Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: wtt_news.27
Constructs: is_triggered_only, has_government
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.27
	title = wtt_news.27.t
	desc = wtt_news.27.desc
	picture = GFX_news_event_japanese_parade
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.27.a
		trigger = {
			OR = {
				original_tag = JAP
				AND = {
					original_tag = MAN
					has_government = fascism
				}
			}
		}
	} {
		name = wtt_news.27.b
		trigger = {
			original_tag = SOV
		}
	} {
		name = wtt_news.27.c
		trigger = {
			OR = {
				original_tag = HOL ENG USA CHI AST NZL RAJ
			}
		}
	} {
		name = wtt_news.27.d
		trigger = {
			NOT = {
				original_tag = JAP SOV HOL ENG USA CHI AST NZL RAJ
				AND = {
					original_tag = MAN
					has_government = fascism
				}
			}
		}
	}
}
### Entity: Modifier Reference
Component: r56_MPL_mandate_area
Constructs: remove_trigger, is_subject, is_core_of, is_controlled_by
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_MPL_mandate_area = {
	remove_trigger = {
		OR = {
			MPL = {
				OR = {
					exists = no
					is_subject = no
				}
			}
			is_core_of = MPL
			THIS = {
				NOT = {
					is_controlled_by = MPL
				}
			}
		}
	}
	icon = GFX_modifiers_generic_military_plans
	local_factories = 0.75
	local_building_slots_factor = 0.5
	local_non_core_supply_impact_factor = -1
}
### Entity: Modifier Reference
Construct: local_resource_gain_efficiency_per_infrastructure
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## local_resource_gain_efficiency_per_infrastructure

* Number with 2 decimal places
* **Categories**: state
### Entity: Character
Component: SOV_konstantin_nechayev
Constructs: has_completed_focus, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_konstantin_nechayev = {
	name = SOV_konstantin_nechayev
	portraits = {
		army = {
			large = GFX_portrait_SOV_konstantin_nechayev
			small = GFX_idea_SOV_konstantin_nechayev
		}
	}
	field_marshal = {
		traits = {
			infantry_officer war_hero
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
			ROOT = {
				has_completed_focus = SOV_beaten_but_not_defeated
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_support_for_portuguese_landowners
Constructs: prerequisite, add_ideas, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_support_for_portuguese_landowners
	prerequisite = {
		focus = POR_push_forward_modest_social_benefits
	}
	mutually_exclusive = {
		focus = POR_limited_economic_populism
	}
	icon = GFX_goal_generic_business_bills
	cost = 5
	ai_will_do = {
		base = 99
	}
	x = -1
	y = 1
	relative_position_id = POR_push_forward_modest_social_benefits
	completion_reward = {
		add_political_power = 40
		add_stability = 0.04
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_ideas = POR_support_for_portuguese_landowners_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Event
Component: denmark_events.300
Constructs: has_war, has_government, fire_only_once, has_dynamic_modifier, is_subject, has_civil_war, add_to_variable, add_tech_bonus
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_events.300
	title = denmark_events.300.t
	desc = denmark_events.300.desc
	picture = GFX_report_event_generic_sign_treaty2
	trigger = {
		original_tag = DEN
		has_government = democratic
		NOT = {
			has_dynamic_modifier = {
				modifier = DEN_economic_crisis_dynamic_modifier
			}
		}
		is_subject = no
		has_war = no
		has_civil_war = no
		power_balance_value = {
			id = DEN_balance_of_power
			value = < -0.9
		}
	}
	mean_time_to_happen = {
		days = 90
	}
	fire_only_once = yes
	option = {
		name = denmark_events.300.a
		add_to_variable = {
			DEN_industrial_improvement_tracker_var = 1
		} {
			DEN_industrial_capabilities_consumer_goods = -0.1
			tooltip = consumer_goods_factor_tt
		}
		DEN_improve_industrial_capabilities_NS = yes
		add_tech_bonus = {
			name = DEN_lego
			bonus = 1
			uses = 1
			category = industry
		}
	}
}
### Entity: Idea
Component: SIA_empowered_special_branch_r56_2_no_LAR
Constructs: removal_cost, encryption_factor
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_empowered_special_branch_r56_2_no_LAR = {
	picture = received_attache
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		civilian_intel_to_others = -25
		army_intel_to_others = -25
		navy_intel_to_others = -25
		airforce_intel_to_others = -25
		intel_network_gain_factor = 0.25
		encryption_factor = 0.25
		drift_defence_factor = 0.25
	}
}
### Entity: Idea
Component: idea_INS_bank_of_java_concern
Constructs: has_country_flag, has_dlc, research_bonus
Source: game
File: common/ideas/indonesia.txt

Code:
idea_INS_bank_of_java_concern = {
	picture = INS_bank_of_java
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	available = {
		has_country_flag = {
			flag = INS_bank_of_java_unlock
		}
	}
	research_bonus = {

	}
	modifier = {
		consumer_goods_factor = -0.15
	}
	traits = {
		central_bank
	}
}
### Entity: Country History
Country: LOI
Component: LOI_army
Source: game
File: history/countries/LOI - Lordship of the Isles.txt

Code:
# OOB & Army Setup for LOI
oob = LOI_1936
### Entity: Idea
Component: AFG_foreign_tank_designs
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_foreign_tank_designs = {
	picture = generic_license_production
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		light_tank_chassis = {
			instant = yes
			build_cost_ic = 0.1
			reliability = 0.05
			soft_attack = 0.1
		}
		medium_tank_chassis = {
			instant = yes
			build_cost_ic = 0.1
			reliability = 0.05
			hard_attack = 0.05
			soft_attack = 0.05
		}
		heavy_tank_chassis = {
			instant = yes
			build_cost_ic = 0.1
			reliability = 0.05
			hard_attack = 0.1
		}
	}
}
### Entity: Event
Component: war_justification.16
Constructs: is_triggered_only, has_government, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.16
	title = war_justification.16.t
	desc = war_justification.16.d
	picture = GFX_report_event_pla_in_beijing
	is_triggered_only = yes
	trigger = {
		has_government = neutrality
		FROM = {
			has_government = fascism
		}
		NOT = {
			has_country_flag = war_justification_last_event_political
		}
	}
	option = {
		name = war_justification.16.a
		FROM = {
			country_event = {
				id = war_justification.216
			}
		}
		set_country_flag = war_justification_last_event_political
		clr_country_flag = war_justification_last_event_generic war_justification_last_event_neighbor war_justification_last_event_mobilized war_justification_last_event_borderthreat
	}
}
### Entity: Technology
Component: engines_1
Constructs: is_major, enable_equipment_modules, research_cost, has_tech
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipment_modules = {
		engine_1_1x engine_1_2x engine_1_3x engine_1_4x engine_1_6x
	}
	research_cost = 1
	start_year = 1922
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 0
			y = 2
		}
	}
	path = {
		leads_to_tech = engines_2
		research_cost_coeff = 1
	} {
		leads_to_tech = range_improvements
		research_cost_coeff = 1
	} {
		leads_to_tech = aircraft_construction
		research_cost_coeff = 1
	}
	categories = {
		air_equipment plane_modules_tech cat_air_engine mio_cat_all_light_fighter_and_modules mio_cat_all_cas_and_modules mio_cat_all_naval_bomber_and_modules mio_cat_all_medium_aircraft_and_modules mio_cat_all_heavy_aircraft_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				has_tech = iw_small_airframe iw_medium_airframe iw_large_airframe
			}
			factor = 5
		} {
			is_major = yes
			factor = 2
		} {
			num_of_military_factories = < 10
			factor = 0
		} {
			date = > 1937.1.1
			factor = 1.5
		} {
			date = > 1938.1.1
			factor = 1.5
		} {
			date = > 1939.1.1
			factor = 3
		}
	}
}
### Entity: Idea
Component: KHM_unrest
Constructs: stability_factor, war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/sinkiang.txt

Code:
KHM_unrest = {
	allowed = {
		always = no
	}
	picture = raj_marginalized_muslim_community
	removal_cost = -1
	modifier = {
		stability_factor = -0.2
		conscription_factor = -0.05
		war_support_factor = -0.05
		army_org_factor = -0.03
		army_morale_factor = -0.05
	}
}
### Entity: Idea
Component: AFG_decentralized_economy_3
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_decentralized_economy_3 = {
	picture = generic_economic_increase
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.25
		production_speed_buildings_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
		production_speed_industrial_complex_factor = 0.1
		local_resources_factor = 0.05
	}
}
### Entity: Idea
Component: SIA_siamese_ultranationalist_movement_hostile_r56
Constructs: removal_cost, fascism_drift, conscription_factor
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_siamese_ultranationalist_movement_hostile_r56 = {
	name = SIA_siamese_ultranationalist_movement_r56
	removal_cost = -1
	picture = generic_fascist_workers
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		political_power_factor = -0.15
		fascism_drift = 0.01
		conscription_factor = 0.08
		stability_weekly = -0.002
	}
}
### Entity: Idea
Component: QUE_politique_dabord_idea
Constructs: research_speed_factor, political_power_gain
Source: game
File: common/ideas/quebec.txt

Code:
QUE_politique_dabord_idea = {
	allowed_civil_war = {
		always = no
	}
	picture = generic_disjointed_gov
	modifier = {
		political_power_gain = 0.1
		research_speed_factor = 0.05
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_the_zb_53
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_the_zb_53
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = ROM_army_war_college
	}
	x = 0
	y = 1
	relative_position_id = ROM_army_war_college
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ROM_the_zb_53
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: Modifier Reference
Component: NOR_dovrebanen_electrified
Constructs: mobilization_speed
Source: game
File: common/dynamic_modifiers/NaW_unique_dynamic_modifiers.txt

Code:
NOR_dovrebanen_electrified = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_build_infrastructure
	mobilization_speed = 0.05
	army_speed_factor_for_controller = 0.05
	local_supplies_for_controller = 0.05
}
### Entity: Character
Component: SAF_j_b_m_hertzog
Source: game
File: common/characters/SAF.txt

Code:
SAF_j_b_m_hertzog = {
	name = SAF_j_b_m_hertzog
	portraits = {
		civilian = {
			large = GFX_SAF_james_hertzog
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_increased_autonomy
Constructs: division_template, prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, is_subject, is_core_of
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_increased_autonomy
	icon = GFX_goal_flag_ukraine2
	prerequisite = {
		focus = SOV_the_free_russian_people_old
	}
	x = 1
	y = 2
	relative_position_id = SOV_the_free_russian_people_old
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		any_owned_state = {
			OR = {
				is_core_of = UKR BLR
			}
		}
		OR = {
			if = {
				limit = {
					UKR = {
						exists = yes
					}
				}
				NOT = {
					has_war_with = UKR
				}
			} {
				limit = {
					BLR = {
						exists = yes
					}
				}
				NOT = {
					has_war_with = BLR
				}
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = SOV_autonomous_soviet_republics_tt
		if = {
			limit = {
				UKR = {
					exists = no
				}
			}
			ROOT = {
				release_autonomy = {
					target = UKR
					autonomy_state = autonomy_dominion
					freedom_level = 0.4
				}
			}
			UKR = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SOV_peaceful_liberation
				}
			}
			hidden_effect = {
				UKR = {
					inherit_technology = ROOT
					202 = {
						create_unit = {
							division = name = "1ya Strelkovaya Diviziya" division_template = "Strelkovaya Diviziya" start_experience_factor = 0.1 start_equipment_factor = 0.6 force_equipment_variants = { infantry_equipment_1 = { owner = SOV } }
							owner = UKR
						} {
							division = name = "2ya Strelkovaya Diviziya" division_template = "Strelkovaya Diviziya" start_experience_factor = 0.1 start_equipment_factor = 0.6 force_equipment_variants = { infantry_equipment_1 = { owner = SOV } }
							owner = UKR
						} {
							division = name = "1ya Mekhanizirovaniy Korpus" division_template = "Mekhanizirovaniy Korpus" start_experience_factor = 0.1 start_equipment_factor = 0.5 force_equipment_variants = { infantry_equipment_1 = { owner = SOV } }
							owner = UKR
						}
					}
					221 = {
						create_unit = {
							division = name = "3ya Strelkovaya Diviziya" division_template = "Strelkovaya Diviziya" start_experience_factor = 0.1 start_equipment_factor = 0.6 force_equipment_variants = { infantry_equipment_1 = { owner = SOV } }
							owner = UKR
						} {
							division = name = "4ya Strelkovaya Diviziya" division_template = "Strelkovaya Diviziya" start_experience_factor = 0.1 start_equipment_factor = 0.6 force_equipment_variants = { infantry_equipment_1 = { owner = SOV } }
							owner = UKR
						}
					}
					226 = {

# ... (truncated)
### Entity: Character
Component: PAR_backroom_windbag
Constructs: has_dlc
Source: game
File: common/characters/PAR.txt

Code:
PAR_backroom_windbag = {
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PAR_backroom_windbag
		allowed = {
			original_tag = PAR
			has_dlc = Trial of Allegiance
		}
		available = {

		}
		traits = {
			backroom_windbag
		}
	}
}
### Entity: Idea
Component: FIJ_nt
Source: game
File: common/ideas/fiji.txt

Code:
FIJ_nt = {
	ledger = navy
	picture = generic_navy_asia_3
	allowed = {
		original_tag = FIJ
	}
	traits = {
		naval_theorist
	}
}
### Entity: Modifier Reference
Component: r56_stachelberg
Constructs: army_defence_factor
Source: game
File: common/dynamic_modifiers/r56_CZE.txt

Code:
r56_stachelberg = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_armored_battery
	army_defence_factor = 0.15
}
### Entity: AI Strategy
Component: GER_sweden_was_a_puppet_and_broke_free_so_now_we_are_angry
Constructs: has_country_flag
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_sweden_was_a_puppet_and_broke_free_so_now_we_are_angry = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_country_flag = sweden_was_a_puppet_and_has_broken_free
	}
	abort = {
		NOT = {
			has_country_flag = sweden_was_a_puppet_and_has_broken_free
		}
	}
	ai_strategy = {
		type = conquer
		id = SWE
		value = 200
	} {
		type = antagonize
		id = SWE
		value = 200
	}
}
### Entity: Idea
Component: JAP_army_faction_tier_1_lesser_2
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_army_faction_tier_1_lesser_2 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		army_fuel_capacity_factor = -0.075
	}
	equipment_bonus = {
		mio_cat_eq_all_infantry_and_support_equipment = {
			build_cost_ic = 0.075
			instant = yes
		}
		mio_cat_eq_all_artillery = {
			build_cost_ic = 0.075
			instant = yes
		}
		mio_cat_eq_only_light_fighter_and_CAS_no_cv = {
			build_cost_ic = 0.075
			instant = yes
		}
	}
}
### Entity: Modding Documentation
Construct: remove_core
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## remove_core
* Arguments: <Province ID>

Remove core
### Entity: Idea
Component: idea_RAJ_pmc
Constructs: removal_cost, send_volunteer_size, send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_pmc = {
	picture = RAJ_private_military_complex
	allowed = {
		original_tag = RAJ
	}
	removal_cost = -1
	modifier = {
		resistance_target = -0.05
		resistance_activity = -0.3
		resistance_growth = -0.15
		resistance_damage_to_garrison = -0.25
		send_volunteer_size = 6
		send_volunteers_tension = -1
		send_volunteer_divisions_required = -0.75
	}
}
### Entity: Character
Component: CZE_sokol_administrator
Constructs: conscription_factor, mobilization_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_sokol_administrator = {
	sprite = 13
	random = no
	training_time_factor = -0.1
	conscription_factor = 0.1
	mobilization_speed = 0.1
}
### Entity: Effect Reference
Construct: set_mio_size_up_requirement_factor
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_mio_size_up_requirement_factor

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

```
Set to the factor applied to funds required to size up in the military industrial organization in scope.
This changes the base value. Modifiers will still apply over it.
Input value cannot be negative.
ex:
mio:my_mio = {
  set_mio_size_up_requirement_factor = 0.9
  set_mio_size_up_requirement_factor = var:my_number_var
}
```
### Entity: Idea
Component: KMT_national_defence_state
Constructs: research_speed_factor, stability_factor, war_support_factor, has_government, industrial_capacity_factory, removal_cost, is_subject
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_national_defence_state = {
	removal_cost = -1
	picture = chi_war_of_resistance2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			is_subject = yes
			NOT = {
				has_government = fascism
			}
		}
	}
	on_remove = {

	}
	modifier = {
		research_speed_factor = -0.075
		consumer_goods_factor = 0.1
		stability_factor = -0.15
		war_support_factor = 0.1
		army_core_defence_factor = 0.05
		army_core_attack_factor = 0.075
		industrial_capacity_factory = 0.05
		conscription = 0.01
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.52
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.52
	title = BBA_italy_missiolinis.52.t
	desc = BBA_italy_missiolinis.52.desc
	picture = GFX_report_event_generic_truck
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_failed_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.52.a
		ITA_missiolini_stockpile_trucks_failure_effect = yes
	}
}
### Entity: Idea
Component: r56_CAN_mac_paps_idea
Constructs: removal_cost, send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_mac_paps_idea = {
	name = r56_CAN_mac_paps_idea
	allowed = {
		always = no
	}
	picture = generic_volunteer_expedition_bonus
	removal_cost = -1
	modifier = {
		send_volunteer_divisions_required = -0.5
		send_volunteer_size = 3
	}
	rule = {
		can_send_volunteers = yes
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_unite_the_anglosphere
Constructs: prerequisite, has_war, limit, owns_state, completion_reward, is_subject, is_in_faction_with, add_core_of
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_unite_the_anglosphere
	prerequisite = {
		focus = ENG_imperial_conscription
	} {
		focus = ENG_bring_the_dominions_back_into_the_fold
	}
	available = {
		is_subject = no
		country_exists = USA
		NOT = {
			is_in_faction_with = USA
		}
	}
	will_lead_to_war_with = USA
	icon = GFX_focus_eng_unite_the_anglosphere
	x = 1
	y = 2
	relative_position_id = ENG_consolidate_the_british_isles
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_war = yes
		}
	}
	completion_reward = {
		ENG_mosley_pacifism_level_down = yes
		if = {
			limit = {
				owns_state = 113 134 135
			}
			113 = {
				add_core_of = ENG
			}
			134 = {
				add_core_of = ENG
			}
			135 = {
				add_core_of = ENG
			}
		}
		create_wargoal = {
			type = annex_everything
			target = USA
			expire = 0
		}
	}
}
### Entity: Event
Component: AAT_nordic_shared.4
Constructs: is_triggered_only
Source: game
File: events/AAT_nordic.txt

Code:
country_event = {
	id = AAT_nordic_shared.4
	title = AAT_nordic_shared.4.t
	desc = AAT_nordic_shared.4.desc
	is_triggered_only = yes
	option = {
		name = AAT_nordic_shared.4.a
		trigger = {

		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_study_amphibious_operations
Constructs: prerequisite, limit, completion_reward, has_dlc, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_study_amphibious_operations
	prerequisite = {
		focus = POR_advancing_our_tactics
	}
	icon = GFX_focus_generic_naval_invasion
	x = -1
	y = 1
	relative_position_id = POR_advancing_our_tactics
	cost = 8
	ai_will_do = {
		base = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = POR_study_amphibious_operations
				cost_reduction = 0.5
				uses = 1
				category = cat_marines_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = POR_study_amphibious_operations
				bonus = 0.5
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		add_tech_bonus = {
			name = POR_study_amphibious_operations
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = tp_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: SWE_axel_rappe
Constructs: has_dlc
Source: game
File: common/characters/SWE.txt

Code:
SWE_axel_rappe = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		advisor = {
			slot = high_command
			idea_token = SWE_axel_rappe
			ledger = army
			allowed = {
				original_tag = SWE
			}
			traits = {
				army_artillery_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = SWE_axel_rappe
		portraits = {
			army = {
				small = GFX_portrait_SWE_axel_rappe_small
				large = GFX_portrait_SWE_axel_rappe
			}
		}
		corps_commander = {
			traits = {
				politically_connected war_hero engineer_officer
			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 1
			legacy_id = 0
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		advisor = {
			slot = high_command
			idea_token = SWE_axel_rappe
			ledger = army
			allowed = {
				original_tag = SWE
			}
			traits = {
				army_artillery_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = SWE_axel_rappe
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_1
			}
		}
	}
}