Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_minitry_of_pan_asian_development
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject, is_faction_leader, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_minitry_of_pan_asian_development
	icon = GFX_focus_ETH_re-convene_the_parliament
	x = -2
	y = 1
	relative_position_id = JAP_the_pan_asian_revolutionary_front
	prerequisite = {
		focus = JAP_the_pan_asian_revolutionary_front
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		is_subject = no
		is_faction_leader = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_ally_with = ROOT
				NOT = {
					has_idea = JAP_ministry_of_pan_asian_development_idea
				}
			}
			add_ideas = JAP_ministry_of_pan_asian_development_idea
		}
	}
}
### Entity: Scripted Effect
Component: SOV_upgrade_appropriate_tank_designer_1_effect
Constructs: limit, has_idea, set_country_flag, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_upgrade_appropriate_tank_designer_1_effect = {
	if = {
		limit = {
			has_idea = SOV_morozov_design_bureau
		}
		set_country_flag = SOV_merge_tank_morozov_1_flag
		swap_ideas = {
			remove_idea = SOV_morozov_design_bureau
			add_idea = SOV_morozov_design_bureau_1
		}
	}
	else_if = {
		limit = {
			has_idea = SOV_morozov_design_bureau_2
		}
		set_country_flag = SOV_merge_tank_morozov_1_flag
		swap_ideas = {
			remove_idea = SOV_morozov_design_bureau_2
			add_idea = SOV_morozov_design_bureau_1_2
		}
	} {
		limit = {
			has_idea = SOV_morozov_design_bureau_3
		}
		set_country_flag = SOV_merge_tank_morozov_1_flag
		swap_ideas = {
			remove_idea = SOV_morozov_design_bureau_3
			add_idea = SOV_morozov_design_bureau_1_3
		}
	} {
		limit = {
			has_idea = SOV_morozov_design_bureau_2_3
		}
		set_country_flag = SOV_merge_tank_morozov_1_flag
		swap_ideas = {
			remove_idea = SOV_morozov_design_bureau_2_3
			add_idea = SOV_morozov_design_bureau_final
		}
	} {
		limit = {
			has_idea = SOV_astrov_design_bureau
		}
		set_country_flag = SOV_merge_tank_astrov_1_flag
		swap_ideas = {
			remove_idea = SOV_astrov_design_bureau
			add_idea = SOV_astrov_design_bureau_1
		}
	} {
		limit = {
			has_idea = SOV_astrov_design_bureau_2
		}
		set_country_flag = SOV_merge_tank_astrov_1_flag
		swap_ideas = {
			remove_idea = SOV_astrov_design_bureau_2
			add_idea = SOV_astrov_design_bureau_1_2
		}
	} {
		limit = {
			has_idea = SOV_astrov_design_bureau_3
		}
		set_country_flag = SOV_merge_tank_astrov_1_flag
		swap_ideas = {
			remove_idea = SOV_astrov_design_bureau_3
			add_idea = SOV_astrov_design_bureau_1_3
		}
	} {
		limit = {
			has_idea = SOV_astrov_design_bureau_2_3
		}
		set_country_flag = SOV_merge_tank_astrov_1_flag
		swap_ideas = {
			remove_idea = SOV_astrov_design_bureau_2_3
			add_idea = SOV_astrov_design_bureau_final
		}
	} {
		limit = {
			has_idea = SOV_okmo
		}
		set_country_flag = SOV_merge_tank_okmo_1_flag
		swap_ideas = {
			remove_idea = SOV_okmo
			add_idea = SOV_okmo_1
		}
	} {
		limit = {
			has_idea = SOV_okmo_2
		}
		set_country_flag = SOV_merge_tank_okmo_1_flag
		swap_ideas = {
			remove_idea = SOV_okmo_2
			add_idea = SOV_okmo_1_2
		}
	} {
		limit = {
			has_idea = SOV_okmo_3
		}
		set_country_flag = SOV_merge_tank_okmo_1_flag
		swap_ideas = {
			remove_idea = SOV_okmo_3
			add_idea = SOV_okmo_1_3
		}
	} {
		limit = {
			has_idea = SOV_okmo_2_3
		}
		set_c
# ... (truncated)
### Entity: Idea
Component: POR_crush_moderate_defiance_idea
Constructs: has_government, removal_cost, communism_drift, fascism_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_crush_moderate_defiance_idea = {
	name = POR_brawling_in_urban_centers
	picture = SPR_political_violence
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		party_popularity_stability_factor = 0.1
		communism_drift = 0.02
		fascism_drift = 0.02
		army_leader_start_attack_level = 1
	}
}
### Entity: Idea
Component: breda_ETH
Constructs: has_country_flag, has_dlc, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
breda_ETH = {
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	picture = breda
	visible = {
		has_country_flag = ETH_ITA_sends_army_designers
	}
	research_bonus = {
		artillery = 0.2
	}
	traits = {
		artillery_manufacturer
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_foundation_for_special_task_battalion
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_foundation_for_special_task_battalion
	icon = GFX_goal_generic_army_elite
	prerequisite = {
		focus = MON_organize_army_inspection
	} {
		focus = MON_expand_the_general_staff
	}
	x = 2
	y = 1
	relative_position_id = MON_organize_army_inspection
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = MON_foundation_for_special_task_battalion_idea
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Decision
Component: SWI_military_readiness_decisions_category
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/decisions/categories/SWI_decision_categories.txt

Code:
SWI_military_readiness_decisions_category = {
	icon = GFX_decision_category_SWI_military_readiness_decisions
	picture = GFX_decision_cat_picture_SWI_military_readiness_decisions
	priority = 10
	allowed = {
		original_tag = SWI
		SWI_bba = yes
	}
	visible = {
		has_completed_focus = SWI_armed_neutrality
		NOT = {
			has_country_flag = SWI_militias_turned_into_regulars
		}
	}
}
### Entity: Character
Component: PRC_xiao_ke
Source: game
File: common/characters/PRC.txt

Code:
PRC_xiao_ke = {
	name = PRC_xiao_ke
	portraits = {
		army = {
			large = GFX_portrait_PRC_xiao_ke
			small = GFX_portrait_PRC_xiao_ke_small
		}
	}
	corps_commander = {
		traits = {
			PRC_survivor_of_the_long_march organizer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_bomber_focus_2
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_bomber_focus_2
	icon = GFX_goal_poland_goal
	x = -1
	y = 3
	cost = 10
	prerequisite = {
		focus = CHL_bomber_focus
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = CHL_bomber_focus_2
				bonus = 1
				uses = 1
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = CHL_bomber_bonus
				bonus = 1
				uses = 1
				category = tactical_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: EAI_DD_20/light_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/light_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CAN_1936_nsb.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = CAN
		}
		requested_factories = 1
		progress = 0.73
		efficiency = 100
		industrial_manufacturer = mio:CAN_small_arms_limited_organization
	}
}
### Entity: Decision
Component: war_measures
Constructs: fire_only_once, add_political_power, has_army_experience, has_air_experience, has_political_power, has_tech, remove_effect, create_corps_commander
Source: game
File: common/decisions/r56_HUN_decisions.txt

Code:
war_measures = {
	r56_HUN_decision_support_bertalan_arpad = {
		icon = generic_intelligence_operation
		cost = 50
		fire_only_once = yes
		days_remove = 20
		custom_cost_text = frederick_browning_decision_cost
		custom_cost_trigger = {
			has_army_experience = > 24
			has_air_experience = > 24
			has_political_power = > 24
		}
		allowed = {
			tag = HUN
		}
		available = {
			has_army_experience = > 24
			has_air_experience = > 24
			has_tech = paratroopers
		}
		remove_effect = {
			create_corps_commander = {
				name = Árpád Bertalan
				portrait_path = gfx/leaders/HUN/r56_portrait_HUN_Bertalan_Arpad.tga
				traits = {
					air_force_ties jumping_general commando paratrooper
				}
				skill = 2
				attack_skill = 1
				defense_skill = 1
				planning_skill = 3
				logistics_skill = 2
			}
		}
		complete_effect = {
			army_experience = -25
			air_experience = -25
			add_political_power = -25
		}
	}
}
### Entity: AI Strategy
Component: POL_communist_plan
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/POL_alternate_strategy_plan.txt

Code:
POL_communist_plan = {
	name = POL communist plan
	desc = 
	allowed = {
		original_tag = POL
	}
	enable = {
		OR = {
			has_country_flag = POL_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = POL_ai_behavior
				option = COMMUNIST
			}
		}
		NOT = {
			has_DLC = No Step Back
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		POL_central_region_strategy POL_expansion_of_new_towns POL_start_central_industrial_region POL_fill_the_railways_gaps POL_expand_central_industrial_region POL_the_four_year_plan POL_national_defence_fund POL_warsaw_main_railway_station POL_invest_in_the_old_polish_region POL_additional_research_slot1 POL_internationalism POL_authoritarianism POL_go_left POL_develop_upper_silesia POL_prepare_for_the_next_war POL_seek_accommodation_with_USSR POL_polish_militarism POL_romanian_bridgehead_strategy POL_hel_fortified_area POL_silesia_fortified_area POL_standardisation_of_equipment POL_modernising_the_cavalry POL_study_foreign_tanks POL_air_base_expansion POL_fighter_modernisation POL_air_innovations POL_heavy_fighter_concept POL_naval_bomber_experiments POL_medium_bomber_focus POL_light_bomber_focus POL_air_modernisations_programme POL_develop_polish_ship_building POL_study_foreign_built_ships POL_import_submarine_technology POL_the_twin_threats POL_coastal_defense POL_strike_force POL_baltic_navy POL_polish_revanchism POL_ideological_fanaticism POL_the_between_the_seas_concept
	}
	research = {

	}
	ideas = {

	}
	traits = {
		captain_of_industry = 10
		popular_figurehead = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Trigger Reference
Construct: has_truce_with
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_truce_with

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
has_truce_with = yes/no - Checks if the country has truce with the specified country
```
### Entity: Character
Component: GER_catholic_priest
Constructs: stability_factor, communism_drift, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_catholic_priest = {
	sprite = 13
	random = no
	political_power_factor = 0.05
	stability_factor = 0.1
	monthly_population = 0.05
	production_factory_max_efficiency_factor = 0.025
	communism_drift = -0.01
	fascism_drift = -0.01
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_coalition_government
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, enable_power_struggle
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_coalition_government
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = PRC_social_democracy_focus
	}
	x = 0
	y = 1
	relative_position_id = PRC_social_democracy_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		if = {
			limit = {
				WTT_not_taking_over_national_leadership = no
			}
			WTT_not_taking_over_national_leadership = yes
		} {
			limit = {
				WTT_not_china_leader_refused_to_give_up_national_leadership = no
			}
			WTT_not_china_leader_refused_to_give_up_national_leadership = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		event_target:WTT_current_china_leader = {
			country_event = wtt_prc.1
		}
		custom_effect_tooltip = enable_power_struggle
		hidden_effect = {
			WTT_setup_political_struggle = yes
			WTT_add_ROOT_to_political_struggle = yes
		}
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.43
Constructs: is_triggered_only, limit, every_state, is_claimed_by, is_owned_by, is_fully_controlled_by, is_core_of, add_core_of
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.43
	title = wuw_GER_realpolitik.43.t
	desc = wuw_GER_realpolitik.43.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.43.a
		every_state = {
			limit = {
				OR = {
					state = 102 853 103 104 804 109 155 43 973 974 154
				}
				NOT = {
					is_claimed_by = ROOT
					is_owned_by = ROOT
				}
			}
			display_individual_scopes = yes
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				transfer_state_to = FROM
				if = {
					limit = {
						NOT = {
							is_core_of = FROM
						}
					}
					add_core_of = FROM
				}
			}
			else_if = {
				limit = {
					controller = {
						NOT = {
							is_ally_with = ROOT
						}
					}
				}
				add_claim_by = FROM
			}
		}
		effect_tooltip = {
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			if = {
				limit = {
					NOT = {
						is_in_faction_with = FROM
					}
				}
				add_to_faction = FROM
			}
			GER_setup_faction_wide_aoe_effects_root = yes
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_rally_the_green_shirts
Constructs: prerequisite, has_government, add_war_support, has_country_flag, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_rally_the_green_shirts
	icon = GFX_goal_EGY_rally_the_green_shirts
	relative_position_id = EGY_revolt_against_the_opressors
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = EGY_revolt_against_the_opressors
	}
	bypass = {
		OR = {
			has_country_flag = EGY_fascist_civil_war_start
			has_government = fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.05
		custom_effect_tooltip = EGY_green_shirts_tt
	}
}
### Entity: Idea
Component: FRA_flying_artillery
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/france.txt

Code:
FRA_flying_artillery = {
	picture = combined_bomber_offensive
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		medium_plane_airframe = {
			air_ground_attack = 0.15
			instant = yes
		}
		small_plane_cas_airframe = {
			air_ground_attack = 0.15
			instant = yes
		}
	}
	modifier = {

	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.36
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.36
	title = ww_BEL_event_diplomatic.36.t
	desc = ww_BEL_event_diplomatic.36.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.36.a
		ai_chance = {
			base = 6
		}
		event_option_tooltip = ww_BEL_event_diplomatic.35.a
	}
}
### Entity: Event
Component: mtg_exile_government.5
Constructs: is_triggered_only
Source: game
File: events/MTG_generic.txt

Code:
country_event = {
	id = mtg_exile_government.5
	title = mtg_exile_government.5.title
	desc = mtg_exile_government.5.desc
	picture = GFX_report_event_destroyers
	is_triggered_only = yes
	option = {
		name = mtg_exile_government.5.a
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_patrolling_the_atlantic
Constructs: prerequisite, limit, has_government, completion_reward, add_tech_bonus, is_subject
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_patrolling_the_atlantic
	icon = GFX_focus_generic_destroyer
	prerequisite = {
		focus = ICE_joint_shipbuilding_programme
	}
	x = 0
	y = 1
	relative_position_id = ICE_joint_shipbuilding_programme
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	search_filters = {

	}
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			bonus = 0.25
			uses = 2
			category = dd_tech
			name = ICE_research_cooperation_tt
		}
		IF = {
			limit = {
				is_subject = yes
			}
			overlord = {
				add_tech_bonus = {
					bonus = 0.25
					uses = 1
					category = dd_tech
					name = ICE_overlord_research_cooperation_tt
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: JAP_convoy_raiding
Source: game
File: common/ai_navy/goals/goals_JAP.txt

Code:
JAP_convoy_raiding = {
	objective_type = convoy_raiding
	available_for = {
		JAP
	}
	min_priority = 3
	max_priority = 7
}
### Entity: Idea
Component: KMT_liberalism_in_china
Constructs: stability_factor, has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_liberalism_in_china = {
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	on_remove = {

	}
	modifier = {
		democratic_drift = 0.05
		political_power_factor = 0.05
		stability_factor = 0.05
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_join_axis
Constructs: prerequisite, limit, add_ideas, has_government, has_war_with, is_major, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_join_axis
	prerequisite = {
		focus = PRU_hasta_quemar_el_ultimo_cartucho
	}
	mutually_exclusive = {
		focus = PRU_inti_raymi
	} {
		focus = PRU_trans_pacific_alliance
	} {
		focus = PRU_revolucion_restauradora
	}
	icon = GFX_focus_chi_mission_to_germany
	x = 5
	y = 6
	relative_position_id = PRU_incaism
	cost = 5
	available = {
		OR = {
			has_government = fascism neutrality
		} {
			GER = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = fascism
				has_capitulated = no
				is_faction_leader = yes
			}
			any_other_country = {
				is_major = yes
				has_government = fascism
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		is_subject = no
	}
	bypass = {
		is_in_faction_with = GER
	}
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
					exists = yes
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = GER
						has_war_with = ROOT
					}
				}
			}
			add_opinion_modifier = {
				target = GER
				modifier = large_increase
			}
			GER = {
				country_event = generic.2
				add_opinion_modifier = {
					target = ROOT
					modifier = large_increase
				}
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
		add_ideas = PRU_german_military
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: State History
Component: 959
Constructs: add_core_of
Source: game
File: history/states/959-Lesotho.txt

Code:
state = {
	id = 959
	name = Lesotho
	provinces = {
		4556
	}
	history = {
		victory_points = {
			4556 1
		}
		owner = SAF
		add_core_of = SAF
		buildings = {
			infrastructure = 2
		}
	}
	manpower = 423000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
	state_category = rural
}
### Entity: Event
Component: germany.29
Constructs: is_triggered_only, add_war_support, add_state_claim, create_wargoal, take_state_focus, add_to_variable, set_country_flag
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.29
	title = germany.29.t
	desc = germany.29.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = germany.29.a
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_state_claim = 4 152 153 848 975 976
		create_wargoal = {
			type = take_state_focus
			target = AUS
			generator = {
				4 152 153 848 975 976
			}
		}
		hidden_effect = {
			add_to_variable = {
				GER_hitlers_blunders_variable = 1
			}
			set_country_flag = GER_anscluss_rejected
		}
	}
}
### Entity: Unit Leader
Component: smoke_screen_expert
Source: game
File: common/unit_leader/00_traits.txt

Code:
smoke_screen_expert = {
	type = navy
	modifier = {
		naval_retreat_chance = 0.25
	}
	ai_will_do = {
		factor = 0
	}
	trait_type = assignable_trait
	any_parent = {
		lone_wolf concealment_expert
	}
	gui_row = 0
	gui_column = 2
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_the_alpine_confederation
Constructs: prerequisite, limit, has_government, completion_reward, is_alpine_state, is_core_of, cancel_if_invalid, is_puppet
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_the_alpine_confederation
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = SWI_weapons_of_democracy SWI_alpine_aspirations
	}
	relative_position_id = SWI_alpine_aspirations
	x = 0
	y = 3
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = democratic
		any_owned_state = {
			is_alpine_state = yes
			NOT = {
				is_core_of = ROOT
			}
		}
		SWI_president_compatible_with_country_politics = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SWI_turn_into_alpine = yes
		if = {
			limit = {
				is_puppet = yes
			}
			custom_effect_tooltip = germany.126.warning SWI_the_alpine_confederation_chance_TT
			OVERLORD = {
				country_event = {
					id = BBA_swiss_expansion.16
					hours = 5
				}
			}
		}
	}
}
### Entity: Event
Component: turkey.147
Constructs: is_triggered_only, ai_chance, give_resource_rights, set_country_flag
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.147
	title = turkey.147.t
	desc = turkey.147.d
	picture = GFX_report_event_tur_inonu_diplomacy
	is_triggered_only = yes
	option = {
		name = turkey.147.a
		give_resource_rights = {
			receiver = GER
			state = 339
		}
		TUR = {
			country_event = {
				id = turkey.148
				days = 1
			}
		}
		hidden_effect = {
			set_country_flag = TUR_clodius_agreement_done
		}
		ai_chance = {
			base = 100
		}
	} {
		name = turkey.147.b
		TUR = {
			country_event = {
				id = turkey.149
				days = 1
			}
		}
		ai_chance = {
			base = 0
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_invite_arabia
Constructs: prerequisite, has_war_with, completion_reward, is_faction_leader, is_subject, is_in_faction, has_opinion
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_invite_arabia
	icon = GFX_focus_generic_befriend_saudi_arabia
	prerequisite = {
		focus = IRQ_form_the_socialist_union_of_the_mashriq
	}
	relative_position_id = IRQ_form_the_socialist_union_of_the_mashriq
	x = -2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_faction_leader = yes
		is_subject = no
		country_exists = SAU
		SAU = {
			is_in_faction = no no
			is_subject = no
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > -15
			}
		}
	}
	bypass = {
		SAU = {
			OR = {
				is_in_faction = yes
				has_war_with = ROOT
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		SAU = {
			country_event = {
				id = r56_iraq_faction.1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}