Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_ship_hull_cruiser
Constructs: limit, set_temp_variable, prio_factor, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_navy.txt

Code:
EAI_PR_STRATEGIES_ship_hull_cruiser = {
	if = {
		limit = {
			OR = {
				EAI_CL_tech_focus = yes
				EAI_ASW_CL_tech_focus = yes
				EAI_CA_tech_focus = yes
			}
		}
		set_temp_variable = {
			prio_cat = @PR_ship_hull_cruiser
		} {
			prio_factor = EAI_RESEARCH_naval_research_factor
		}
		add_to_temp_variable = {
			prio_factor = 0.5
		}
		multiply_temp_variable = {
			prio_cat = prio_factor
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:early_ship_hull_cruiser
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_ship_hull_cruiser
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_ship_hull_cruiser
				} {
					_prio_val = prio_cat
				}
				date = > 1939.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:advanced_ship_hull_cruiser
				} {
					_prio_val = prio_cat
				}
				date = > 1943.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Decision
Component: POR_arms_purchases
Constructs: has_completed_focus, add_equipment_to_stockpile, has_war, limit, has_government, owns_state, has_war_with, has_country_flag
Source: game
File: common/decisions/POR.txt

Code:
POR_arms_purchases = {
	POR_buy_artillery_in_britain = {
		icon = generic_industry
		available = {
			ENG = {
				has_opinion = {
					target = ROOT
					value = > 0
				}
			}
		}
		cost = 0
		days_remove = 90
		days_re_enable = 90
		ai_will_do = {
			factor = 0.1
			modifier = {
				OR = {
					num_of_civilian_factories = < 5
					stockpile_ratio = {
						archetype = artillery_equipment
						ratio = > 3
					}
				}
				factor = 0
			} {
				has_war = yes
				factor = 10
			}
		}
		modifier = {
			civilian_factory_use = 1
		}
		visible = {
			has_completed_focus = POR_british_guns
			NOT = {
				has_war_with = ENG
			}
			country_exists = ENG
		}
		complete_effect = {
			ENG = {
				add_offsite_building = {
					type = industrial_complex
					level = 1
				}
				add_opinion_modifier = {
					target = POR
					modifier = POR_bought_guns
				}
			}
			add_opinion_modifier = {
				target = ENG
				modifier = POR_sold_guns
			} {
				target = ENG
				modifier = POR_arms_trade
			}
		}
		remove_effect = {
			add_equipment_to_stockpile = {
				type = artillery_equipment
				amount = 100
				producer = ENG
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy = {
					cic = 250
					equipment_type = artillery_equipment
					seller_tags = {
						ENG
					}
				}
			}
			ENG = {
				add_offsite_building = {
					type = industrial_complex
					level = -1
				}
			}
		}
	}
	POR_buy_aa_in_britain = {
		icon = generic_industry
		available = {
			ENG = {
				has_opinion = {
					target = ROOT
					value = > 0
				}
				has_tech = interwar_antiair
			}
		}
		cost = 0
		days_remove = 90
		days_re_enable = 90
		ai_will_do = {
			factor = 0.1
			modifier = {
				OR = {
					num_of_civilian_factories = < 5
					stockpile_ratio = {
						archetype = anti_air_equipment
						ratio = > 3
					}
				}
				factor = 0
			} {
				has_war = yes
				factor = 10
			}
		}
		modifier = {
			civilian_factory_use = 1
		}
		visible = {
			has_completed_focus = POR_british_guns
			NOT = {
				has_war_with = ENG
			}
			country_exists = ENG
		}
		complete_effect = {
			ENG = {
				add_offsite_building = {
					type = industrial_complex
					level = 1
				}
				add_opinion_modifier = {
					target = POR
					modifier = POR_bought_guns
				}
			}
			add_opinion_modifier = {
				target = ENG
				modifier = POR_sold_guns
			} {
				target = ENG
				m
# ... (truncated)
### Entity: National Focus
Tree: xsm_focus
Component: XSM_sweep_out_communists
Constructs: prerequisite, completion_reward, add_political_power, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XSM_sweep_out_communists
	icon = GFX_focus_GER_end_european_communism
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = XSM_sway_the_people XSM_a_hui_army
	}
	relative_position_id = XSM_sway_the_people
	ai_will_do = {
		base = 20
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = tsr_anti_communist_campaign
			days = 365
		}
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_parachute_regiments
Constructs: prerequisite, completion_reward, allow_branch, has_dlc, add_potential_special_forces_tree, add_doctrine_cost_reduction
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_parachute_regiments
	prerequisite = {
		focus = ENG_special_air_service
	}
	allow_branch = {
		has_dlc = Arms Against Tyranny
	}
	continue_if_invalid = yes
	icon = GFX_focus_generic_paratrooper
	x = 0
	y = 1
	relative_position_id = ENG_special_air_service
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_potential_special_forces_tree = yes
		add_doctrine_cost_reduction = {
			name = ENG_parachute_regiments
			cost_reduction = 0.25
			uses = 2
			category = special_forces_doctrine
		}
	}
}
### Entity: Idea
Component: KMT_great_leap_famine_idea
Constructs: stability_factor, has_country_flag, industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_great_leap_famine_idea = {
	removal_cost = -1
	picture = ENG_the_war_to_end_all_wars
	allowed = {
		always = no
	}
	cancel = {
		has_country_flag = KMT_leap_stop
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		conscription_factor = -0.95
		stability_factor = -0.3
		industrial_capacity_factory = -0.35
	}
}
### Entity: Character
Component: SWE_support_party_in_power
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_support_party_in_power = {
	random = no
	political_advisor_cost_factor = 0.25
	economy_cost_factor = 0.25
	trade_laws_cost_factor = 0.25
	mobilization_laws_cost_factor = 0.25
}
### Entity: Character
Component: FRA_paul_reynaud
Source: game
File: common/characters/FRA.txt

Code:
FRA_paul_reynaud = {
	name = FRA_paul_reynaud
	portraits = {
		army = {
			small = GFX_portrait_FRA_paul_reynaud_small
		}
		civilian = {
			large = GFX_portrait_FRA_paul_reynaud
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FRA_paul_reynaud
		allowed = {
			original_tag = FRA
		}
		traits = {
			quartermaster_general
		}
		on_add = {

		}
		do_effect = {

		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_prajadhipok_audience_with_churchill
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_dlc
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_prajadhipok_audience_with_churchill
	icon = GFX_focus_chi_british_cooperation
	x = -1
	y = 1
	relative_position_id = SIA_meet_with_king_prajadhipok
	prerequisite = {
		focus = SIA_meet_with_king_prajadhipok
	}
	mutually_exclusive = {
		focus = SIA_facilitate_prajadhipoks_move_to_japan
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = SIA_prajadhipok_audience_with_churchill_tt SIA_prajadhipok_audience_with_churchill_tt2
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = infantry_equipment_0
				amount = 1500
				producer = ENG
			} {
				type = artillery_equipment
				amount = 250
				producer = ENG
			}
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				add_equipment_to_stockpile = {
					type = small_plane_airframe_1
					amount = 100
					producer = ENG
				}
			}
			else = {
				add_equipment_to_stockpile = {
					type = fighter_equipment_1
					amount = 100
					producer = ENG
				}
			}
		}
	}
}
### Entity: Achievement
Component: czechmate
Constructs: has_government, has_war_with, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
czechmate = {
	id = 50
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = CZE
	}
	happened = {
		has_war_with = ENG
		ENG = {
			has_government = democratic
		}
		controls_state = 285
	}
}
### Entity: Special Project
Component: sp_land_generic_reward_armor_tech_2
Constructs: fire_only_once, has_project_flag, add_tech_bonus, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_armor_tech_2 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_armor_tech_flag
		}
	}
	option = {
		token = sp_land_generic_reward_option_armor_tech
		iteration_output = {
			country_effects = {
				add_tech_bonus = {
					name = sp_land_generic_reward_option_armor_tech_bonus_name
					bonus = 0.2
					uses = 1
					category = armor
				}
				FROM = {
					set_project_flag = sp_land_generic_reward_armor_tech_flag
				}
			}
		}
	}
}
### Entity: Event
Component: MUN_czech.1043
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, has_country_flag, is_ai, has_army_manpower, has_opinion
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1043
	title = MUN_czech.1043.t
	desc = MUN_czech.1043.d
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	option = {
		name = MUN_czech.1043.a
		ai_chance = {
			base = 1
			modifier = {
				FROM = {
					is_ai = no
				}
				add = 1
			} {
				FROM = {
					has_completed_focus = CZE_slovakia_autonomy_agreement
				}
				factor = 1.1
			} {
				FROM = {
					has_completed_focus = CZE_cut_carpathia_loose
				}
				factor = 1.2
			} {
				FROM = {
					has_completed_focus = CZE_apart_but_togather
				}
				factor = 1.3
			} {
				FROM = {
					has_army_manpower = {
						size = > 324999
					}
				}
				factor = 1.5
			} {
				FROM = {
					has_completed_focus = CZE_the_second_fortification_program
				}
				factor = 1.1
			} {
				has_country_flag = FROM_said_yes_to_trade_union
				factor = 1.5
			} {
				threat = > 25
				factor = 1.1
			} {
				threat = > 50
				factor = 1.2
			} {
				threat = > 75
				factor = 1.3
			} {
				has_opinion = {
					target = FROM
					value = > 50
				}
				factor = 1.2
			} {
				has_non_aggression_pact_with = CZE
				factor = 1.2
			} {
				has_government = FROM
				factor = 1.5
			}
		}
		FROM = {
			country_event = MUN_czech.1045
		}
	} {
		name = MUN_czech.1043.b
		ai_chance = {
			base = 2
			modifier = {
				FROM = {
					is_ai = no
				}
				factor = 0.1
			}
		}
		FROM = {
			country_event = MUN_czech.1044
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/HOL_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 3211
	division_template = Infanterie Divisie
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_experts_in_camouflage
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_experts_in_camouflage
	icon = GFX_SOV_experts_in_camouflage_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_military_reorganization
	}
	x = -1
	y = 1
	relative_position_id = SOV_military_reorganization
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_to_variable = {
			SOV_the_red_army_cas_damage_reduction = 0.05
		} {
			SOV_the_red_army_max_dig_in = 5
		} {
			SOV_the_red_army_dig_in_speed_factor = 0.05
		}
		custom_effect_tooltip = SOV_experts_in_camouflage_ns_tt
	}
}
### Entity: Idea
Component: AUS_austria_is_austrian
Constructs: removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_austria_is_austrian = {
	picture = AUS_for_kaiser_and_fatherland_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		war_support_weekly = 0.002
		drift_defence_factor = 0.5
		improve_relations_maintain_cost_factor = 0.2
	}
}
### Entity: Decision
Component: economy_decisions
Constructs: has_completed_focus, limit, fire_only_once, has_tech, is_owned_and_controlled_by, has_state_flag, has_political_power, has_resources_in_country
Source: game
File: common/decisions/ICE.txt

Code:
economy_decisions = {
	ICE_drilling_for_oil_off_shore = {
		icon = oil
		allowed = {
			tag = ICE
		}
		highlight_states = {
			highlight_state_targets = {
				state = 100
			}
		}
		available = {
			has_tech = excavation1 excavation2
			num_of_civilian_factories_available_for_projects = > 1
			100 = {
				is_owned_and_controlled_by = ROOT
				NOT = {
					has_state_flag = no_more_oil_flag
				}
			}
			has_completed_focus = ICE_off_shore_oil_drilling
		}
		visible = {
			100 = {
				is_owned_and_controlled_by = ROOT
				NOT = {
					has_state_flag = no_more_oil_flag
				}
			}
			has_completed_focus = ICE_off_shore_oil_drilling
		}
		fire_only_once = no
		cost = ICE_black_gold_cost
		days_remove = 90
		modifier = {
			civilian_factory_use = 2
		}
		ai_will_do = {
			base = 0.3
			modifier = {
				factor = 0.5
				has_political_power = < 80
			} {
				factor = 3
				has_political_power = > 200
			} {
				factor = 5
				has_resources_in_country = {
					resource = oil
					amount = < 1
				}
			} {
				factor = 0
				is_historical_focus_on = yes
				check_variable = {
					ICE_black_gold_runs_dry_chance = > 20
				}
			} {
				add = 500
				is_historical_focus_on = no
			}
		}
		fixed_random_seed = no
		remove_effect = {
			random_list = {
				ICE_black_gold_success_chance = {
					100 = {
						add_resource = {
							type = oil
							amount = 4
						}
					}
				} {
					100 = {
						add_resource = {
							type = oil
							amount = 2
						}
					}
				}
				ICE_black_gold_runs_dry_chance = {
					100 = {
						add_resource = {
							type = oil
							amount = 8
						}
						custom_effect_tooltip = no_more_oil_tt
						set_state_flag = no_more_oil_flag
					}
					country_event = {
						id = iceland_events.26
						hours = 0
					}
				}
			}
			add_to_variable = {
				ICE_black_gold_cost = 30
			}
			if = {
				limit = {
					check_variable = {
						ICE_black_gold_runs_dry_chance = < 45
					}
				}
				add_to_variable = {
					ICE_black_gold_runs_dry_chance = 5
				}
				subtract_from_variable = {
					ICE_black_gold_success_chance = 2.5
				}
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_showa_constitution
Constructs: prerequisite, add_ideas, completion_reward, has_civil_war, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_showa_constitution
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	prerequisite = {
		focus = JAP_pre_emptive_coup
	} {
		focus = JAP_purge_the_militarists
	}
	x = 1
	y = 1
	relative_position_id = JAP_pre_emptive_coup
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_civil_war = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		JAP_big_government_faction_gain = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = JAP_hirohito
	}
}
### Entity: Technology
Component: airdrop_mines
Constructs: allow_branch, has_dlc, research_cost
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	allow_branch = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	research_cost = 2
	start_year = 1942
	category_nav_bomber = {
		mines_planting = 0.05
	}
	category_tac_bomber = {
		mines_planting = 0.08
	}
	category_strat_bomber = {
		mines_planting = 0.13
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 2
			y = 16
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				tag = GER USA ENG
			}
			factor = 7
		}
	}
	categories = {
		naval_mines naval_minelaying naval_equipment
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Decision
Component: ISR_vote_president_category
Constructs: has_completed_focus, limit, add_ideas, has_country_flag, complete_effect, set_country_flag, set_variable, add_to_variable
Source: game
File: common/decisions/ISR.txt

Code:
ISR_vote_president_category = {
	ISR_nominate_einstein = {
		icon = GFX_decision_hol_exchange_intelligence_data
		visible = {
			NOT = {
				has_country_flag = ISR_nominated_einstein ISR_nominated_benzvi ISR_nominated_weizmann ISR_nominated_klausner
			} {
				has_country_flag = ISR_urf_in_coalition
			}
			has_completed_focus = ISR_national_higher_education
		}
		complete_effect = {
			activate_mission = ISR_president_vote
			set_country_flag = ISR_nominated_einstein ISR_maki_president_yes ISR_hashomer_president_yes ISR_mapai_president_yes ISR_new_aliyah_president_yes ISR_general_zionists_president_yes ISR_hatzohar_president_yes
			custom_effect_tooltip = ISR_we_nominate_einstein ISR_if_vote_passes
			effect_tooltip = {
				add_ideas = ISR_president_einstein
			}
			set_variable = {
				ISR_president_yes = 0
			} {
				ISR_president_no = 0
			}
			add_to_variable = {
				ISR_president_yes = ISR_maki_seats
			} {
				ISR_president_yes = ISR_hashomer_seats
			} {
				ISR_president_yes = ISR_mapai_seats
			} {
				ISR_president_yes = ISR_new_aliyah_seats
			} {
				ISR_president_yes = ISR_general_zionists_seats
			} {
				ISR_president_yes = ISR_hatzohar_seats
			} {
				ISR_president_no = ISR_urf_seats
			}
		}
	}
	ISR_nominate_benzvi = {
		icon = GFX_decision_hol_exchange_intelligence_data
		visible = {
			NOT = {
				has_country_flag = ISR_nominated_einstein ISR_nominated_benzvi ISR_nominated_weizmann ISR_nominated_klausner
			}
		}
		available = {
			OR = {
				has_country_flag = ISR_mapai_formed ISR_hashomer_formed
			}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1000
				has_completed_focus = ISR_hashomer_leads
			}
		}
		complete_effect = {
			activate_mission = ISR_president_vote
			set_country_flag = ISR_nominated_benzvi ISR_maki_president_yes ISR_hashomer_president_yes ISR_mapai_president_yes
			custom_effect_tooltip = ISR_we_nominate_benzvi ISR_opposition_nominate_weizmann ISR_if_vote_passes
			effect_tooltip = {
				add_ideas = ISR_president_ben_zvi
			}
			set_variable = {
				ISR_president_yes = 0
			} {
				ISR_president_no = 0
			}
			add_to_variable = {
				ISR_president_yes = ISR_maki_seats
			} {
				ISR_president_yes = ISR_hashomer_seats
			} {
				ISR_president_yes = ISR_mapai_seats
			} {
				ISR_president_no = ISR_new_aliyah_seats
			} {
				ISR_president_no = ISR_general_zionists_seats
			} {
				ISR_president_no = I
# ... (truncated)
### Entity: Modifier Reference
Component: CHI_infiltrated_state_2
Constructs: army_attack_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_infiltrated_state_2 = {
	icon = GFX_modifiers_PRC_infiltrated_state_2
	enable = {
		always = yes
	}
	army_attack_factor = 0.05
	out_of_supply_factor = -0.1
	max_dig_in_factor = 0.1
}
### Entity: Faction
Component: faction_goal_defeating_our_enemies
Constructs: limit, add_war_support, has_country_flag, is_victor_in_pc_tt, complete_effect, add_faction_power_projection, every_faction_member, has_completed_goal
Source: game
File: common/factions/goals/faction_goals_long_term.txt

Code:
faction_goal_defeating_our_enemies = {
	name = defeating_our_enemies_goal_name
	description = defeating_our_enemies_goal_desc
	group = FOCUS_FILTER_ANNEXATION
	category = long_term
	visible = {
		NOT = {
			has_country_flag = peace_winner_flag
		}
	}
	completed = {
		custom_trigger_tooltip = {
			tooltip = is_victor_in_pc_tt
			has_country_flag = peace_winner_flag
		}
	}
	complete_effect = {
		add_faction_power_projection = 200
		custom_effect_tooltip = generic_skip_one_line_tt ALL_FACTION_MEMBERS generic_skip_one_line_tt PEACE_CONFERENCE_WINNERS
		every_faction_member = {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_defeating_our_enemies
					}
				}
				add_war_support = 0.1
			}
		} {
			visible_when_empty = yes
			limit = {
				has_country_flag = peace_winner_flag
			}
			add_faction_initiative = 1
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_industrial_collectivization
Constructs: prerequisite, limit, completion_reward, is_core_of, is_controlled_by, cancel_if_invalid, random_owned_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_industrial_collectivization
	icon = GFX_goal_generic_construct_civ_factory
	x = 0
	y = 2
	prerequisite = {
		focus = FRA_womens_suffrage
	} {
		focus = FRA_strengthen_the_unions
	}
	mutually_exclusive = {

	}
	relative_position_id = FRA_invite_communist_ministers
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		not = {
			any_owned_state = {
				is_core_of = ROOT
				is_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Unit Template
Component: ENG_BATTLES
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_BATTLES = {
	name = NAME_THEME_BATTLES
	for_countries = {
		ENG
	}
	can_use = {
		NOT = {
			has_government = communism
		}
	}
	type = ship
	prefix = HMS 
	unique = {
		Waterloo Agincourt Cressy Poitiers Vitoria Salamanca Ramillies Blenheim Elixheim Oudenarde Lille Malplaquet Schellenberg Verneuil Boyne Culloden Plassey Balaklava Rorke's Drift Megiddo Assaye Stamford Bridge Edington Trafalgar Nile Jutland Sluys Quiberon Bay
	}
}
### Entity: Event
Component: new_ger.168
Constructs: is_triggered_only, ai_chance, limit, add_political_power, set_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.168
	title = new_ger.168.t
	desc = new_ger.168.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = new_ger.168.a
		ai_chance = {
			base = 2
		}
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		FROM = {
			diplomatic_relation = {
				country = ROOT
				relation = docking_rights
				active = yes
			}
		}
		set_country_flag = GER_docking_rights_flag
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
	} {
		name = new_ger.167.b
		ai_chance = {
			base = 1
		}
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.19
			}
			IF = {
				limit = {
					original_tag = CAN
				}
				FROM = {
					set_country_flag = GER_can_denied_us_flag
				}
			}
		}
	}
}