Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: AUS_ludwig_von_eimannsberger
Constructs: has_country_flag
Source: game
File: common/characters/AUS.txt

Code:
AUS_ludwig_von_eimannsberger = {
	name = AUS_ludwig_von_eimannsberger
	portraits = {
		army = {
			large = GFX_portrait_AUS_ludwig_von_eimannsberger
			small = GFX_portrait_AUS_ludwig_von_eimannsberger_small
		}
	}
	corps_commander = {
		traits = {
			panzer_leader
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
		visible = {
			OR = {
				original_tag = AUS
				AND = {
					original_tag = GER
					has_country_flag = GER_got_austrian_generals
				}
			}
		}
	}
}
### Entity: Decision
Component: SWE_greater_sweden_category
Constructs: has_completed_focus, every_owned_state, limit, has_government, has_country_flag, add_stability, has_capitulated, is_owned_and_controlled_by
Source: game
File: common/decisions/r56_SWE.txt

Code:
SWE_greater_sweden_category = {
	SWE_integrate_norway = {
		icon = hol_exchange_intelligence_data
		allowed = {
			original_tag = SWE
		}
		available = {
			has_capitulated = no
			NOT = {
				has_country_flag = SWE_integrating_neighbour
			}
			110 = {
				is_owned_and_controlled_by = SWE
				compliance = > 35
				resistance = < 10
			}
			967 = {
				is_owned_and_controlled_by = SWE
				compliance = > 35
				resistance = < 10
			}
			142 = {
				is_owned_and_controlled_by = SWE
				compliance = > 35
				resistance = < 10
			}
			143 = {
				is_owned_and_controlled_by = SWE
				compliance = > 35
				resistance = < 10
			}
			144 = {
				is_owned_and_controlled_by = SWE
				compliance = > 35
				resistance = < 10
			}
		}
		visible = {
			has_government = fascism
		}
		cost = 100
		days_remove = 100
		complete_effect = {
			set_country_flag = SWE_integrating_neighbour
		}
		remove_effect = {
			clr_country_flag = SWE_integrating_neighbour
			set_country_flag = SWE_norway_integrated
			every_owned_state = {
				limit = {
					is_core_of = NOR
				}
				add_core_of = SWE
			}
		}
	}
	SWE_integrate_denmark = {
		icon = hol_exchange_intelligence_data
		allowed = {
			original_tag = SWE
		}
		available = {
			has_capitulated = no
			NOT = {
				has_country_flag = SWE_integrating_neighbour
			}
			37 = {
				is_owned_and_controlled_by = SWE
				compliance = > 35
				resistance = < 10
			}
			99 = {
				is_owned_and_controlled_by = SWE
				compliance = > 35
				resistance = < 10
			}
			964 = {
				is_owned_and_controlled_by = SWE
				compliance = > 35
				resistance = < 10
			}
		}
		visible = {
			has_government = fascism
		}
		cost = 100
		days_remove = 100
		complete_effect = {
			set_country_flag = SWE_integrating_neighbour
		}
		remove_effect = {
			clr_country_flag = SWE_integrating_neighbour
			set_country_flag = SWE_denmark_integrated
			every_owned_state = {
				limit = {
					is_core_of = DEN
				}
				add_core_of = SWE
			}
		}
	}
	SWE_integrate_finland = {
		icon = hol_exchange_intelligence_data
		allowed = {
			original_tag = SWE
		}
		available = {
			has_capitulated = no
			NOT = {
				has_country_flag = SWE_integrating_neighbour
			}
			111 = {
				is_owned_and_controlled_by = SWE
				compliance = > 35
				resistance = < 10
			}
			146 = {
				is_owned_and_controlled_by = SWE
				compliance = > 35
				resistance = < 10
			}
			147 = {
				is_owned_
# ... (truncated)
### Entity: AI Strategy
Component: PER_fascism_plan
Constructs: has_country_flag, has_dlc, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/PER_alternate_strategy_plan.txt

Code:
PER_fascism_plan = {
	name = Iran Fascist Plan
	desc = 
	allowed = {
		original_tag = PER
		has_dlc = Graveyard of Empires
	}
	enable = {
		OR = {
			has_country_flag = PER_AI_RANDOM_FASCISM
			has_game_rule = {
				rule = PER_AI_BEHAVIOR
				option = FASCISM_PER
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SSB_expand_irans_military_infrastructure SSB_expand_iranian_oil_fields PER_rally_the_reformers PER_propagate_political_literature PER_stage_mass_protests PER_modernizing_iran PER_restructure_army PER_iranian_culture SSB_military_cooperation SSB_economic_cooperation PER_form_sumka PER_brown_shirts PER_ally_the_bazaari PER_rapid_industrialization PER_tehran_power_plant PER_march_on_saadabad PER_develop_oil_fields PER_form_oil_company PER_profit_from_war SSB_joint_military_exercises PER_adult_literacy PER_develop_cities PER_expand_military_facilities PER_foreign_retraining PER_establish_motor_arms PER_finding_a_shah PER_fascist_secularism PER_abolish_feudalism SSB_the_saadabad_pact SSB_expand_road_and_rail_connections SSB_coordinate_military_production PER_roll_back_reforms PER_pan_iranianism PER_form_savama PER_fascist_reach_out_to_germany PER_fascist_attack_turkey PER_crush_saudi_arabia PER_price_stabilization SSB_combined_arms SSB_saadabad_research_cooperation PER_national_museum PER_shiraz_university PER_educational_reforms PER_trans_iranian_railway PER_expand_tabriz_masshad PER_expand_tehran_emam PER_expand_tehran_abbas PER_intervention_in_iraq PER_establish_airforce PER_pilot_training PER_establish_the_navy PER_czech_tanks PER_future_of_war PER_fascist_attack_afghanistan PER_intervene_in_central_asia
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Order of Battle
Component: 1 Renmin Jundui
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements_2.txt

Code:
division = {
	name = 1 Renmin Jundui
	location = 10629
	division_template = Erjinzhi Juntuán
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_soviet_economic_aid
Constructs: prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward, has_opinion, add_offsite_building
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_soviet_economic_aid
	icon = GFX_focus_BRA_purchase_soviet_equipment
	x = -2
	y = 1
	relative_position_id = BRA_align_with_moscow
	prerequisite = {
		focus = BRA_align_with_moscow
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_war_with = SOU
		}
		SOU = {
			exists = yes
			has_government = communism
			has_opinion = {
				target = ROOT
				value = > 49
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		add_opinion_modifier = {
			target = SOU
			modifier = large_increase
		}
		SOU = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_the_second_northern_campaign
Constructs: prerequisite, limit, has_government, every_country, owns_state, has_war_with, completion_reward, is_subject
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_second_northern_campaign
	icon = GFX_focus_generic_attack_slovakia
	prerequisite = {
		focus = wuw_HUN_promote_revanchist_sentiment
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_promote_revanchist_sentiment
	will_lead_to_war_with = CZE SLO
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
		has_government = communism
		NOT = {
			AND = {
				owns_state = 73 664 71 70
			}
		}
	}
	bypass = {
		AND = {
			owns_state = 73 664 71 70
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				NOT = {
					is_claimed_by = ROOT
				}
				OR = {
					state = 73 664 71 70
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_country = {
			limit = {
				AND = {
					OR = {
						owns_state = 73 664 71 70
					}
					NOT = {
						OR = {
							has_war_with = ROOT
							original_tag = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_claimed_state
					target = PREV
				}
			}
		}
	}
}
### Entity: Achievement
Component: pride_and_extreme_prejudice
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
pride_and_extreme_prejudice = {
	id = 92
	possible = {
		NOT = {
			tag = ENG
		}
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_country_flag = achievements_pride_and_extreme_prejudice
	}
}
### Entity: Idea
Component: CHI_inter_party_coordination_council
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/china.txt

Code:
CHI_inter_party_coordination_council = {
	picture = generic_neutrality_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		neutrality_drift = -0.02
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_prioritize_army_cargo
Constructs: prerequisite, limit, add_ideas, completion_reward, set_technology, cancel_if_invalid, complete_tooltip, has_dlc
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_prioritize_army_cargo
	icon = GFX_focus_GER_kriegslokomotive
	prerequisite = {
		focus = RAJ_supply_center_fortifications
	}
	x = -2
	y = 1
	relative_position_id = RAJ_supply_center_fortifications
	mutually_exclusive = {
		focus = RAJ_prioritize_civilian_cargo
	}
	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_RESEARCH
	}
	complete_tooltip = {

	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = No Step Back
			}
			add_equipment_bonus = {
				name = RAJ_prioritize_army_cargo
				bonus = {
					train_equipment_3 = {
						armor_value = 0.1
						air_attack = 0.15
						instant = yes
					}
				}
			}
			set_technology = {
				armored_train = 1
				popup = no
			}
		}
		else = {
			add_ideas = idea_RAJ_cargo_no_nsb
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_jaan_tonison
Constructs: prerequisite, has_country_flag, completion_reward
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_jaan_tonison
	icon = GFX_goal_generic_freedom
	prerequisite = {
		focus = EST_election_boycotts
	}
	relative_position_id = EST_election_boycotts
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 0.1
	}
	available = {
		has_country_flag = EST_jaan_flag
	}
	bypass = {

	}
	completion_reward = {
		custom_effect_tooltip = EST_jaan_tt
	}
}
### Entity: Event
Component: hon.67
Constructs: is_triggered_only, add_opinion_modifier, send_equipment, set_country_flag
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.67
	title = hon.67.t
	desc = hon.67.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.67.a
		SOV = {
			send_equipment = {
				target = HON
				type = infantry_equipment
				amount = 2500
			}
		} {
			add_opinion_modifier = {
				target = HON
				modifier = HON_soviets_gave_guns
			}
		}
		set_country_flag = HON_soviet_acceptance
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_encourage_fishing
Constructs: add_ideas, completion_reward, is_controlled_by, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_encourage_fishing
	icon = GFX_goal_NOR_fish
	x = 0
	y = 0
	cost = 5
	ai_will_do = {
		base = 10
	}
	available = {
		144 = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				144
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = NOR_fishing
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/CHI_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 487
	}
	location = 6999
	division_template = Juntuán
	start_experience_factor = 0.3
	start_equipment_factor = 0.7
}
### Entity: Character
Component: INS_the_merchant_sultan_of_pontianak
Source: game
File: common/country_leader/00_traits.txt

Code:
INS_the_merchant_sultan_of_pontianak = {
	production_speed_industrial_complex_factor = 0.1
	production_factory_efficiency_gain_factor = 0.05
	trade_opinion_factor = 0.05
	random = no
	sprite = 2
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: remove_all_temp_boosts_baltic
Constructs: limit, remove_ideas, remove_all_temp_boosts_baltic, has_idea
Source: game
File: common/scripted_effects/BLT_scripted_effects.txt

Code:
remove_all_temp_boosts_baltic = {
	if = {
		limit = {
			has_idea = BALTIC_disloyal_parliament
		}
		remove_ideas = BALTIC_disloyal_parliament
	} {
		limit = {
			has_idea = BALTIC_restore_workers_republic_idea
		}
		remove_ideas = BALTIC_restore_workers_republic_idea
	}
}
### Entity: State History
Component: 636
Constructs: add_core_of
Source: game
File: history/states/636-Fiji.txt

Code:
state = {
	id = 636
	name = STATE_636
	manpower = 180000
	state_category = small_island
	history = {
		owner = ENG
		add_core_of = FIJ
		buildings = {
			infrastructure = 2
			4286 = {
				naval_base = 1
			}
		}
		victory_points = {
			4286 1
		}
	}
	provinces = {
		4286 7302 12159
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_improve_national_logistics_r56
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_improve_national_logistics_r56
	icon = GFX_focus_generic_supply_line
	prerequisite = {
		focus = SIA_modern_troop_support_systems_r56
	}
	cost = 8
	x = 0
	y = 2
	relative_position_id = SIA_modern_troop_support_systems_r56
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = SIA_improve_national_logistics_r56
			bonus = 0.75
			uses = 2
			category = radar_tech
			technology = radio improved_radio advanced_radio
		} {
			name = SIA_improve_national_logistics_r56
			bonus = 0.75
			uses = 2
			category = maintenance_company_tech hospital_tech logistics_tech signal_company_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Joint Focus
Tree: gxc_focus
Component: GXC_the_japanese_visit
Constructs: add_equipment_to_stockpile, limit, joint_focus, add_war_support, completion_reward, add_political_power, cancel_if_invalid, allow_branch
Source: game
File: common/national_focus/TSR_lingguang_incident_joint_branch.txt

Code:
joint_focus = {
	id = GXC_the_japanese_visit
	icon = GFX_focus_PER_fascist_reach_out_to_japan
	x = 31
	y = 0
	cost = 5
	text_icon = GXC_GDC_focus_style
	available = {
		OR = {
			original_tag = GDC GXC
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {

	}
	ai_will_do = {
		factor = 35
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	allow_branch = {
		has_dlc = No Compromise, No Surrender
		OR = {
			tag = GXC GDC
		}
	}
	completion_reward_joint_originator = {
		add_war_support = 0.05
	}
	completion_reward = {
		IF = {
			limit = {
				OR = {
					tag = GXC GDC
				}
			}
			add_political_power = 25
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 1000
				producer = JAP
			}
		}
	}
}
### Entity: Idea
Component: CHI_corruption_lingers
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_corruption_lingers = {
	picture = GER_economy_of_conquest
	removal_cost = -1
	modifier = {
		political_power_factor = -0.1
		consumer_goods_factor = 0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Idea
Component: CHI_the_national_savior
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_the_national_savior = {
	picture = HUN_wuw_HUN_hungarian_national_defense_association
	removal_cost = -1
	modifier = {
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
		political_power_factor = 0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		attack_bonus_against = 0.05
		defense_bonus_against = 0.05
	}
}
### Entity: Idea
Component: TUR_central_balkan_bank_wealthy_greece
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_central_balkan_bank_wealthy_greece = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_balkan_central_bank_wealthy_greece
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Modding Documentation
Construct: test_naval_move_danger
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## test_naval_move_danger
* Arguments: <from region id>, <to region id>
* Not available in release build

Tests if path between two regions is blocked for surface warships
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_proclaim_rival_government
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_government, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_proclaim_rival_government
	icon = GFX_focus_chi_proclaim_rival_government
	prerequisite = {
		focus = CHI_sea_rural_militias
	} {
		focus = CHI_sea_rapid_mobilization
	}
	x = 1
	y = 3
	relative_position_id = CHI_sea_rural_militias
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
		IF = {
			limit = {
				original_tag = XIC
			}
			NOT = {
				has_completed_focus = XIC_reclaim_the_lost_birthright
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = CHI
			}
			add_core_of = ROOT
		}
		if = {
			limit = {
				OR = {
					has_government = communism
					communism = > 0.5
				}
				NOT = {
					neutrality = > 0.5
				}
			}
			load_focus_tree = china_communist_warlord_focus
		}
		else = {
			load_focus_tree = china_nationalist_warlord_focus
		}
		custom_effect_tooltip = CHL_skip_one_line_tt generic_skip_one_line_tt
		CHI_no_longer_a_warlord_idea_removal = yes
		IF = {
			limit = {
				has_idea = SIK_battle_for_sinkiang
			}
			remove_ideas = {
				SIK_battle_for_sinkiang
			}
		} {
			limit = {
				has_idea = SIC_a_loose_unity
			}
			remove_ideas = {
				SIC_a_loose_unity
			}
		} {
			limit = {
				has_idea = KHM_unrest
			}
			remove_ideas = KHM_unrest
		} {
			limit = {
				has_idea = GXC_uneasy_minds_idea
			}
			remove_ideas = GXC_uneasy_minds_idea
		} {
			limit = {
				has_idea = CHI_warlord_looting_idea
			}
			remove_ideas = CHI_warlord_looting_idea
		}
		ELSE_IF = {
			limit = {
				has_idea = KHM_unrest_2
			}
			remove_ideas = KHM_unrest_2
		}
		ma_clique_remove_the_collective_effect = yes
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AStub.html

Doc:
|
This article is a Stub, which means that it does not sufficiently cover its subject matter.
Please help expand this article if you can. |

[view] [edit] Template documentation
This documentation is transcluded from Template:Stub/doc. (edit | history)
Stub can be used to highlight stub articles.

Contents

1 Usage

2 Parameters

3 Values

4 Effects

5 Updating This Template

6 Example
### Entity: AI Strategy
Component: EAI_GER_battle_of_britain_NAVAL_avoid
Constructs: has_war_with, has_country_flag, has_capitulated
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_battle_of_britain_NAVAL_avoid = {
	enable = {
		has_war_with = ENG
		NOT = {
			ENG = {
				has_capitulated = yes
			}
		} {
			ENG = {
				has_country_flag = EAI_naval_invasion_from_@ROOT
			}
		}
		alliance_naval_strength_ratio = < 1.0
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 18
		value = 50
	} {
		type = naval_avoid_region
		id = 16
		value = 50
	} {
		type = naval_avoid_region
		id = 43
		value = 50
	} {
		type = naval_avoid_region
		id = 42
		value = 50
	}
}
### Entity: Country History
Country: NCY
Component: NCY_characters
Constructs: recruit_character, create_country_leader
Source: game
File: history/countries/NCY - Northern Cyprus.txt

Code:
# Leaders & Characters for NCY
recruit_character = NCY_ncm NCY_acd2 NCY_ar NCY_aa2 NCY_awt NCY_acgs NCY_mt NCY_nccr NCY_aco2 NCY_nt NCY_acas NCY_acr NCY_ai2 NCY_ncs NCY_mehmet_remzi_okan NCY_Yuksel_Ozulku NCY_nazmi_solok
create_country_leader = {
	name = Military Junta
	picture = gfx/tsk.jpg
	ideology = despotism
	traits = {

	}
}
### Entity: Wiki Documentation
Construct: nopausetext
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
nopausetext
|
Toggles the pausebanner for nicer screenshots.
|

|
### Entity: National Focus
Tree: raj_focus
Component: RAJ_shaheed_and_swaraj
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, cancel_if_invalid, add_core_of, set_state_name, add_building_construction, set_province_name
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_shaheed_and_swaraj
	icon = GFX_focus_jap_strike_south
	prerequisite = {
		focus = RAJ_the_enemy_of_my_enemy
	}
	x = -1
	y = 1
	relative_position_id = RAJ_the_enemy_of_my_enemy
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		controls_state = 733
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = 50
			producer = RAJ
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		733 = {
			add_core_of = RAJ
			set_state_name = STATE_733_shaheed
			add_building_construction = {
				type = coastal_bunker
				province = {
					all_provinces = yes
				}
				level = 5
				instant_build = yes
			} {
				type = naval_base
				province = 12251
				level = 3
				instant_build = yes
			} {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_province_name = {
				id = 12251
				name = VICTORY_POINTS_12251_bose
			}
			add_extra_state_shared_building_slots = 4
		}
		set_capital = {
			state = 733
			remember_old_capital = yes
		}
	}
}
### Entity: Idea
Component: GER_mefo_bills_1939_fake_ns
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_mefo_bills_1939_fake_ns = {
	name = GER_mefo_bills_modifier
	picture = ger_mefo_bills
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = GER_mefo_bills_1939_fake_ns_tt
	}
}
### Entity: Character
Component: exiled_dissident
Source: game
File: common/country_leader/goe_traits.txt

Code:
exiled_dissident = {
	sprite = 13
	license_production_speed = 0.25
	license_purchase_cost = -0.5
	improve_relations_maintain_cost_factor = -0.75
	fascism_acceptance = 30
	neutrality_acceptance = 30
}