
File: common/scripted_effects/ENG_scripted_effects.txt

Code:
ENG_imperial_conference_clear_in_progress_flags = {
	if = {
		limit = {
			has_country_flag = ENG_imperial_defense_flag
			check_variable = {
				var = ENG_imperial_conference_defense_answers
				value = ENG_imperial_conference_number_of_subjects
				compare = equals
			}
		}
		clr_country_flag = ENG_imperial_conference_discussion_in_progress ENG_diplomatic_pressure_flag ENG_extensive_diplomatic_pressure_flag ENG_imperial_defense_flag
	} {
		limit = {
			has_country_flag = ENG_imperial_trade_flag
			check_variable = {
				var = ENG_imperial_conference_trade_answers
				value = ENG_imperial_conference_number_of_subjects
				compare = equals
			}
		}
		clr_country_flag = ENG_imperial_conference_discussion_in_progress ENG_diplomatic_pressure_flag ENG_extensive_diplomatic_pressure_flag ENG_imperial_trade_flag
	} {
		limit = {
			has_country_flag = ENG_imperial_economy_flag
			check_variable = {
				var = ENG_imperial_conference_economy_answers
				value = ENG_imperial_conference_number_of_subjects
				compare = equals
			}
		}
		clr_country_flag = ENG_imperial_conference_discussion_in_progress ENG_diplomatic_pressure_flag ENG_extensive_diplomatic_pressure_flag ENG_imperial_economy_flag
	} {
		limit = {
			has_country_flag = ENG_imperial_appeasement_flag
			check_variable = {
				var = ENG_imperial_conference_appeasement_answers
				value = ENG_imperial_conference_number_of_subjects
				compare = equals
			}
		}
		clr_country_flag = ENG_imperial_conference_discussion_in_progress ENG_diplomatic_pressure_flag ENG_extensive_diplomatic_pressure_flag ENG_imperial_appeasement_flag
	} {
		limit = {
			has_country_flag = ENG_imperial_federation_flag
			check_variable = {
				var = ENG_imperial_conference_federation_answers
				value = ENG_imperial_conference_number_of_subjects
				compare = equals
			}
		}
		clr_country_flag = ENG_imperial_conference_discussion_in_progress ENG_diplomatic_pressure_flag ENG_extensive_diplomatic_pressure_flag ENG_imperial_federation_flag
	}
}
### Entity: Event
Component: nicaragua.4
Constructs: is_triggered_only
Source: game
File: events/r56_nicaragua.txt

Code:
country_event = {
	id = nicaragua.4
	title = nicaragua.4.t
	desc = nicaragua.4.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = nicaragua.4.a
	}
}
### Entity: Order of Battle
Component: Port Brigade
Constructs: division_template
Source: game
File: history/units/BAN_1936.txt

Code:
division = {
	name = Port Brigade
	location = 11968
	division_template = Militia Garrison
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Event
Component: austria.109
Constructs: is_triggered_only, ai_chance, limit, set_global_flag, add_state_core, add_state_claim, has_variable, add_to_variable
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.109
	title = austria.109.t
	desc = austria.109.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = austria.109.a
		set_global_flag = AUS_HUN_didnt_get_croatia
		add_state_core = 45 956
		add_state_claim = 764
		if = {
			limit = {
				has_variable = AUS_hungary_mad_counter
			}
			add_to_variable = {
				AUS_hungary_mad_counter = 1
			}
		}
		else = {
			set_variable = {
				AUS_hungary_mad_counter = 1
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				check_variable = {
					AUS_hungary_mad_counter = > 1
				}
			}
		}
	} {
		name = austria.109.b
		trigger = {
			is_subject_of = AUS
		}
		custom_effect_tooltip = AUS_will_lead_to_war
		add_state_core = 956
		add_state_claim = 764 619
		AUS = {
			set_autonomy = {
				target = HUN
				autonomy_state = autonomy_free
				end_wars = no
				end_civil_wars = no
			}
			set_country_flag = AUS_hungary_revolted
		} {
			country_event = {
				id = austria.105
				days = 1
				random_hours = 12
			}
		}
		HUN = {
			leave_faction = yes
		}
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				check_variable = {
					AUS_hungary_mad_counter = > 1
				}
			}
		}
	}
}
### Entity: Idea
Component: YUG_idea_princess_marie_italy
Constructs: has_country_leader, removal_cost
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_idea_princess_marie_italy = {
	picture = neutrality_idea
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		has_country_leader = {
			character = YUG_peter_ii
			ruling_only = yes
		}
	}
	removal_cost = -1
	modifier = {
		join_faction_tension = -0.2
		fascism_acceptance = 85
	}
}
### Entity: Modifier Reference
Component: ITA_cooperatives_for_intensive_exploitation_dm
Constructs: has_government, remove_trigger, is_controlled_by
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_cooperatives_for_intensive_exploitation_dm = {
	enable = {
		always = yes
	}
	remove_trigger = {
		ROOT = {
			OR = {
				NOT = {
					is_controlled_by = ITA
				}
				controller = {
					OR = {
						has_government = neutrality fascism
					}
				}
			}
		}
	}
	icon = GFX_modifiers_generic_supply
	compliance_growth = 0.01
	state_resources_factor = 0.2
	local_supplies = 0.1
}
### Entity: National Focus
Component: jordan_focus
Constructs: shared_focus, has_completed_focus, division_template, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas
Source: game
File: common/national_focus/jordan.txt

Code:
focus_tree = {
	id = jordan_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = JOR
		}
	}
	default = no
	reset_on_civilwar = no
	shared_focus = ARAB_the_holy_war
	continuous_focus_position = {
		x = 30
		y = 2500
	}
	focus = {
		id = JOR_national_conference
		icon = GFX_focus_ETH_sway_the_warlords
		x = 0
		y = -1
		cost = 5
		completion_reward = {
			add_political_power = -75
			add_stability = 0.1
			custom_effect_tooltip = generic_skip_one_line_tt
			country_event = jordan.1
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = JOR_appease_tribes
		icon = GFX_goal_JOR_appease_tribes
		relative_position_id = JOR_national_conference
		x = 3
		y = 1
		mutually_exclusive = {
			focus = JOR_ally_opposition
		}
		prerequisite = {
			focus = JOR_national_conference
		}
		cost = 5
		completion_reward = {
			add_political_power = 75
			add_stability = 0.1
			custom_effect_tooltip = generic_skip_one_line_tt
			country_event = jordan.6
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = JOR_salvage_ottoman_assets
		icon = GFX_goal_industrial_investment
		x = -1
		y = 1
		prerequisite = {
			focus = JOR_appease_tribes
		}
		cost = 10
		relative_position_id = JOR_appease_tribes
		completion_reward = {
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				} {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
	} {
		id = JOR_circassion_integration
		icon = GFX_goal_generic_internal_democracy
		x = 1
		y = 1
		prerequisite = {
			focus = JOR_appease_tribes
		}
		cost = 10
		relative_position_id = JOR_appease_tribes
		completion_reward = {
			random_owned_controlled_state = {
				add_manpower = 20000
			}
			add_stability = 0.05
			add_manpower = 5000
		}
		search_filters = {
			FOCUS_FILTER_MANPOWER
		}
	} {
		id = JOR_begin_treaty_discussions
		icon = GFX_goal_fire_paper_peoples
		x = 0
		y = 2
		prerequisite = {
			focus = JOR_salvage_ottoman_assets JOR_circassion_integration
		}
		cost = 10
		relative_position_id = JOR_appease_tribes
		completion_reward = {
			ENG = {
				country_event = jordan.7
			}
			custom_effect_tooltip = if_they_accept
			effect_tooltip = {
				swap_ideas = {
					remove_idea = JOR_1928
# ... (truncated)
### Entity: Character
Component: ROM_gheorghe_potopeanu
Source: game
File: common/characters/ROM.txt

Code:
ROM_gheorghe_potopeanu = {
	name = ROM_gheorghe_potopeanu
	portraits = {
		army = {
			small = GFX_idea_ROM_gheorghe_potopeanu
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ROM_gheorghe_potopeanu
		ledger = army
		allowed = {
			original_tag = ROM
		}
		traits = {
			military_theorist
		}
	}
}
### Entity: Modifier Reference
Component: JAP_proclaim_indonesian_liberation
Constructs: is_subject, is_subject_of, compliance_gain
Source: game
File: common/modifiers/r56_static_modifiers.txt

Code:
JAP_proclaim_indonesian_liberation = {
	valid_relation_trigger = {
		INS = {
			OR = {
				AND = {
					is_subject = yes
					NOT = {
						is_subject_of = ROOT
					}
				}
				is_subject = no
				exists = yes
			}
		}
	}
	compliance_gain = 0.2
}
### Entity: Idea
Component: EAI_DD_9/large_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/large_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_airframe = {
			build_cost_ic = -0.09
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_available_NIC
Constructs: limit, has_country_flag
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_available_NIC = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_available_NIC > THIS=[this.getname] PREV=[prev.getname]
	}
	EAI_has_free_shared_slot = yes
	impassable = no
}
### Entity: Event
Component: INS_industrial_events.22
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.22
	hidden = yes
	is_triggered_only = yes
	option = {
		name = INS_industrial_events.22.a
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_country_resource_cost_rubber
			value = -32
			tooltip = country_resource_cost_rubber_tt
		}
	}
}
### Entity: Event
Component: ethiopia.10011
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, add_resource, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/r56_ethiopia.txt

Code:
country_event = {
	id = ethiopia.10011
	title = ethiopia.10011.t
	desc = ethiopia.10011.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = ethiopia.10011.a
		ai_chance = {
			base = 0.3
		}
		add_resource = {
			type = steel
			amount = 8
			state = 271
		}
		random_owned_controlled_state = {
			prioritize = {
				271
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	} {
		name = ethiopia.10011.b
		ai_chance = {
			base = 0.7
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 4000
			producer = GER
		}
	}
}
### Entity: Modding Documentation
Construct: ROCKET_ARTILLERY_EQUIPMENT_####
Constructs: ROCKET_ARTILLERY_EQUIPMENT_####, build_cost_ic
Source: vanilla_docs
File: common/military_industrial_organization/organizations/_documentation.md

Doc:
#### ROCKET ARTILLERY EQUIPMENT ####
####################################
```
- `reliability`
- `defense`
- `breakthrough`
- `hardness`
- `armor_value`
- `soft_attack`
- `hard_attack`
- `ap_attack`
- `air_attack`
- `build_cost_ic`
### Entity: Character
Component: EGY_gamal_salem
Source: game
File: common/characters/EGY.txt

Code:
EGY_gamal_salem = {
	name = Gamal Salem
	portraits = {
		army = {
			small = GFX_idea_generic_air_chief_all_weather_middle_eastern_2d
		}
	}
	advisor = {
		cost = 100
		slot = air_chief
		idea_token = EGY_gamal_salem
		allowed = {
			original_tag = EGY
		}
		traits = {
			air_chief_all_weather_2
		}
	}
}
### Entity: Event
Component: r56_australia.27
Constructs: is_triggered_only
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.27
	title = r56_australia.27.t
	desc = r56_australia.27.d
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		name = r56_australia.27.a
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_meritocracy
Constructs: prerequisite, limit, completion_reward, has_dlc, swap_ruler_traits, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_meritocracy
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = ITA_reorganize_the_party
	} {
		focus = ITA_purge_the_party
	}
	relative_position_id = ITA_reorganize_the_party
	x = 0
	y = 2
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			swap_ruler_traits = {
				remove = political_reformer_1
				add = political_reformer_2
			}
		} {
			limit = {
				has_dlc = La Resistance
			}
			ITA_create_edgardo_sogno_operative = yes
		}
		else = {
			swap_ruler_traits = {
				remove = political_reformer_1
				add = political_reformer_2_no_lar
			}
		}
		custom_effect_tooltip = available_political_advisor available_chief_of_army {
			localization_key = available_scientist_one_line_tt
			CHARACTER = ITA_enrico_fermi
		}
		show_ideas_tooltip = ITA_vittorio_emanuele_orlando ITA_giovanni_duca
		show_unit_leaders_tooltip = ITA_giovanni_duca
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = ITA_meritocracy
				bonus = 0.75
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.25
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
		ITA_bop_very_low_increase_grandi_side_effect = yes
	}
}
### Entity: Character
Component: SIA_phraya_chalermarkiart
Source: game
File: common/characters/SIA.txt

Code:
SIA_phraya_chalermarkiart = {
	advisor = {
		slot = air_chief
		idea_token = SIA_phraya_chalermarkiart
		allowed = {
			original_tag = SIA
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Phraya Chalermarkiart
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_50_50_oil_act
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_50_50_oil_act
	icon = GFX_goal_generic_business_bills
	relative_position_id = VEN_bolivarian_socialist_theory
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = VEN_puntofijo_pact VEN_amnesty_to_communists
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = VEN_50_50_oil
	}
}
### Entity: Event
Component: CZE.108
Constructs: is_triggered_only, ai_chance, limit, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.108
	title = CZE.108.t
	desc = CZE.108.d
	picture = GFX_CZKE_explosia_report
	is_triggered_only = yes
	option = {
		name = CZE.108.a
		ai_chance = {
			factor = 70
		}
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 2
			category = artillery
		}
	} {
		name = CZE.108.b
		ai_chance = {
			factor = 30
		}
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_national_fiscal_policy
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_national_fiscal_policy
	icon = GFX_focus_generic_currency_reforms
	overlay = GFX_focus_fast_overlay_japan_clock
	prerequisite = {
		focus = PHI_peg_the_peso_to_the_dollar PHI_leverage_the_peso
	}
	relative_position_id = PHI_peg_the_peso_to_the_dollar
	x = 6
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_modify_economy_dynamic_modifier_tt generic_skip_one_line_tt generic_skip_one_line_tt PHI_focus_time_reduced_T1_tt
		add_to_variable = {
			PHI_the_great_depression_political_power_gain = 0.15
			tooltip = political_power_gain_tt
		} {
			PHI_the_great_depression_production_speed_buildings_factor = 0.1
			tooltip = production_speed_buildings_factor_tt
		}
		add_tech_bonus = {
			bonus = 0.35
			uses = 3
			category = industry
			name = PHI_national_fiscal_policy
		}
		hidden_effect = {
			PHI_central_focuses_done_T1 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_bersaglieri
Constructs: division_template, prerequisite, completion_reward, set_technology, add_to_variable, add_tech_bonus, create_unit
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_bersaglieri
	icon = GFX_focus_ITA_bersaglieri
	prerequisite = {
		focus = ITA_army_leaders
	} {
		focus = ITA_superesercito
	}
	x = 1
	y = 1
	relative_position_id = ITA_army_leaders
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_to_variable = {
			ITA_re_special_forces_cap = 0.05
		} {
			ITA_re_special_forces_attack_factor = 0.03
		} {
			ITA_re_special_forces_defence_factor = 0.03
		}
		custom_effect_tooltip = ITA_bersaglieri_re_tt
		army_experience = 15
		add_tech_bonus = {
			name = ITA_bersaglieri
			bonus = 0.75
			uses = 2
			category = cat_special_forces_generic
		}
		set_technology = {
			bicycle_infantry = 1
			popup = no
		}
		division_template = {
			name = Reggimento Bersaglieri
			division_names_group = ITA_INF_01
			regiments = {
				bicycle_battalion = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
				artillery = {
					x = 0
					y = 1
				}
			}
		}
		capital_scope = {
			create_unit = {
				division = division_template = "Reggimento Bersaglieri" start_experience_factor = 0.5 start_equipment_factor = 1.0
				owner = ROOT
				count = 3
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_national_spiritual_mobliization_movement
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable, unlock_decision_tooltip
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_national_spiritual_mobliization_movement
	icon = GFX_focus_JAP_national_spiritual_mobilization_movement
	x = 2
	y = 1
	relative_position_id = JAP_reiterate_the_three_principles_of_hirota
	prerequisite = {
		focus = JAP_reiterate_the_three_principles_of_hirota JAP_konoes_first_cabinet
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		JAP_add_or_modify_showa_statism = yes
		add_to_variable = {
			JAP_showa_statism_stability_factor = 0.05
			tooltip = stability_factor_tt
		} {
			JAP_showa_statism_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = {
			decision = JAP_luxury_is_the_enemy_decision
			show_effect_tooltip = no
		} {
			decision = JAP_form_a_labor_patriot_corps_decision
			show_effect_tooltip = no
		} {
			decision = JAP_produce_bullet_stamps_decision
			show_effect_tooltip = no
		}
	}
}
### Entity: Decision
Component: DEN_pan_scandinavianism_decisions_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/DEN_decision_categories.txt

Code:
DEN_pan_scandinavianism_decisions_category = {
	icon = GFX_decision_category_generic_democracy
	picture = GFX_decision_cat_generic_nordic_league
	allowed = {
		original_tag = DEN
	}
	priority = 40
	visible = {
		has_completed_focus = DEN_pan_scandinavianism
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_undermine_the_shah
Constructs: prerequisite, limit, completion_reward, add_country_leader_role, has_dlc
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_undermine_the_shah
	icon = GFX_focus_rom_parties_end
	prerequisite = {
		focus = PER_nationalize_iranian_oil
	} {
		focus = PER_empower_the_shah
	}
	x = 1
	y = 1
	relative_position_id = PER_nationalize_iranian_oil
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		PER_mohammad_mosaddegh = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1965.1.1.1
					traits = {
						unpopular2
					}
				}
			}
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			USA = {
				custom_effect_tooltip = PER_undermine_the_shah_lar_tt
			}
		}
		else = {

		}
	}
}
### Entity: Unit Template
Component: SPR
Source: game
File: common/units/names/00_names.txt

Code:
SPR = {
	submarine = {
		prefix = ARE
		generic = {
			Submarino
		}
		unique = {
			B1 B2 B3 B4 B5 B6 C1 C2 C3 C4 C5 C6 Archimede Torricelli S01 S02 S03 S04 S05 S06 S07 S08 S09 S10 S11 S12 S13 S14 S15 S16 S17 S18 S19 S20 S21 S22 S23
		}
	}
	destroyer = {
		prefix = ARE
		generic = {
			Destructor
		}
		unique = {
			Alsedo Velasco Lazaga SAnchez BarcAiztegui Almirante FerrAndiz Jose Luis Diez Lepanto Churruca AlcalA Galiano Almirante Valdes Almirante Antequera Almirante Miranda Escano Ciscar Gravina Jorge Juan Ulloa Liniers Alava Huesca Teruel Ceuta Melilla Audaz Osado Meteoro Furor Rayo Ariete Temerario Intrepido RelAmpago
		}
	}
	light_cruiser = {
		prefix = ARE
		generic = {
			Crucero Ligero
		}
		unique = {
			Republica Mendez Nunez Almirante Cervera Libertad Miguel de Cervantes Galicia Blas de Lezo Sevilla Huelva Vizcaya Granada Baleares Canarias
		}
	}
	heavy_cruiser = {
		prefix = ARE
		generic = {
			Crucero Pesado
		}
		unique = {
			Canarias Baleares Navarra Reina Regente Cataluna Extremadura Vizcaya Blas de Lezo Sevilla Huelva Vizcaya Granada
		}
	}
	battle_cruiser = {
		prefix = ARE
		generic = {
			Crucero de Batalla
		}
		unique = {
			Lepanto Bailen Libertad
		}
	}
	battleship = {
		prefix = ARE
		generic = {
			Acorazado
		}
		unique = {
			Jaime I Espana Alfonso XIII Lepanto Bailen Libertad
		}
	}
	carrier = {
		prefix = ARE
		generic = {
			Portaaviones
		}
		unique = {
			Dedalo Principe de Asturias Republica Victoria
		}
	}
}
### Entity: Event
Component: poland.125
Constructs: is_triggered_only, add_ideas, fire_only_once, set_country_flag
Source: game
File: events/r56_Poland.txt

Code:
news_event = {
	id = poland.125
	title = poland.125.t
	desc = poland.125.d
	picture = GFX_Falangists_Congress
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = poland.125.a
		add_ideas = closed_economy
		set_country_flag = POL_Falangists_In_Power
	}
}