Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: NOR_crush_hitler_ns
Constructs: war_support_factor, removal_cost, communism_drift
Source: game
File: common/ideas/norway.txt

Code:
NOR_crush_hitler_ns = {
	picture = SPR_anti_fascist_crusade
	allowed = {
		NOR_AAT = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GER
		attack_bonus_against = 0.4
		breakthrough_bonus_against = 0.4
	}
	modifier = {
		weekly_manpower = 550
		communism_drift = 0.08
		war_stability_factor = 0.2
		war_support_factor = 0.25
	}
}
### Entity: Name List
Component: KUM
Source: game
File: common/names/00_names.txt

Code:
KUM = {
	male = {
		names = {
			Ma Deng Zhao Tong Guan Oboi Sonin Songgotu Suksaha Mingzhu Nalan Fu Hesehn Changlin
		}
	}
	female = {
		names = {
			Mandukhai Samar Zaufishan Mulan Aigiarn Borte Chabi Conchaka Doquez-khatum Goland Khultulun Kokachin Mandughai Oghul Qamish Orqina Sorghaghtani Beki Toregene
		}
	}
	surnames = {
		Zhanshan Tiemei Shangzhi Linge Xiangying Xingde Kang'an
	}
	callsigns = {

	}
}
### Entity: Event
Component: r56_iraq.26
Constructs: is_triggered_only, fire_only_once, has_country_leader, add_country_leader_role
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = r56_iraq.26
	title = r56_iraq.26.t
	desc = r56_iraq.26.d
	picture = GFX_report_event_europe_funeral
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		original_tag = IRQ
		has_country_leader = {
			character = IRQ_ghazi_i
			ruling_only = yes
		}
	}
	option = {
		name = r56_iraq.26.a
		hidden_effect = {
			kill_ideology_leader = neutrality
		}
		add_country_leader_role = {
			character = IRQ_Abd_al_Ilah
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1.1
				traits = {
					EGY_regent
				}
			}
		}
	}
}
### Entity: Character
Component: SOV_aleksey_rykov
Constructs: has_completed_focus, limit, has_government, has_character_flag, is_country_leader
Source: game
File: common/characters/SOV.txt

Code:
SOV_aleksey_rykov = {
	name = SOV_aleksey_rykov
	portraits = {
		civilian = {
			large = GFX_portrait_SOV_aleksey_rykov
		}
		army = {
			small = GFX_idea_SOV_aleksey_rykov
		}
	}
	allowed_civil_war = {
		OR = {
			SOV_is_right_opposition = yes
			AND = {
				SOV_is_left_opposition = yes
				has_completed_focus = SOV_cooperation_against_stalin
			} {
				SOV_is_exiles = yes
				has_government = communism
			}
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_aleksey_rykov
		allowed = {
			original_tag = SOV
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		available = {
			OR = {
				SOV_is_right_opposition = yes
				AND = {
					SOV_is_left_opposition = yes
					has_completed_focus = SOV_cooperation_against_stalin
				}
			}
			is_country_leader = no
			if = {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			peoples_commissar_for_posts_and_telegraphs
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Character
Component: CHL_jorge_gonzález_von_marées
Constructs: has_completed_focus, has_government, has_dlc, has_country_leader
Source: game
File: common/characters/CHL.txt

Code:
CHL_jorge_gonzález_von_marées = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		name = CHL_jorge_gonzalez_von_marees
		portraits = {
			civilian = {
				large = GFX_portrait_CHL_jorge_gonzalez_von_marees
				small = GFX_portrait_CHL_jorge_gonzalez_von_marees_small
			}
			army = {
				large = GFX_portrait_CHL_jorge_gonzalez_von_marees_army
			}
		}
		country_leader = {
			ideology = nazism
			traits = {
				JUNO_el_jefe
			}
			expire = 1965.1.1.1
			id = -1
		}
		advisor = {
			slot = political_advisor
			idea_token = CHL_jorge_gonzález_von_marées
			allowed = {
				original_tag = CHL
			}
			visible = {
				has_completed_focus = CHL_denounce_the_anarchy
			}
			available = {
				has_completed_focus = CHL_denounce_the_anarchy
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = CHL_jorge_gonzález_von_marées
					}
				}
			}
			ai_will_do = {
				factor = 1.0
				modifier = {
					add = 200
					has_completed_focus = CHL_denounce_the_anarchy
				}
			}
			traits = {
				JUNO_el_jefe_advisor_trait
			}
		}
		field_marshal = {
			traits = {
				politically_connected harsh_leader
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 2
			legacy_id = -1
			visible = {
				has_government = fascism
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		name = CHL_jorge_gonzalez_von_marees
		portraits = {
			civilian = {
				large = GFX_portrait_Jorge_Gonzalez_von_Marees
			}
		}
		country_leader = {
			ideology = nazism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Event
Component: AAT_Sweden_nationalists.22
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.22
	title = AAT_Sweden_nationalists.22.t
	desc = AAT_Sweden_nationalists.22.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.22.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Idea
Component: HAN_ent
Source: game
File: common/ideas/hanover.txt

Code:
HAN_ent = {
	picture = generic_army_europe_2
	allowed = {
		original_tag = HAN
	}
	traits = {
		army_entrenchment_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Military Industrial Organization
Component: COG_sabena_organization
Constructs: limit, has_war_with
Source: game
File: common/military_industrial_organization/organizations/COG_organization.txt

Code:
COG_sabena_organization = {
	include = generic_range_focused_aircraft_organization
	icon = GFX_idea_COG_sabena
	allowed = {
		original_tag = COG
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = COG
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = COG
				}
			}
		}
	}
}
### Entity: State History
Component: 556
Constructs: add_core_of
Source: game
File: history/states/556-Mali.txt

Code:
state = {
	id = 556
	name = STATE_556
	manpower = 1662391
	state_category = rural
	history = {
		owner = FRA
		add_core_of = MLI
		victory_points = {
			4927 1
		}
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		4927 5045 8116 12794
	}
	buildings_max_level_factor = 1.0
	local_supplies = 2.0
}
### Entity: Scripted Trigger
Component: frloc_parties_sg_fem_cons_03a_comm
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_sg_fem_cons_03a_comm = {
	OR = {
		tag = CRI FER JOR KOM LEB OVO PAL SER VLA
		original_tag = CRI FER JOR KOM LEB OVO PAL SER VLA
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_independent_flight_schools
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid, add_dynamic_modifier
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_independent_flight_schools
	icon = GFX_focus_IRQ_airforce
	prerequisite = {
		focus = IRQ_expand_habbaniya_airbase
	}
	x = 0
	y = 1
	relative_position_id = IRQ_expand_habbaniya_airbase
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = IRQ_kurdish_revolt
			}
			add_dynamic_modifier = {
				modifier = IRQ_air_force_modifier_KUR
			}
		}
		else = {
			add_dynamic_modifier = {
				modifier = IRQ_air_force_modifier_IRQ
			}
		}
	}
}
### Entity: Scripted Effect
Component: SWI_add_medium_bad_opinion
Constructs: limit, has_country_flag, add_opinion_modifier, is_ai, set_variable, is_in_faction, every_other_country, is_in_faction_with
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_add_medium_bad_opinion = {
	if = {
		limit = {
			SWI = {
				is_ai = no
			}
		}
		effect_tooltip = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_considerable_breach_of_neutrality
			}
		}
		hidden_effect = {
			ROOT = {
				set_variable = {
					var = SWI_target_opinion_country
					value = PREV
				}
				SWI_determine_target_and_fallout_countries = yes
			}
			var:ROOT.SWI_target_opinion_country = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_considerable_breach_of_neutrality
				}
			}
			if = {
				limit = {
					var:ROOT.SWI_target_opinion_country = {
						is_in_faction = yes
					}
				}
				every_other_country = {
					limit = {
						is_in_faction_with = var:ROOT.SWI_target_opinion_country
						NOT = {
							original_tag = var:ROOT.SWI_target_opinion_country
						}
					}
					add_opinion_modifier = {
						target = ROOT
						modifier = SWI_considerable_breach_of_neutrality
					}
				}
			}
		} {
			ROOT = {
				if = {
					limit = {
						has_country_flag = SWI_add_fallout_to_opinion
					}
					for_each_scope_loop = {
						array = SWI_fallout_opinion_countries
						add_opinion_modifier = {
							target = ROOT
							modifier = SWI_considerable_appeasement
						}
						if = {
							limit = {
								is_in_faction = yes
							}
							every_other_country = {
								limit = {
									is_in_faction_with = PREV
									NOT = {
										original_tag = PREV ROOT
									}
								}
								add_opinion_modifier = {
									target = ROOT
									modifier = SWI_considerable_appeasement
								}
							}
						}
					}
				}
				clr_country_flag = SWI_add_fallout_to_opinion
				SWI_update_neighbor_opinion_balance = yes
			}
		}
	}
}
### Entity: Character
Component: RAJ_GOE_shah_nawaz_khan
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_shah_nawaz_khan = {
	name = RAJ_GOE_shah_nawaz_khan
	portraits = {
		army = {
			large = GFX_portrait_RAJ_shah_nawaz_khan
			small = GFX_portrait_RAJ_shah_nawaz_khan_military_small
		}
		civilian = {
			small = GFX_portrait_RAJ_shah_nawaz_khan_civilian_small
		}
	}
	corps_commander = {
		traits = {
			engineer_officer infantry_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 1
		visible = {
			has_completed_focus = RAJ_azad_hind_dlc
		}
	}
	advisor = {
		slot = high_command
		ledger = army
		idea_token = RAJ_GOE_shah_nawaz_khan
		allowed = {
			original_tag = RAJ
		}
		visible = {
			has_completed_focus = RAJ_azad_hind_dlc
		}
		available = {
			has_completed_focus = RAJ_azad_hind_dlc
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Decision
Component: POL_support_monarchy_in_LIT_cat
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, add_ideas, remove_ideas, fire_only_once, add_political_power, cancel_trigger
Source: game
File: common/decisions/POL.txt

Code:
POL_support_monarchy_in_LIT_cat = {
	POL_propagandise_monarchist_sentiment = {
		icon = eng_propaganda_campaigns
		available = {

		}
		targets = {
			CZE LIT ROM POL
		}
		cancel_trigger = {
			hidden_trigger = {
				POL_is_valid_to_boost_monarchy = no
			}
		}
		target_trigger = {

		}
		visible = {
			POL_is_valid_to_boost_monarchy = yes
		}
		fire_only_once = no
		days_remove = 20
		cost = 50
		remove_effect = {
			FROM = {
				add_to_variable = {
					var = monarchist_support
					value = 10
				}
				clamp_variable = {
					var = monarchist_support
					min = 0
					max = 100
				}
				custom_effect_tooltip = add_10_monarchy_tt
			}
		}
		ai_will_do = {
			base = 10
			modifier = {
				factor = 0
				FROM = {
					check_variable = {
						monarchist_support = > 90
					}
				}
			}
		}
	}
	POL_double_propagandise_monarchist_sentiment = {
		icon = decision_generic_nationalism
		available = {
			FROM = {
				custom_trigger_tooltip = {
					tooltip = has_monarchy_support_25_tt
					check_variable = {
						monarchist_support = > 24
					}
				}
			}
		}
		targets = {
			CZE LIT ROM POL
		}
		target_trigger = {

		}
		cancel_trigger = {
			hidden_trigger = {
				POL_is_valid_to_boost_monarchy = no
			}
		}
		visible = {
			POL_is_valid_to_boost_monarchy = yes
		}
		fire_only_once = no
		days_remove = 25
		cost = 100
		remove_effect = {
			FROM = {
				add_to_variable = {
					var = monarchist_support
					value = 15
				}
				clamp_variable = {
					var = monarchist_support
					min = 0
					max = 100
				}
				custom_effect_tooltip = add_15_monarchy_tt
			}
		}
		ai_will_do = {
			base = 10
			modifier = {
				factor = 0
				FROM = {
					check_variable = {
						monarchist_support = > 90
					}
				}
			}
		}
	}
	POL_sway_lithuanian_generals = {
		icon = generic_army_support
		available = {
			FROM = {
				custom_trigger_tooltip = {
					tooltip = has_monarchy_support_25_tt
					check_variable = {
						monarchist_support = > 24
					}
				}
			}
		}
		targets = {
			CZE LIT ROM POL
		}
		target_trigger = {

		}
		cancel_trigger = {
			hidden_trigger = {
				POL_is_valid_to_boost_monarchy = no
			}
		}
		visible = {
			POL_is_valid_to_boost_monarchy = yes
		}
		fire_only_once = no
		days_remove = 25
		custom_cost_trigger = {
			command_power = > 24
			has_political_power = > 24
		}
		custom_cost_text = decision_cost_CP_25_pp_25
		complete_effect = {
			h
# ... (truncated)
### Entity: Unit Template
Component: SWI_GAR_01
Source: game
File: common/units/names_divisions/SWI_names_divisions.txt

Code:
SWI_GAR_01 = {
	name = Garrison Unit
	for_countries = {
		SWI
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = Grenzbrigade %d
	ordered = {
		1 = {
			Grenzbrigade %d
		}
		2 = {
			Grenzbrigade %d
		}
		3 = {
			Grenzbrigade %d
		}
		4 = {
			Grenzbrigade %d
		}
		5 = {
			Grenzbrigade %d
		}
		6 = {
			Grenzbrigade %d
		}
		7 = {
			Grenzbrigade %d
		}
		8 = {
			Grenzbrigade %d
		}
		9 = {
			Grenzbrigade %d
		}
		10 = {
			Grenzbrigade %d
		}
	}
}
### Entity: Character
Component: r56w_trait_minister_linda
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_linda = {
	random = no
	sprite = 13
	opinion_gain_monthly_factor = 0.8
	trade_opinion_factor = 0.8
	opinion_gain_monthly_same_ideology_factor = 0.8
}
### Entity: Event
Component: hungary.1
Constructs: is_triggered_only
Source: game
File: events/Hungary.txt

Code:
country_event = {
	id = hungary.1
	title = hungary.1.t
	desc = hungary.1.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = hungary.1.a
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_long_term_economic_planning
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_long_term_economic_planning
	prerequisite = {
		focus = POR_solidify_popular_support
	}
	icon = GFX_focus_spa_the_spanish_miracle
	cost = 10
	ai_will_do = {
		base = 26
	}
	x = 1
	y = 1
	relative_position_id = POR_solidify_popular_support
	available = {
		has_completed_focus = POR_fight_price_instability
	}
	completion_reward = {
		add_political_power = 45
		swap_ideas = {
			remove_idea = POR_austerity_measures2
			add_idea = POR_austerity_measures3
		}
		unlock_decision_tooltip = POR_invest_in_public_education
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_embrace_pluricontinentalism_which_grants_tt ITA_polizia_dell_africa_italiana_occupation_law_tt
		}
		custom_effect_tooltip = CHL_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = POR_sebastiao_garcia_ramires
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_restructuring_sovaernet
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_subject, add_command_power, add_to_variable, add_doctrine_cost_reduction
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_restructuring_sovaernet
	icon = GFX_focus_DEN_reorganize_sovaernet
	prerequisite = {
		focus = DEN_refit_civilian_ships DEN_modernize_the_navy
	}
	relative_position_id = DEN_expand_ubadsvabnet
	x = 2
	y = 2
	cost = 10
	available = {
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_command_power = 15
		navy_experience = 15
		DEN_improve_sovaernet_NS = yes
		add_to_variable = {
			DEN_sovaernet_naval_coordination = 0.05
			tooltip = naval_coordination_tt
		} {
			DEN_sovaernet_navy_org = 0.05
			tooltip = navy_org_factor_tt
		} {
			DEN_sovaernet_naval_morale = 0.05
			tooltip = naval_morale_factor_tt
		} {
			DEN_sovaernet_naval_critical_score_chance = 0.05
			tooltip = naval_critical_score_chance_factor_tt
		}
		add_doctrine_cost_reduction = {
			name = DEN_restructuring_sovaernet
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		every_unit_leader = {
			limit = {
				is_navy_leader = yes
			}
			gain_xp = 100
		}
	}
}
### Entity: Idea
Component: ETH_meritocratic_officers
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_meritocratic_officers = {
	picture = generic_army_war_college
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		army_core_attack_factor = 0.05
	}
}
### Entity: Unit Template
Component: POR_BB_HISTORICAL
Source: game
File: common/units/names_ships/POR_ship_names.txt

Code:
POR_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		POR
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = NRP 
	fallback_name = Couraçado %d
	unique = {
		Minas Gerais São Paulo Santa Catarina Espirito Santo Rio de Janeiro Maranhão Goiás Rio Grande do Sul Pará Alagoas Pernambuco Roraima Tocantins Santa Catarina Rio Grande do Norte Paraná Acre Mato Grosso Amazona Rondonia Amapá Piaui Ceará Sergipe Paraíba Mato Grosso do Sul
	}
}
### Entity: Idea
Component: BUL_prussia_of_the_balkans_weakened_01
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_prussia_of_the_balkans_weakened_01 = {
	name = BUL_prussia_of_the_balkans_01
	picture = bul_prussia_of_the_balkans
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.05
		non_core_manpower = 0.05
		experience_gain_navy_factor = 0.05
		experience_gain_army_factor = 0.05
		army_leader_cost_factor = -0.15
		navy_leader_cost_factor = -0.15
		army_leader_start_attack_level = 1
		army_leader_start_defense_level = 1
		navy_leader_start_attack_level = 1
		navy_leader_start_defense_level = 1
		army_morale_factor = 0.1
		justify_war_goal_time = -0.5
	}
}
### Entity: Character
Component: de_facto_leader
Source: game
File: common/country_leader/00_traits.txt

Code:
de_facto_leader = {
	random = no
	sprite = 13
	party_popularity_stability_factor = -0.05
}
### Entity: Modding Documentation
Construct: research_tech
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `research_tech`
Forces AI to research a specific technology as soon as possible
```
ai_strategy = {
	type = research_tech
	id = radio_detection
	value = 100  # Value doesn't really matter as long as its positive. The AI should be forced to research the specified technology ASAP (if able).
}
```
### Entity: Event
Component: south_american_news.51
Constructs: is_triggered_only, has_government
Source: game
File: events/TOA_Generic_Events.txt

Code:
news_event = {
	id = south_american_news.51
	title = south_american_news.51.t
	desc = south_american_news.51.d
	picture = GFX_news_event_generic_read_write
	major = no
	is_triggered_only = yes
	option = {
		name = south_american_news.51.a
		trigger = {
			OR = {
				has_government = fascism neutrality
			}
		}
	} {
		name = south_american_news.51.b
		trigger = {
			has_government = democratic
		}
	} {
		name = south_american_news.51.c
		trigger = {
			has_government = communism
		}
	}
}
### Entity: State History
Component: 717
Constructs: add_core_of
Source: game
File: history/states/717-Chuho.txt

Code:
state = {
	id = 717
	name = STATE_717
	state_category = pastoral
	history = {
		owner = MAN
		add_core_of = CHI MAN PRC
		victory_points = {
			10463 1
		}
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		783 944 973 1571 3791 3944 4551 6806 6811 6863 6964 7569 7670 9623 9766 9798 9897 10215 10376 10463 10503 10519 10521 11893 11906 12342 12355 12443 12482 12500
	}
	manpower = 5224174
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: HOL_weak_government
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_weak_government = {
	picture = generic_disjointed_gov
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_cost = 0.5
		stability_factor = -0.1
	}
}
### Entity: Order of Battle
Component: air_wing_110
Source: game
File: history/units/NOR_1936_air_bba.txt

Code:
air_wings = {
	110 = {
		small_plane_cas_airframe_0 = {
			owner = NOR
			amount = 18
			creator = HOL
			version_name = Fokker C.X
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_undermine_moscow
Constructs: prerequisite, add_war_support, completion_reward, is_ally_with, unlock_decision_category_tooltip, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_undermine_moscow
	icon = GFX_focus_ger_great_red_menace
	x = 1
	y = 1
	available = {
		is_ally_with = SOV
	}
	prerequisite = {
		focus = AFG_incorporate_tajikistan
	}
	relative_position_id = AFG_incorporate_tajikistan
	ai_will_do = {
		factor = 1
	}
	mutually_exclusive = {
		focus = AFG_loyalty_to_moscow
	}
	cost = 5
	completion_reward = {
		add_war_support = 0.05
		unlock_decision_category_tooltip = AFG_prepare_soviet_war
		custom_effect_tooltip = AFG_undermine_moscow_tt r56_newline
		add_power_balance_value = {
			id = AFG_communist_power_balance
			value = -0.1
			tooltip_side = AFG_parcham_side
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_preemtive_strike
Constructs: prerequisite, has_government, has_war_with, completion_reward, has_added_tension_amount, declare_war_on, puppet_wargoal_focus
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_preemtive_strike
	icon = GFX_focus_attack_japan
	x = 1
	y = 1
	relative_position_id = SIA_the_malay_peninsular_defense_plan
	prerequisite = {
		focus = SIA_the_malay_peninsular_defense_plan
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			JAP = {
				has_government = democratic
			}
		}
		JAP = {
			exists = yes
			has_added_tension_amount = > 0
		}
	}
	bypass = {
		has_war_with = JAP
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		declare_war_on = {
			target = JAP
			type = puppet_wargoal_focus
		}
	}
}
### Entity: Idea
Component: TUR_victory_at_all_costs
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_victory_at_all_costs = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = FRA_scw_intervention_republicans_focus
	removal_cost = -1
	modifier = {
		surrender_limit = 0.1
		army_core_defence_factor = 0.15
	}
}