Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_get_infrastructure_slot_score
Constructs: limit, set_variable, set_temp_variable, is_core_of
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_get_infrastructure_slot_score = {
	set_variable = {
		EAI_infrastructure_slot_score = 6
	}
	set_temp_variable = {
		t1 = building_level@infrastructure
	}
	multiply_temp_variable = {
		t1 = 1.5
	}
	subtract_from_variable = {
		EAI_infrastructure_slot_score = t1
	}
	clamp_variable = {
		var = EAI_infrastructure_slot_score
		min = 1
		max = 10
	}
	if = {
		limit = {
			EAI_no_border = yes
		}
		multiply_variable = {
			EAI_infrastructure_slot_score = 1.1
		}
	} {
		limit = {
			EAI_no_enemy_border = yes
		}
		multiply_variable = {
			EAI_infrastructure_slot_score = 2
		}
	} {
		limit = {
			EAI_region_priority = yes
		}
		multiply_variable = {
			EAI_infrastructure_slot_score = 4
		}
	} {
		limit = {
			is_core_of = ROOT
		}
		multiply_variable = {
			EAI_infrastructure_slot_score = 4
		}
	}
}
### Entity: Character
Component: blessed
Constructs: annex_cost_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
blessed = {
	random = no
	political_power_factor = 0.15
	trade_opinion_factor = 0.1
	enemy_declare_war_tension = 0.1
	annex_cost_factor = 0.15
	ai_focus_defense_factor = 0.25
}
### Entity: Scripted Trigger
Component: is_or_will_be_jimma
Constructs: has_country_flag, is_or_will_be_jimma, is_or_will_be_jimma_tt, has_cosmetic_tag
Source: game
File: common/scripted_triggers/ETH_scripted_triggers.txt

Code:
is_or_will_be_jimma = {
	custom_trigger_tooltip = {
		tooltip = is_or_will_be_jimma_tt
		OR = {
			has_cosmetic_tag = jimma
			has_country_flag = jofir_rising_planned_flag
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_afghan_workers_program
Constructs: prerequisite, has_government, completion_reward, is_subject_of, is_in_faction_with, add_manpower, add_timed_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_afghan_workers_program
	icon = GFX_social_welfare
	x = -1
	y = 1
	available = {
		has_government = communism
		OR = {
			is_subject_of = SOV
			is_in_faction_with = SOV
		}
	}
	prerequisite = {
		focus = AFG_loyalty_to_moscow
	}
	relative_position_id = AFG_loyalty_to_moscow
	ai_will_do = {
		factor = 1
	}
	cost = 10
	completion_reward = {
		add_manpower = -25000
		add_timed_idea = {
			idea = AFG_afghan_workers_program_idea
			days = 365
		}
		SOV = {
			add_timed_idea = {
				idea = AFG_SOV_afghan_workers_program_idea
				days = 365
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Unit Template
Component: BRM_MEC_01
Source: game
File: common/units/names_divisions/BRM_names_division.txt

Code:
BRM_MEC_01 = {
	name = Mechanised Divisions
	for_countries = {
		BRM
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		BRM_CAV_01
	}
	fallback_name = %d. Mechanised Division
	ordered = {
		1 = {
			%dst Mechanised Division
		}
		2 = {
			%dnd Mechanised Division
		}
		3 = {
			%drd Mechanised Division
		}
		4 = {
			%dth Mechanised Division
		}
		5 = {
			%dth Mechanised Division
		}
		6 = {
			%dth Mechanised Division
		}
		7 = {
			%dth Mechanised Division
		}
		8 = {
			%dth Mechanised Division
		}
		9 = {
			%dth Mechanised Division
		}
		10 = {
			%dth Mechanised Division
		}
		11 = {
			%dth Mechanised Division
		}
		12 = {
			%dth Mechanised Division
		}
		13 = {
			%dth Mechanised Division
		}
		14 = {
			%dth Mechanised Division
		}
		15 = {
			%dth Mechanised Division
		}
		16 = {
			%dth Mechanised Division
		}
		17 = {
			%dth Mechanised Division
		}
		18 = {
			%dth Mechanised Division
		}
		19 = {
			%dth Mechanised Division
		}
		20 = {
			%dth Mechanised Division
		}
		21 = {
			%dst Mechanised Division
		}
		22 = {
			%dnd Mechanised Division
		}
		23 = {
			%drd Mechanised Division
		}
		24 = {
			%dth Mechanised Division
		}
		25 = {
			%dth Mechanised Division
		}
		26 = {
			%dth Mechanised Division
		}
		27 = {
			%dth Mechanised Division
		}
		28 = {
			%dth Mechanised Division
		}
		29 = {
			%dth Mechanised Division
		}
		30 = {
			%dth Mechanised Division
		}
		31 = {
			%dst Mechanised Division
		}
		32 = {
			%dnd Mechanised Division
		}
		33 = {
			%drd Mechanised Division
		}
	}
}
### Entity: Event
Component: mtg_news.45
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.45
	title = mtg_news.45.t
	desc = mtg_news.45.desc
	picture = GFX_news_event_ger_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.45.a
		trigger = {
			original_tag = PAK
		}
	} {
		name = mtg_news.45.b
		trigger = {
			original_tag = BAN
		}
	} {
		name = mtg_news.44.c
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.45.d
		trigger = {
			NOT = {
				original_tag = PAK
			} {
				original_tag = BAN
			} {
				original_tag = ENG
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_land_doctrine_1
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_land_doctrine_1
	icon = GFX_goal_wargaming
	prerequisite = {
		focus = GRE_new_plans
	}
	x = -2
	y = 2
	relative_position_id = GRE_army_reform
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_metal_beasts
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_metal_beasts
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = SUD_capital_military_academy
	}
	mutually_exclusive = {
		focus = SUD_develop_indigenous_models
	}
	x = 0
	y = 1
	relative_position_id = SUD_capital_military_academy
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SUD_metal_beasts
			bonus = 0.5
			uses = 2
			category = armor
		}
	}
}
### Entity: Event
Component: mtg_usa_foreign_support.5
Constructs: is_triggered_only, ai_chance, add_to_variable
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_foreign_support.5
	title = mtg_usa_foreign_support.5.t
	desc = mtg_usa_foreign_support.5.desc
	picture = GFX_report_event_generic_rifles
	is_triggered_only = yes
	option = {
		name = mtg_usa_foreign_support.5.a
		ai_chance = {
			factor = 70
		}
		add_to_variable = {
			var = smuggled_weapons
			value = 1000
		}
	}
}
### Entity: Event
Component: PER_imperial_events.30
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.30
	title = PER_imperial_events.30.t
	desc = PER_imperial_events.30.desc
	picture = GFX_report_event_PER_persepolis_party
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.30.a
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_repurpose_lighthouses
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_special_project_completed, is_owned_and_controlled_by, has_tech, is_controlled_by
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_repurpose_lighthouses
	icon = GFX_focus_generic_air_defense
	prerequisite = {
		focus = NOR_radar_research
	}
	x = 0
	y = 1
	relative_position_id = NOR_radar_research
	cost = 10
	available = {
		is_special_project_completed = sp:sp_air_radar
		NOR_broken_gun_trigger = yes
		any_state = {
			is_owned_and_controlled_by = ROOT
			free_building_slots = {
				building = radar_station
				size = > 0
			}
		}
	}
	search_filters = {

	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = radio_detection
				}
			}
			effect_tooltip = {
				every_owned_state = {
					limit = {
						is_controlled_by = ROOT
						is_core_of = ROOT
						is_coastal = yes
					}
					add_building_construction = {
						type = radar_station
						level = 1
						instant_build = yes
					}
				}
			}
		}
		else = {
			every_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_core_of = ROOT
					free_building_slots = {
						building = radar_station
						size = > 0
					}
					is_coastal = yes
				}
				add_building_construction = {
					type = radar_station
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: LIT_patriotic_education_idea
Constructs: stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_patriotic_education_idea = {
	picture = jap_supremacy_of_technology
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		conscription_factor = 0.1
		land_doctrine_cost_factor = -0.1
	}
}
### Entity: Event
Component: EYE_swiss.1300
Constructs: is_triggered_only, has_government, fire_only_once
Source: game
File: events/SWI_events.txt

Code:
news_event = {
	id = EYE_swiss.1300
	title = EYE_swiss.1300.t
	desc = EYE_swiss.1300.desc
	picture = GFX_news_event_generic_funeral
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = EYE_swiss.1300.a
		trigger = {
			NOT = {
				tag = YUG
			}
			has_government = fascism
		}
	} {
		name = EYE_swiss.1300.b
		trigger = {
			NOT = {
				tag = YUG
			} {
				has_government = fascism
			}
		}
	} {
		name = EYE_swiss.1300.c
		trigger = {
			tag = YUG
		}
	}
}
### Entity: Character
Component: MEN_songgotu_shangzhi
Source: game
File: common/characters/MEN.txt

Code:
MEN_songgotu_shangzhi = {
	name = MEN_songgotu_shangzhi
	portraits = {
		civilian = {
			large = GFX_portrait_Songgotu_Shangzhi
		}
	}
	country_leader = {
		ideology = centrism
		traits = {
			armaments_organizer tenacious_negotiator
		}
		expire = 1956.1.1.12
		id = -1
	}
}
### Entity: Modifier Reference
Construct: num_of_naval_factories
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_of_naval_factories
* description: check amount of naval factories
* (Auto generated using the trigger with same name)
### Entity: Combat Tactic
Component: tactic_tw_defend
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_tw_defend = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = tactical_withdrawal
	}
	base = {
		factor = 4
	}
	picture = tw_defend
	display_phase = tactical_withdrawal
	combat_width = -0.25
	attacker = -0.3
	defender = -0.05
}
### Entity: National Focus
Tree: mon_focus
Component: MON_lessons_from_1934_rebellion
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_lessons_from_1934_rebellion
	icon = GFX_goal_generic_armored_car_offensive
	prerequisite = {
		focus = MON_demids_legacy
	}
	x = 1
	y = 1
	relative_position_id = MON_demids_legacy
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			add_tech_bonus = {
				name = MON_lessons_from_1934_rebellion
				bonus = 3
				uses = 1
				category = armored_cars_tech
			}
		}
		add_tech_bonus = {
			name = MON_improve_coordination_capabilities
			bonus = 1
			uses = 1
			technology = tech_recon tech_recon2
		}
		add_ideas = MON_partisan_suppression
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: mtg_exile_government.2
Constructs: is_triggered_only, add_opinion_modifier, add_legitimacy
Source: game
File: events/MTG_generic.txt

Code:
country_event = {
	id = mtg_exile_government.2
	title = mtg_exile_government.2.title
	desc = mtg_exile_government.2.desc
	picture = GFX_report_event_canadian_soldiers
	is_triggered_only = yes
	option = {
		name = mtg_exile_government.2.a
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = our_liberators
			}
		}
		end_exile = FROM
	} {
		name = mtg_exile_government.2.b
		FROM = {
			add_legitimacy = -10
		}
	}
}
### Entity: Idea
Component: ETH_political_officers
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_political_officers = {
	picture = generic_communist_army
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.05
		army_core_defence_factor = 0.05
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_The_Indian_Merchant_Navy
Constructs: shared_focus, add_equipment_to_stockpile, prerequisite, limit, completion_reward, random_owned_state, is_coastal, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_The_Indian_Merchant_Navy
	icon = GFX_goal_generic_navigate_the_seas
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = RAJ_Reinvigorate_Imperial_Shipping
	}
	x = -1
	y = 4
	relative_position_id = RAJ_Reform_the_Colonial_Economy
	completion_reward = {
		random_owned_state = {
			limit = {
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		add_equipment_to_stockpile = {
			type = convoy
			amount = 75
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Idea
Component: JAP_strike_south_idea
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_strike_south_idea = {
	picture = generic_naval_invasion
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		amphibious_invasion = 0.25
	}
}
### Entity: Effect Reference
Construct: play_song
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## play_song

* Supported Scopes: any
* Supported Targets: none

```
Plays song from database
```
### Entity: National Focus
Tree: ger_focus
Component: GER_panzergrenadier
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_tech_bonus, add_to_variable, has_dlc, has_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_panzergrenadier
	icon = GFX_focus_generic_mechanized
	prerequisite = {
		focus = GER_instill_auftragstaktik
	}
	x = 0
	y = 1
	relative_position_id = GER_instill_auftragstaktik
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_tech_bonus = {
			name = GER_panzergrenadier
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = cat_mechanized_equipment
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					has_completed_focus = GER_the_prussian_legacy
				} {
					has_completed_focus = GER_adopt_new_panzer_doctrine
				}
			}
			custom_effect_tooltip = GER_modify_bewegungskrieg_or_blitzkrieg_tt
			effect_tooltip = {
				add_to_variable = {
					GER_motor_and_mech_attack_motorized_attack_factor = 0.05
					tooltip = motorized_attack_factor_tt
				} {
					GER_motor_and_mech_attack_mechanized_attack_factor = 0.05
					tooltip = mechanized_attack_factor_tt
				}
			}
		} {
			limit = {
				has_completed_focus = GER_adopt_new_panzer_doctrine
			}
			custom_effect_tooltip = GER_modify_blitzkrieg_modifier_tt
			effect_tooltip = {
				add_to_variable = {
					GER_motor_and_mech_attack_motorized_attack_factor = 0.1
					tooltip = motorized_attack_factor_tt
				} {
					GER_motor_and_mech_attack_mechanized_attack_factor = 0.1
					tooltip = mechanized_attack_factor_tt
				}
			}
		} {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			if = {
				limit = {
					has_idea = GER_auto_union
				}
				swap_ideas = {
					remove_idea = GER_auto_union
					add_idea = GER_auto_union_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = GER_auto_union
						add_idea = GER_auto_union_improved
					}
				}
			}
		}
		else_if = {
			limit = {
				has_completed_focus = GER_the_prussian_legacy
			}
			custom_effect_tooltip = GER_modify_bewegungskrieg_modifier_tt
			effect_tooltip = {
				add_to_variable = {
					GER_motor_and_mech_attack_motorized_attack_factor = 0.1
					tooltip = motorized_attack_factor_tt
				} {
					GER_motor_and_mech_attack_mechanized_attack_factor = 0.1
					tooltip = mechanized_attack_factor_tt
				}
			}
		}
		else = {
			mio:GER_auto_union_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
				add_mio_re
# ... (truncated)
### Entity: Character
Component: TIB_bapa_yeshe
Source: game
File: common/characters/TIB.txt

Code:
TIB_bapa_yeshe = {
	advisor = {
		slot = air_chief
		idea_token = TIB_bapa_yeshe
		allowed = {
			original_tag = TIB
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = TIB_bapa_yeshe
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_1
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_defense_COG
Source: game
File: common/ai_focuses/COG.txt

Code:
ai_focus_defense_COG = {
	research = {
		defensive = 5.0
		radar_tech = 1.0
		construction_tech = 2.0
		artillery = 2.0
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_counter_enemy_armor
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_counter_enemy_armor
	icon = GFX_goal_generic_army_artillery2
	cost = 10
	prerequisite = {
		focus = PER_modernise_our_artillery
	}
	mutually_exclusive = {
		focus = PER_counter_enemy_bombers
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = PER_counter_enemy_armor
			bonus = 1
			uses = 1
			category = cat_anti_tank
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = PER_modernise_our_artillery
	x = 1
	y = 1
}
### Entity: Scripted Effect
Component: ITA_add_basic_medium_tank_templates
Constructs: create_equipment_variant
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_add_basic_medium_tank_templates = {
	create_equipment_variant = {
		name = M11/39
		type = medium_tank_chassis_1
		parent_version = 0
		modules = {
			main_armament_slot = tank_high_velocity_cannon
			turret_type_slot = tank_medium_fixed_superstructure_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_diesel_engine
			special_type_slot_1 = secondary_turret_hmg
		}
		upgrades = {
			tank_nsb_engine_upgrade = 2
			tank_nsb_armor_upgrade = 3
		}
		icon = GFX_ITA_basic_medium_tank_medium
	} {
		name = M13/40
		type = medium_tank_chassis_1
		parent_version = 0
		modules = {
			main_armament_slot = tank_medium_cannon
			turret_type_slot = tank_medium_two_man_tank_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_diesel_engine
			special_type_slot_1 = additional_machine_guns
			special_type_slot_2 = tank_radio_1
		}
		upgrades = {
			tank_nsb_engine_upgrade = 2
			tank_nsb_armor_upgrade = 3
		}
		icon = GFX_ITA_basic_medium_tank_medium
	} {
		name = Semovente da 75/18
		type = medium_tank_artillery_chassis_1
		parent_version = 0
		modules = {
			main_armament_slot = tank_close_support_gun
			turret_type_slot = tank_medium_fixed_superstructure_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
			special_type_slot_1 = tank_radio_1
		}
		upgrades = {
			tank_nsb_engine_upgrade = 3
			tank_nsb_armor_upgrade = 4
		}
		icon = GFX_ITA_improved_medium_art_medium
	} {
		name = Semovente da 90/53
		type = medium_tank_destroyer_chassis_1
		parent_version = 0
		modules = {
			main_armament_slot = tank_high_velocity_cannon_2
			turret_type_slot = tank_medium_fixed_superstructure_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
		}
		upgrades = {
			tank_nsb_engine_upgrade = 3
			tank_nsb_armor_upgrade = 3
		}
		icon = GFX_ITA_advanced_medium_td_medium
		role_icon_index = 2
		model = ITA_medium_tank_destroyer_brigade_2_entity
	}
}
### Entity: Event
Component: r56_afghanistan.109
Constructs: owns_state, has_war_with, add_war_support, fire_only_once, is_subject, is_neighbor_of, is_ally_with, has_global_flag
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.109
	picture = GFX_report_event_AFG_raj_border
	title = r56_afghanistan.109.t
	desc = r56_afghanistan.109.d
	fire_only_once = yes
	trigger = {
		original_tag = AFG
		is_subject = no
		PAK = {
			exists = yes
			is_neighbor_of = AFG
			NOT = {
				has_war_with = AFG
			}
			has_war_with = RAJ
		}
		NOT = {
			owns_state = 442
			controls_state = 442
			is_ally_with = AFG
		} {
			has_global_flag = afg_dlc_focus_tree
		}
	}
	mean_time_to_happen = {
		days = 20
	}
	option = {
		name = r56_afghanistan.109.a
		effect_tooltip = {
			add_war_support = 0.05
		}
		set_country_flag = AFG_durand_crisis
		complete_national_focus = AFG_crisis_over_the_durand
		mark_focus_tree_layout_dirty = yes
	}
}
### Entity: Modifier Reference
Component: kurdish_separatism
Constructs: disable_strategic_redeployment
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
kurdish_separatism = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_tur_kurdish_separatism
	compliance_growth = -0.05
	resistance_growth = 0.05
	resistance_target = 0.2
	resistance_decay = -0.2
	state_resources_factor = -0.33
	disable_strategic_redeployment = 1
}
### Entity: National Focus
Tree: ins_focus
Component: INS_sleeper_informant_network
Constructs: prerequisite, limit, has_country_flag, completion_reward, add_political_power, has_intelligence_agency, create_intelligence_agency, set_country_flag
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_sleeper_informant_network
	icon = GFX_goal_generic_dangerous_deal
	available = {

	}
	prerequisite = {
		focus = INS_infiltrate_the_army
	}
	x = 0
	y = 2
	relative_position_id = INS_infiltrate_the_army
	cost = 10
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_country_flag = INS_revolution_has_started
				}
				has_intelligence_agency = no
			}
			custom_effect_tooltip = INS_sleeper_informant_network_tt
			effect_tooltip = {
				create_intelligence_agency = yes
				upgrade_intelligence_agency = upgrade_army_department
			}
			set_country_flag = INS_sleeper_informant_network
		}
		else_if = {
			limit = {
				NOT = {
					has_country_flag = INS_revolution_has_started
				} {
					has_done_agency_upgrade = upgrade_army_department
				}
				has_intelligence_agency = yes
			}
			upgrade_intelligence_agency = upgrade_army_department
		}
		else = {
			add_political_power = 100
		}
	}
}
### Entity: Game Data
Component: the_caspian_is_my_ocean
Constructs: has_any_custom_difficulty_setting, has_navy_size
Source: game
File: common/achievements/rt56-achievements.txt

Code:
the_caspian_is_my_ocean = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = SOV
	}
	happened = {
		has_navy_size = {
			unit = battle_cruiser
			size = > 0
		}
		tag = KAZ
	}
}
### Entity: Idea
Component: NCY_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/northcyprus.txt

Code:
NCY_fascist_guy = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = NCY
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}