Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: new_ger.90
Constructs: is_triggered_only, ai_chance, limit, add_political_power, every_unit_leader, has_trait, is_character, remove_trait
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.90
	title = new_ger.90.t
	desc = new_ger.90.d
	picture = GFX_report_event_AUS_political_rally
	is_triggered_only = yes
	option = {
		name = new_ger.90.a
		every_unit_leader = {
			limit = {
				OR = {
					has_trait = AUS_nazi_loyalties
					is_character = AUS_karl_eglseer
				}
			}
			remove_trait = {
				trait = AUS_nazi_loyalties
			}
			set_nationality = GER
		} {
			limit = {
				OR = {
					has_id = 1224 1226 1227 1228 1234
				}
			}
			set_nationality = GER
		}
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			AUS_franz_bohme = {
				set_portraits = {
					army = {
						large = GFX_portrait_AUS_franz_bohme
						small = GFX_portrait_AUS_franz_bohme_small
					}
				}
			}
			AUS_eugen_beyer = {
				set_portraits = {
					army = {
						large = GFX_portrait_AUS_eugen_beyer
						small = GFX_portrait_AUS_eugen_beyer_small
					}
				}
			}
			AUS_lothar_rendulic = {
				set_portraits = {
					army = {
						large = GFX_portrait_AUS_lothar_rendulic
						small = GFX_portrait_AUS_lothar_rendulic_small
					}
				}
			}
			AUS_karl_eglseer = {
				set_portraits = {
					army = {
						large = GFX_portrait_AUS_karl_eglseer
						small = GFX_portrait_AUS_karl_eglseer_small
					}
				}
			}
		} {
			limit = {
				has_dlc = La Resistance
			}
			every_operative = {
				turn_operative = {
					turned_by = GER
				}
				add_nationality = GER
			}
		}
		FROM = {
			annex_country = {
				target = ROOT
				transfer_troops = yes
			}
			clr_country_flag = GER_austria_active
		}
	} {
		name = new_ger.90.b
		ai_chance = {
			base = 0
		}
		add_political_power = -100
		add_timed_idea = {
			idea = GER_fake_austria
			days = 365
		}
		start_civil_war = {
			ideology = neutrality
			size = 0.66
			states = all
			states_filter = {
				OR = {
					state = 848 153 152 1052 1086
				}
			}
			GER = {
				annex_country = {
					target = PREV
					transfer_troops = yes
				}
			}
		}
		declare_war_on = {
			target = GER
			type = take_state_focus
		}
		GER = {
			country_event = new_ger.91
		}
	}
}
### Entity: Event
Component: r56.ger.27
Constructs: is_triggered_only, limit, has_government, add_opinion_modifier, set_technology, give_resource_rights, has_tech, add_tech_bonus
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.27
	title = r56.ger.27.t
	desc = r56.ger.27.d
	picture = GFX_erwache_reichsbank
	is_triggered_only = yes
	option = {
		name = r56.ger.27.a
		diplomatic_relation = {
			country = GER
			relation = non_aggression_pact
			active = yes
		}
		give_resource_rights = {
			receiver = ROOT
			state = 232
		}
		if = {
			limit = {
				NOT = {
					has_tech = basic_ship_hull_cruiser
				}
			}
			set_technology = {
				basic_ship_hull_cruiser = 1
			}
		} {
			limit = {
				NOT = {
					has_tech = basic_cruiser_armor_scheme
				}
			}
			set_technology = {
				basic_cruiser_armor_scheme = 1
			}
		} {
			limit = {
				has_government = communism
			}
			add_tech_bonus = {
				name = NSB_soviet_soviet_german_trade_agreement_tech_bonus_name
				bonus = 0.5
				uses = 2
				category = ship_modules_tech bb_tech dd_tech
			}
		} {
			limit = {
				has_government = communism
			}
			add_tech_bonus = {
				name = NSB_soviet_soviet_german_trade_agreement_tech_bonus_name
				bonus = 0.5
				uses = 2
				category = air_equipment
			}
		}
		add_equipment_production = {
			equipment = {
				type = ship_hull_cruiser_2
				creator = SOV
				version_name = Hipper Class
			}
			name = Petropavlovsk
			requested_factories = 1
			progress = 0.5
			amount = 1
		}
		else = {
			add_tech_bonus = {
				name = NSB_soviet_soviet_german_trade_agreement_tech_bonus_name_alt
				bonus = 0.5
				uses = 2
				category = ship_modules_tech bb_tech dd_tech
			}
		} {
			add_tech_bonus = {
				name = NSB_soviet_soviet_german_trade_agreement_tech_bonus_name_alt
				bonus = 0.5
				uses = 2
				category = air_equipment
			}
		}
		add_timed_idea = {
			idea = SOV_soviet_german_trade_agreement
			days = 545
		}
		add_opinion_modifier = {
			target = GER
			modifier = SOV_strengthened_relations_with_us
		}
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SOV_strengthened_relations_with_us
			}
		}
	} {
		name = r56.ger.27.b
	}
}
### Entity: Military Industrial Organization
Component: ITA_fiat_aviazione_organization
Constructs: has_completed_focus, limit, has_war_with, has_dlc, equipment_bonus, maximum_speed, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/ITA_organization.txt

Code:
ITA_fiat_aviazione_organization = {
	include = generic_range_focused_aircraft_organization
	icon = GFX_idea_ITA_fiat_aviazione
	allowed = {
		OR = {
			tag = ITA
			AND = {
				tag = BRA
				has_dlc = Trial of Allegiance
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = ITA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = ITA
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = BRA
				}
			}
			FROM = {
				has_completed_focus = BRA_italian_aircraft
			}
		}
		ELSE = {
			FROM = {
				controls_state = 158
			}
			ITA_is_northern_designer = yes
		}
	}
	initial_trait = {
		equipment_bonus = {
			naval_strike_attack = -0.1
			maximum_speed = 0.1
		}
	}
	override_trait = {
		token = generic_mio_trait_extra_cargo_doors
		position = {
			x = 8
			y = 0
		}
	}
	add_trait = {
		token = ITA_mio_trait_high_altitude_fighter_development
		name = ITA_mio_trait_high_altitude_fighter_development
		icon = GFX_generic_mio_trait_icon_air_agility
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_low_drag_wings
		any_parent = {
			generic_mio_trait_low_drag_wings
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_small_plane
		}
		equipment_bonus = {
			air_agility = 0.05
			air_attack = 0.03
		}
	} {
		token = ITA_mio_trait_new_industrialization_program
		name = ITA_new_industrialization_program
		icon = GFX_generic_mio_department_icon_plane_general_production
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		visible = {
			FROM = {
				original_tag = ITA
			}
		}
		available = {
			FROM = {
				has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.1
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_start_the_purges
Constructs: prerequisite, add_ideas, add_war_support, add_stability, completion_reward, add_political_power, is_historical_focus_on
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_start_the_purges
	icon = GFX_focus_SOV_military_purge
	prerequisite = {
		focus = COS_follow_moscow
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	x = -2
	y = 4
	relative_position_id = COS_ally_the_pvp
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_political_power = 100
		add_stability = -0.15
		add_war_support = 0.15
		add_ideas = SIA_loyal_army
	}
}
### Entity: Character
Component: navy_fleet_logistics_3
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_fleet_logistics_3 = {
	sprite = 6
	navy_max_range_factor = 0.15
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_research_cooperative
Constructs: has_completed_focus, prerequisite, limit, has_government, every_country, completion_reward, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_research_cooperative
	icon = GFX_goal_generic_scientific_exchange
	relative_position_id = LIT_form_a_baltic_alliance
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_join_allies LIT_form_a_baltic_alliance LIT_join_northern_lights
	}
	available = {
		is_in_faction = yes
		OR = {
			ENG = {
				has_government = democratic
				is_faction_leader = yes
			}
			SWE = {
				OR = {
					has_government = democratic neutrality
				}
				is_faction_leader = yes
			}
			FIN = {
				OR = {
					has_government = democratic neutrality
				}
				is_faction_leader = yes
			}
			DEN = {
				OR = {
					has_government = democratic neutrality
				}
				is_faction_leader = yes
			}
			NOR = {
				OR = {
					has_government = democratic neutrality
				}
				is_faction_leader = yes
			}
			is_faction_leader = yes
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
				}
			}
			ENG = {
				add_to_tech_sharing_group = commonwealth_research
			}
			add_to_tech_sharing_group = commonwealth_research
		} {
			limit = {
				SWE = {
					is_faction_leader = yes
					is_in_faction_with = ROOT
				}
			}
			SWE = {
				add_to_tech_sharing_group = northern_lights_research
			}
			add_to_tech_sharing_group = northern_lights_research
		} {
			limit = {
				NOR = {
					is_faction_leader = yes
					is_in_faction_with = ROOT
				}
			}
			NOR = {
				add_to_tech_sharing_group = NOR_nordic_research
			}
			add_to_tech_sharing_group = NOR_nordic_research
		} {
			limit = {
				has_completed_focus = LIT_form_a_baltic_alliance
				is_faction_leader = yes
			}
			add_to_tech_sharing_group = lit_baltic_research
			every_country = {
				limit = {
					is_in_faction_with = ROOT
				}
				add_to_tech_sharing_group = lit_baltic_research
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_focus_on_the_countryside
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_dynamic_modifier
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_focus_on_the_countryside
	icon = GFX_focus_generic_land_reclamation
	prerequisite = {
		focus = RAJ_agrarian_socialism
	}
	x = 2
	y = 0
	mutually_exclusive = {

	}
	relative_position_id = RAJ_land_of_the_tillers
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			controls_state = 436 427 984 435 426
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				controls_state = 436
			}
			436 = {
				add_dynamic_modifier = {
					modifier = idea_RAJ_rural_development
				}
			}
		} {
			limit = {
				controls_state = 427
			}
			427 = {
				add_dynamic_modifier = {
					modifier = idea_RAJ_rural_development
				}
			}
		} {
			limit = {
				controls_state = 984
			}
			984 = {
				add_dynamic_modifier = {
					modifier = idea_RAJ_rural_development
				}
			}
		} {
			limit = {
				controls_state = 435
			}
			435 = {
				add_dynamic_modifier = {
					modifier = idea_RAJ_rural_development
				}
			}
		} {
			limit = {
				controls_state = 426
			}
			426 = {
				add_dynamic_modifier = {
					modifier = idea_RAJ_rural_development
				}
			}
		}
	}
}
### Entity: Idea
Component: AUS_proclaim_the_second_republic
Constructs: war_support_factor, removal_cost, has_country_leader
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_proclaim_the_second_republic = {
	picture = ast_volunteer_defence_corps
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GER
		defense_bonus_against = 0.2
	}
	modifier = {
		war_support_factor = 0.1
		custom_modifier_tooltip = AUS_cant_enter_germany_faction
	}
	cancel = {
		OR = {
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
		}
	}
}
### Entity: Character
Component: monarchist_puppet
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
monarchist_puppet = {
	random = no
	neutrality_drift = 0.02
	stability_weekly = -0.03
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.57
Constructs: is_triggered_only, ai_chance, is_subject_of
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.57
	title = BBA_ethiopia_fascist_events.57.t
	desc = BBA_ethiopia_fascist_events.57.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.57.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				FROM = {
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_fascist_events.58
				hours = 12
			}
		}
	} {
		name = BBA_ethiopia_fascist_events.57.b
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				FROM = {
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_fascist_events.59
				hours = 12
			}
		}
	}
}
### Entity: Idea
Component: AZR_generic_decisive_battle
Source: game
File: common/ideas/azerbaijan.txt

Code:
AZR_generic_decisive_battle = {
	picture = generic_navy_arab_2
	allowed = {
		original_tag = AZR
	}
	traits = {
		navy_chief_decisive_battle_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: INS_industrial_events.28
Constructs: is_triggered_only, ai_chance, limit, clr_country_flag, add_to_variable, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.28
	title = INS_industrial_events.28.t
	desc = INS_industrial_events.28.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	hidden = no
	option = {
		name = INS_industrial_events.28.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			clr_country_flag = INS_selling_resource_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = INS_great_depression_tt INS_resources_refunded_in_24_months_tt
			add_to_variable = {
				var = INS_great_depression_country_resource_cost_rubber
				value = 40
				tooltip = country_resource_cost_rubber_tt
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
					INS_only_militia_states_if_possible_and_needed = yes
					impassable = no
				}
				prioritize = {

				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	} {
		name = INS_industrial_events.28.b
		ai_chance = {
			base = 1
		}
		trigger = {
			has_resources_in_country = {
				resource = rubber
				amount = > 39
				extracted = no
			}
		}
		hidden_effect = {
			clr_country_flag = INS_selling_resource_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = INS_great_depression_tt INS_resources_refunded_in_24_months_tt
			add_to_variable = {
				var = INS_great_depression_country_resource_cost_rubber
				value = 40
				tooltip = country_resource_cost_rubber_tt
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
					INS_only_militia_states_if_possible_and_needed = yes
					impassable = no
				}
				prioritize = {

				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		activate_decision = INS_rubber_for_civ
	}
}
### Entity: Modifier Reference
Component: AUS_austrostalinism
Constructs: has_completed_focus, stability_factor, has_government, industrial_capacity_factory, communism_drift, democratic_drift, annex_cost_factor, planning_speed
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
AUS_austrostalinism = {
	enable = {
		always = yes
	}
	icon = GFX_idea_AUS_austromarxism
	communism_drift = AUS_austromarxism_communism_support
	democratic_drift = AUS_austromarxism_democratic_support
	industrial_capacity_factory = AUS_austromarxism_industrial_capacity_factory
	theorist_cost_factor = AUS_austromarxism_theorist_cost_factor
	high_command_cost_factor = AUS_austromarxism_high_command_cost_factor
	party_popularity_stability_factor = AUS_austromarxism_party_popularity_stability_factor
	production_speed_industrial_complex_factor = AUS_austromarxism_production_speed_industrial_complex_factor
	production_speed_arms_factory_factor = AUS_austromarxism_production_speed_arms_factory_factor
	stability_factor = AUS_austromarxism_stability_factor
	political_power_factor = AUS_austromarxism_political_power_factor
	justify_war_goal_time = AUS_austromarxism_justify_war_goal_time
	annex_cost_factor = AUS_austromarxism_annex_cost_factor
	production_factory_efficiency_gain_factor = AUS_austromarxism_production_factory_efficiency_gain_factor
	command_power_gain_mult = AUS_austromarxism_command_power_gain_mult
	planning_speed = AUS_austromarxism_planning_speed
	max_planning_factor = AUS_austromarxism_max_planning_factor
	remove_trigger = {
		AND = {
			has_completed_focus = AUS_revolution
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_study_nuclear_power
Constructs: prerequisite, limit, completion_reward, has_tech, add_tech_bonus, nuclear_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_study_nuclear_power
	icon = GFX_goal_generic_nuclear_energy
	relative_position_id = EGY_unit_777
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_unit_777
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = nuclear_bonus
				bonus = 1.0
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.8
			}
		}
		custom_effect_tooltip = {
			localization_key = available_scientist_one_line_tt
			CHARACTER = EGY_sameera_moussa
		} generic_skip_one_line_tt
	}
}
### Entity: State History
Component: 657
Constructs: add_core_of
Source: game
File: history/states/657-Border state.txt

Code:
state = {
	id = 657
	name = STATE_657
	manpower = 308380
	resources = {
		steel = 18
	}
	state_category = pastoral
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
			air_base = 2
		}
		add_core_of = SOV FER
	}
	provinces = {
		675 1802 4246 4701 4725 4779 4805 4829 7616 7672 7763 7801 10655 10722 12192 12261 12263 12654 12678
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_american_sugar_investments
Constructs: prerequisite, limit, remove_ideas, has_war_with, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_american_sugar_investments
	icon = GFX_goal_cuba_nine_cents_law
	cost = 10
	prerequisite = {
		focus = CUB_invite_american_corporations
	}
	relative_position_id = CUB_invite_american_corporations
	x = -3
	y = 1
	available = {
		country_exists = USA
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = USA
			}
			has_war_with = USA
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = CUB_recovering_sugar_industry
			}
			swap_ideas = {
				remove_idea = CUB_recovering_sugar_industry
				add_idea = CUB_recovering_sugar_industry_1
			}
		} {
			limit = {
				has_idea = CUB_recovering_sugar_industry_1
			}
			remove_ideas = CUB_recovering_sugar_industry_1
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: adr_focus
Component: ADR_abandon_the_policy_of_neutrality
Constructs: remove_ideas, add_war_support, add_stability, completion_reward
Source: game
File: common/national_focus/andorra.txt

Code:
focus = {
	id = ADR_abandon_the_policy_of_neutrality
	icon = GFX_goal_generic_demand_territory
	relative_position_id = ADR_continue_the_policy_of_neutrality
	x = 3
	y = 0
	cost = 10
	mutually_exclusive = {
		focus = ADR_continue_the_policy_of_neutrality
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 0
	}
	completion_reward = {
		add_stability = -0.1
		add_war_support = 0.05
		remove_ideas = neutrality_idea
	}
}
### Entity: Character
Component: SIA_queen_consort
Constructs: stability_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_queen_consort = {
	random = no
	sprite = 13
	stability_factor = 0.05
	legitimacy_gain_factor = 0.2
	exile_manpower_factor = 0.15
	resistance_target_on_our_occupied_states = 0.15
	weekly_manpower = 200
}
### Entity: Idea
Component: EAI_DD_8/large_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/large_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_airframe = {
			build_cost_ic = -0.08
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_hit_chile
Constructs: prerequisite, completion_reward, is_subject, has_army_manpower, clr_country_flag, create_wargoal, take_state_focus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_hit_chile
	prerequisite = {
		focus = PRU_hit_bolivia
	}
	icon = GFX_goal_generic_attack_chile
	x = 1
	y = 1
	relative_position_id = PRU_hit_bolivia
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 70000
		}
		CHL = {
			r56_script_target_is_sane = yes
		}
		r56_script_i_am_sane = yes
	}
	ai_will_do = {
		factor = 10
	}
	bypass = {
		CHL = {
			r56_script_standard_bypass = yes
		}
	}
	will_lead_to_war_with = CHL
	completion_reward = {
		CHL = {
			clr_country_flag = monroe_doctrine
		}
		create_wargoal = {
			type = take_state_focus
			target = CHL
			expire = 0
			generator = {
				279 506 507 882
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}