Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: SIA_civilian_coup
Constructs: limit, has_government, set_variable, set_variable_to_random, add_to_variable, has_country_leader, has_variable, random_army_leader
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_civilian_coup = {
	set_variable = {
		t_cw_size = 0.35
	}
	set_variable_to_random = {
		var = t_cw_size_noise
		min = -0.1
		max = 0.25
		integer = no
	}
	add_to_variable = {
		t_cw_size = t_cw_size_noise
	}
	if = {
		limit = {
			has_country_leader = {
				character = SIA_plaek_phibunsongkhram
			}
		}
		start_civil_war = {
			ideology = democratic
			ruling_party = fascism
			size = var:t_cw_size
			keep_all_characters = yes
			set_variable = {
				ROOT.SIA_other_cw_country = THIS
			}
		}
	} {
		limit = {
			has_variable = SIA_other_cw_country
		}
		random_army_leader = {
			limit = {
				NOT = {
					OR = {
						is_character = SIA_plaek_phibunsongkhram SIA_pridi_banomyong SIA_phraya_phahon SIA_phraya_songsuradet SIA_ananda_mahidol SIA_rambai_barni SIA_prajadhipok SIA_bowardej SIA_rangsit_prayurasakdi SIA_adul_aduldejajaras
					}
				}
			}
			set_nationality = ROOT.SIA_other_cw_country
			if = {
				limit = {
					PREV.var:SIA_other_cw_country = {
						has_government = democratic
					}
				}
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = socialism
					}
				}
			}
			else_if = {
				limit = {
					PREV.var:SIA_other_cw_country = {
						has_government = neutrality
					}
				}
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = despotism
					}
				}
			}
		}
	}
	else_if = {
		limit = {
			OR = {
				has_country_leader = {
					character = SIA_phraya_phahon
				} {
					character = SIA_phraya_songsuradet
				} {
					character = SIA_ananda_mahidol
				} {
					character = SIA_rambai_barni
				} {
					character = SIA_prajadhipok
				} {
					character = SIA_bowardej
				} {
					character = SIA_rangsit_prayurasakdi
				}
			}
		}
		start_civil_war = {
			ideology = democratic
			ruling_party = neutrality
			size = var:t_cw_size
			keep_all_characters = yes
			set_variable = {
				ROOT.SIA_other_cw_country = THIS
			}
		}
	} {
		limit = {
			has_country_leader = {
				character = SIA_pridi_banomyong
			}
		}
		start_civil_war = {
			ideology = neutrality
			ruling_party = democratic
			size = var:t_cw_size
			keep_all_characters = yes
			set_variable = {
				ROOT.SIA_other_cw_country = THIS
			}
		}
	}
	else = {
		start_civil_war = {
			ideology = communism
			ruling_party = SIA
			size = var:t_cw_size
			keep_all_characters = yes
			set_variable = 
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ATrade_screen.jpeg.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:Trade screen.jpeg:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Trade (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Trade_screen.jpeg"
### Entity: AI Strategy
Component: GER_naval_dominance
Source: game
File: common/ai_navy/goals/goals_GER.txt

Code:
GER_naval_dominance = {
	objective_type = naval_dominance
	available_for = {
		GER
	}
	min_priority = 1
	max_priority = 13
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_supremacy_of_defense
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_mastery_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_supremacy_of_defense
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = YUG_army_maneuvers
	}
	mutually_exclusive = {
		focus = YUG_supremacy_of_offense
	}
	x = 1
	y = 1
	relative_position_id = YUG_army_maneuvers
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_mastery_bonus = {
			name = YUG_supremacy_of_defense
			bonus = 0.1
			days = 180
			track = infantry
		} {
			name = YUG_supremacy_of_defense
			bonus = 0.1
			days = 180
			track = operations
		}
		add_doctrine_cost_reduction = {
			name = YUG_supremacy_of_defense
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_purchase_alternative_aricraft
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_government, add_opinion_modifier, completion_reward, cancel_if_invalid, has_dlc
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_purchase_alternative_aricraft
	icon = GFX_focus_SMB_purchase_aircraft
	prerequisite = {
		focus = IRQ_independent_flight_schools
	}
	mutually_exclusive = {
		focus = IRQ_purchase_british_aircraft
	}
	x = 1
	y = 1
	relative_position_id = IRQ_independent_flight_schools
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 500
				equipment_type = small_plane_airframe
				seller_tags = {
					ITA
				}
			}
			IF = {
				limit = {
					has_dlc = By Blood Alone
				}
				add_equipment_to_stockpile = {
					type = small_plane_airframe_0
					amount = 30
					producer = ITA
				}
			}
			ELSE = {
				add_equipment_to_stockpile = {
					type = fighter_equipment_0
					amount = 30
					producer = ITA
				}
			}
		}
		ELSE_IF = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_0
				amount = 55
				producer = ITA
			}
		}
		ELSE = {
			add_equipment_to_stockpile = {
				type = fighter_equipment_0
				amount = 55
				producer = ITA
			}
		}
		ITA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = IRQ_purchased_our_equipment
			}
			IF = {
				limit = {
					has_government = fascism
				}
				ROOT = {
					add_popularity = {
						ideology = fascism
						popularity = 0.025
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: ISR_rome_and_jerusalem
Constructs: industrial_capacity_factory, removal_cost, democratic_drift
Source: game
File: common/ideas/israel.txt

Code:
ISR_rome_and_jerusalem = {
	picture = hol_the_foundations_of_defense
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	name = ISR_moses_hess_legacy
	removal_cost = -1
	modifier = {
		monthly_population = 0.5
		surrender_limit = 1
		stability_weekly = 0.001
		weekly_manpower = 50
		democratic_drift = 0.02
		industrial_capacity_factory = 0.1
	}
}
### Entity: Character
Component: LOI_andrew_dewar_gibb
Source: game
File: common/characters/LOI.txt

Code:
LOI_andrew_dewar_gibb = {
	name = Andrew Dewar Gibb
	portraits = {
		civilian = {
			large = gfx/leaders/Europe/portrait_europe_generic_5.dds
		}
	}
	country_leader = {
		ideology = socialism
		traits = {
			dealbroker
		}
		expire = 1965.1.1
		id = -1
	} {
		ideology = fascism_ideology
		traits = {
			dealbroker
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Character
Component: raiding_fleet_naval_manufacturer
Constructs: equipment_bonus, naval_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
raiding_fleet_naval_manufacturer = {
	random = no
	equipment_bonus = {
		carrier = {
			surface_visibility = -0.1
			naval_speed = 0.1
		}
		capital_ship = {
			surface_visibility = -0.1
			naval_speed = 0.1
			hg_attack = -0.1
		}
		screen_ship = {
			surface_visibility = -0.1
			naval_speed = 0.1
		}
		submarine = {
			sub_visibility = -0.1
			surface_visibility = -0.1
			naval_speed = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_indian_vehicles_for_indian_terrain_r56
Constructs: shared_focus, prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, add_tech_bonus, swap_ideas
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_indian_vehicles_for_indian_terrain_r56
	icon = GFX_focus_generic_land_reclamation
	cost = 6
	x = 1
	y = 1
	relative_position_id = RAJ_develop_a_mass_mechanization_plan_r56
	prerequisite = {
		focus = RAJ_develop_a_mass_mechanization_plan_r56
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = armor
			}
			add_daily_mastery = {
				name = RAJ_indian_vehicles_for_indian_terrain_r56
				amount = 0.4
				days = 180
				track = armor
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			army_experience = 25
		}
		add_tech_bonus = {
			name = SIA_masters_of_our_terrain_r56
			bonus = 0.75
			uses = 1
			category = amphibious_armor_tech
			technology = amphibious_mechanized_infantry amphibious_mechanized_infantry_2
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = RAJ_mass_mechanization_plan_r56
			add_idea = RAJ_mass_mechanization_plan_2_r56
		}
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_form_a_volunteer_force
Constructs: prerequisite, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_form_a_volunteer_force
	icon = GFX_goal_generic_army
	prerequisite = {
		focus = SAU_western_alignment SAU_maintain_international_neutrality
	}
	relative_position_id = SAU_western_alignment
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = SAU_volunteer_corps
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_desegregate_the_armed_forces
Constructs: prerequisite, add_ideas, completion_reward, has_country_leader, cancel_if_invalid
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_desegregate_the_armed_forces
	icon = GFX_goal_generic_small_arms
	x = -6
	y = 1
	prerequisite = {
		focus = USA_suspend_the_presecution
	}
	relative_position_id = USA_suspend_the_presecution
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			communism = > 0.1
			has_country_leader = {
				ruling_only = yes
				name = Harry S. Truman
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = USA_armed_forces_desegregation
	}
}
### Entity: Technology
Component: advanced_heavy_cruiser
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		heavy_cruiser_4
	}
	path = {
		leads_to_tech = advanced_light_cruiser
		research_cost_coeff = 0.75
	}
	research_cost = 2
	start_year = 1944
	folder = {
		name = naval_folder
		position = {
			x = 1
			y = 19
		}
	}
	ai_will_do = {
		factor = 1
	}
	categories = {
		naval_artillery naval_equipment ca_tech mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_cruiser_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Event
Component: cityfall.84
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.84
	title = cityfall.84.t
	desc = cityfall.84.desc
	picture = GFX_news_event_fall_of_paris3
	major = yes
	is_triggered_only = yes
	immediate = {
		16 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.84.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.84.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.84.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: Character
Component: TAN_communist_guy
Constructs: has_government
Source: game
File: common/characters/TAN.txt

Code:
TAN_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = TAN_communist_guy
		allowed = {
			original_tag = TAN
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: Country History
Country: SNM
Component: SNM_characters
Constructs: create_country_leader
Source: game
File: history/countries/SNM - San Marino.txt

Code:
# Leaders & Characters for SNM
create_country_leader = {
	name = Gino Gozi
	desc = POLITICS_JOHN_XXIII_DESC
	picture = gfx/leaders/ITA/Portrait_Italy_Generic_land_3.dds
	ideology = liberalism
}
### Entity: Character
Component: HBC_sun_liangcheng
Constructs: has_completed_focus, has_war_with, is_subject, is_literally_china
Source: game
File: common/characters/HBC.txt

Code:
HBC_sun_liangcheng = {
	name = Sun Liangcheng
	portraits = {
		army = {
			large = GFX_portrait_asia_generic_land_12
			small = GFX_portrait_asia_generic_land_12_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HBC_sun_liangcheng
		allowed = {
			original_tag = HBC
		}
		visible = {

		}
		available = {
			NOT = {
				has_completed_focus = CHI_oust_KMT_influence CHI_seize_chinese_assets
				has_war_with = CHI
			}
			OR = {
				is_subject = no
				OVERLORD = {
					is_literally_china = yes
				}
			}
		}
		traits = {
			resistance_leader
		}
	} {
		slot = high_command
		idea_token = HBC_sun_liangcheng2
		ledger = army
		allowed = {
			OR = {
				original_tag = HBC XIC
			}
		}
		available = {
			NOT = {
				has_completed_focus = CHI_oust_KMT_influence CHI_seize_chinese_assets
				has_war_with = CHI
			}
			OR = {
				is_subject = no
				OVERLORD = {
					is_literally_china = yes
				}
			}
		}
		traits = {
			POL_paramilitary
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			guerilla_fighter cavalry_officer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				has_completed_focus = CHI_oust_KMT_influence CHI_seize_chinese_assets
				has_war_with = CHI
			}
			OR = {
				is_subject = no
				OVERLORD = {
					is_literally_china = yes
				}
			}
		}
	}
}
### Entity: Joint Focus
Component: INSHOL_emergency_dockyard_construction
Constructs: prerequisite, limit, joint_focus, is_subject_of, has_war_with_major, add_timed_idea, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_emergency_dockyard_construction
	icon = GFX_focus_SWE_coastal_support
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
		is_subject_of = HOL
		HOL = {
			has_war_with_major = yes
		}
		controls_state = 1058
	}
	prerequisite = {
		focus = INSHOL_east_indies_navy
	}
	mutually_exclusive = {

	}
	x = -3
	y = 1
	relative_position_id = INSHOL_east_indies_navy
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			add_timed_idea = {
				idea = INS_emergency_dockyard_construction_idea
				days = 180
			}
			1058 = {
				if = {
					limit = {
						free_building_slots = {
							building = dockyard
							size = > 0
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = dockyard
						level = 1
						instant_build = yes
					}
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			add_timed_idea = {
				idea = INS_emergency_dockyard_construction_idea
				days = 180
			}
			1058 = {
				if = {
					limit = {
						free_building_slots = {
							building = dockyard
							size = > 0
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = dockyard
						level = 1
						instant_build = yes
					}
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: south_east_asia
Constructs: has_war
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
south_east_asia = {
	name = theater_south_east_asia
	regions = {
		72 188 229 228 142 73 187 293 294 101 292
	}
	cancel = {
		has_war = no
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			OR = {
				any_enemy_country = {
					OR = {
						controls_state = 1021 336 289 671 672
					}
				}
				controls_state = 1021 336 289 671 672
			}
		} {
			factor = 0
			has_war = no
		}
	}
}
### Entity: Character
Component: KEN_acd2
Source: game
File: common/characters/KEN.txt

Code:
KEN_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = KEN_acd2
		allowed = {
			original_tag = KEN
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_deepen_our_collaboration
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, add_political_power, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_deepen_our_collaboration
	icon = GFX_focus_JAP_promote_japanese_settlement
	x = 0
	y = 1
	relative_position_id = CHI_tsr_embrace_japanese_cultural_institutions
	prerequisite = {
		focus = CHI_tsr_embrace_japanese_cultural_institutions
	}
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject_of = JAP
	}
	bypass = {

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

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		add_autonomy_score = {
			value = -250
			localization = CHI_tsr_deepen_our_collaboration
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		every_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
		}
		IF = {
			limit = {
				NOT = {
					OR = {
						has_idea = CHI_ineffective_bureaucracy CHI_ineffective_bureaucracy_warlord
					}
				}
			}
			add_political_power = 150
			add_stability = 0.05
			add_popularity = {
				ideology = democratic
				popularity = 0.05
			}
		} {
			limit = {
				has_idea = CHI_ineffective_bureaucracy
			}
			remove_ideas = CHI_ineffective_bureaucracy
		} {
			limit = {
				has_idea = CHI_ineffective_bureaucracy_warlord
			}
			remove_ideas = CHI_ineffective_bureaucracy_warlord
		}
	}
}
### Entity: AI Strategy
Component: SOV_ultimatum_LIT
Constructs: has_country_flag, is_historical_focus_on
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_ultimatum_LIT = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		is_historical_focus_on = yes
		LIT = {
			NOT = {
				has_country_flag = SOV_ultimatum_sent_flag
			}
		}
	}
	abort = {
		OR = {
			LIT = {
				has_country_flag = {
					flag = SOV_ultimatum_sent_flag
					value = 1
					days = > 15
				}
			}
			date = > 1941.12.31
		}
	}
	ai_strategy = {
		type = antagonize
		id = LIT
		value = -50
	} {
		type = conquer
		id = LIT
		value = -200
	}
}
### Entity: Character
Component: il_duce_providence_strengthen
Constructs: stability_factor, conscription_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
il_duce_providence_strengthen = {
	random = no
	political_power_factor = 0.15
	max_command_power_mult = -0.1
	custom_modifier_tooltip = il_duce_laws_cost_tt
	hidden_modifier = {
		mobilization_laws_cost_factor = -0.15
		trade_laws_cost_factor = -0.15
		economy_cost_factor = -0.15
	}
	stability_factor = 0.05
	drift_defence_factor = 0.1
	conscription_factor = 0.1
	fascism_drift = 0.1
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_attract_scientists
Constructs: prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, add_research_slot
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_attract_scientists
	icon = GFX_focus_research
	prerequisite = {
		focus = RAJ_mineral_exploitation_institute
	}
	x = 0
	y = 1
	relative_position_id = RAJ_mineral_exploitation_institute
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		num_of_factories = > 50
	}
	bypass = {

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

	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Event
Component: bftb_turkey.98
Constructs: is_triggered_only, add_war_support, add_stability, fire_only_once, create_wargoal, puppet_wargoal_focus
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.98
	title = bftb_turkey.98.t
	desc = bftb_turkey.98.desc
	picture = GFX_report_event_tur_cakmak_general_staff
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_turkey.98.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = BUL
		}
	} {
		name = bftb_turkey.98.b
		add_stability = -0.15
		BUL = {
			add_stability = 0.15
			add_war_support = 0.05
		}
		hidden_effect = {
			BUL = {
				country_event = {
					id = bftb_turkey.99
					hours = 6
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_study_modern_naval_guns_r56
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_study_modern_naval_guns_r56
	icon = GFX_focus_generic_navy_research_bonus
	cost = 6
	x = -1
	y = 1
	relative_position_id = SIA_look_to_modern_heavy_ships_r56
	prerequisite = {
		focus = SIA_look_to_modern_heavy_ships_r56
	}
	available_if_capitulated = yes
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SIA_study_modern_naval_guns_r56
			bonus = 1
			uses = 3
			category = naval_gunnery_tech
		}
	}
}
### Entity: Character
Component: PRC_secretary_of_womens_committee
Constructs: stability_factor, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_secretary_of_womens_committee = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	stability_factor = 0.05
	conscription_factor = 0.02
}
### Entity: AI Strategy
Component: GER_war_with_poland
Constructs: has_completed_focus, has_capitulated
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_war_with_poland = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_completed_focus = GER_reassert_eastern_claims
		country_exists = POL
	}
	abort = {
		POL = {
			has_capitulated = yes
		}
	}
	ai_strategy = {
		type = antagonize
		id = POL
		value = 200
	}
}