Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Game Rule
Component: GRE_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
GRE_ai_behavior = {
	name = GRE_AI_BEHAVIOR
	required_dlc = Battle for the Bosporus
	group = RULE_GROUP_AI_BEHAVIOR
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_OPTION_METAXIST_GRE_AI_DESC
		allow_achievements = yes
	} {
		name = MONARCHIST
		text = RULE_OPTION_MONARCHIST_GRE_AI
		desc = RULE_OPTION_MONARCHIST_GRE_AI_DESC
	} {
		name = MONARCHIST_ALTERNATE
		text = RULE_OPTION_MONARCHIST_GRE_ALTERNATE_AI
		desc = RULE_OPTION_MONARCHIST_ALTERNATE_GRE_AI_DESC
	} {
		name = COMMUNIST
		text = RULE_OPTION_STALINIST_GRE_AI
		desc = RULE_OPTION_STALINIST_GRE_AI_DESC
	} {
		name = COMMUNIST_ALTERNATE
		text = RULE_OPTION_COMMUNIST_GRE_AI
		desc = RULE_OPTION_ALTERNATE_COMMUNIST_GRE_AI_DESC
	} {
		name = DEMOCRATIC
		text = RULE_OPTION_DEMOCRATIC_GRE_AI
		desc = RULE_OPTION_VENEZELIST_GRE_AI_DESC
	} {
		name = FASCISM
		text = RULE_OPTION_FASCIST
		desc = RULE_OPTION_FASCISM_GRE_AI_DESC
	} {
		name = FASCISM_ALTERNATE
		text = RULE_OPTION_FASCIST_ALTERNATE_GRE_AI
		desc = RULE_OPTION_FASCISM_ALTERNATE_GRE_AI_DESC
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: Scripted Trigger
Component: NOR_AAT
Constructs: has_dlc
Source: game
File: common/scripted_triggers/NOR_scripted_triggers.txt

Code:
NOR_AAT = {
	original_tag = NOR
	has_dlc = Arms Against Tyranny
}
### Entity: Event
Component: mtg_britain.55
Constructs: is_triggered_only, create_country_leader, limit, has_government, has_country_flag, has_country_leader, set_country_flag, check_variable
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.55
	title = mtg_britain.55.t
	desc = mtg_britain.55.d
	picture = GFX_report_event_ger_civil_war
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_country_leader = {
						character = ENG_harry_pollitt
						ruling_only = yes
					}
				}
				set_country_flag = harry_pollitt
			} {
				limit = {
					has_country_leader = {
						name = Rajani Palme Dutt
						ruling_only = yes
					}
				}
				set_country_flag = rajani_palme_dutt
			} {
				limit = {
					check_variable = {
						var = civil_war_size_var
						value = 0.5
						compare = less_than
					}
				}
				set_variable = {
					var = civil_war_size_var
					value = 0.5
				}
			} {
				limit = {
					has_country_flag = harry_pollitt
				}
				create_country_leader = {
					name = ENG_harry_pollitt
					desc = POLITICS_HARRY_POLLITT_DESC
					picture = GFX_portrait_Harry_Pollitt
					expire = 1965.1.1
					ideology = leninism
					traits = {
						staunch_stalinist
					}
				}
			} {
				limit = {
					has_country_flag = rajani_palme_dutt
				}
				create_country_leader = {
					name = Rajani Palme Dutt
					desc = POLITICS_PALME_DUTT_DESC
					picture = GFX_portrait_Rajani_Palme_Dutt
					expire = 1965.1.1
					ideology = leninism
					traits = {
						comintern_workhorse
					}
				}
			}
			set_country_flag = ENG_communist_civil_war
			set_variable = {
				var = civil_war_size_var
				value = party_popularity@communism
			}
			start_civil_war = {
				ruling_party = communism
				ideology = communism
				size = civil_war_size_var
			}
			random_other_country = {
				limit = {
					original_tag = ENG
					has_government = communism
				}
				retire_country_leader = yes yes
				set_cosmetic_tag = ENG_communist_civil_war
				set_country_flag = ENG_communist_civil_war
				civil_war_anti_exploiter_punitive_action = yes
			}
			add_popularity = {
				ideology = communism
				popularity = 0.4
			} {
				ideology = fascism
				popularity = 0.1
			} {
				ideology = neutrality
				popularity = 0.2
			}
		}
	}
	option = {
		name = mtg_britain.55.a
		custom_effect_tooltip = ENG_communist_civil_war_tt
		clr_country_flag = ENG_switched_to_communism_civil_war_flag
		hidden_effect = {
			news_event = {
				id = mtg_news.43
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: POR_the_fifth_empirer56
Constructs: has_government, is_subject, removal_cost, compliance_gain
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_the_fifth_empirer56 = {
	picture = por_the_fifth_empire
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = fascism
	}
	cancel = {
		OR = {
			is_subject = yes
			NOT = {
				has_government = fascism
			}
		}
	}
	removal_cost = -1
	modifier = {
		subjects_autonomy_gain = -2
		compliance_gain = 0.05
		non_core_manpower = 0.05
		justify_war_goal_time = -0.2
	}
}
### Entity: Idea
Component: EAI_HARD/light_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/light_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_aa_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Event
Component: nsb_news.11
Constructs: is_triggered_only, has_country_leader_ideology
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.11
	title = nsb_news.11.t
	desc = nsb_news.11.desc
	picture = GFX_news_event_generic_funeral
	is_triggered_only = yes
	option = {
		name = nsb_news.11.a
		trigger = {
			NOT = {
				has_country_leader_ideology = stalinism
			}
		}
	} {
		name = nsb_news.11.b
		trigger = {
			has_country_leader_ideology = stalinism
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_oun_moderates
Constructs: prerequisite, add_ideas, has_government, owns_state, completion_reward, add_political_power, is_subject, set_party_name
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_oun_moderates
	icon = GFX_goal_Ukraine_oun
	prerequisite = {
		focus = RUT_west_ukrainian_veterans RUT_claim_ukraine
	}
	mutually_exclusive = {
		focus = RUT_oun_radicals
	}
	relative_position_id = RUT_west_ukrainian_veterans
	available = {
		OR = {
			has_government = democratic neutrality
		} {
			controls_state = 202 91 221 192
		} {
			NOT = {
				country_exists = UKR
			}
			AND = {
				country_exists = UKR
				UKR = {
					has_government = communism
				}
			}
		}
		RUT = {
			is_subject = no
		}
		owns_state = 73
		controls_state = 73
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_political_power = 100
		set_party_name = {
			ideology = fascism
			long_name = RUT_oun_radicals_party_long
			name = RUT_oun_radicals_party
		}
		add_ideas = RUT_idea_oun_militias
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: export_focus
Constructs: has_completed_focus, research_speed_factor, has_war, limit, is_major, industrial_capacity_factory, production_speed_buildings_factor, has_dlc
Source: game
File: common/ideas/_economic.txt

Code:
export_focus = {
	available = {
		if = {
			limit = {
				original_tag = CHI
				has_dlc = Waking the Tiger
			}
			NOT = {
				has_idea = CHI_nine_power_treaty
			}
		} {
			limit = {
				original_tag = SPR
				has_dlc = La Resistance
			}
			NOT = {
				has_completed_focus = SPR_all_must_bear_the_torch
			}
		} {
			limit = {
				original_tag = GER
			}
			NOT = {
				has_completed_focus = GER_autarky_efforts
			}
		} {
			limit = {
				original_tag = PRC
				has_dlc = No Compromise, No Surrender
			}
			NOT = {
				has_completed_focus = PRC_promote_paper_bills
			}
		}
	}
	cost = 150
	removal_cost = -1
	modifier = {
		min_export = 0.5
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
		production_speed_buildings_factor = 0.1
		research_speed_factor = 0.05
		civilian_intel_to_others = 20.0
		navy_intel_to_others = 10.0
		cic_construction_boost_factor = 0.1
	}
	default = yes
	cancel_if_invalid = no
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			is_major = no
			has_war = no
			is_in_faction = no
			OR = {
				tag = POR SWE PER IRQ
			}
		} {
			factor = 1000
			has_idea = uncontrolled_exports
		}
	}
	on_add = {
		if = {
			limit = {
				has_dlc = Thunder at Our Gates
				original_tag = SIA
			}
			if = {
				limit = {
					check_variable = {
						SIA_current_trade_law = > 1
					}
				}
				SIA_increase_civilian_approval = yes
				SIA_decrease_military_approval = yes
			}
			else = {
				SIA_increase_military_approval = yes
				SIA_decrease_civilian_approval = yes
			}
			set_variable = {
				SIA_current_trade_law = 1
			}
		}
	}
}
### Entity: Country History
Country: MNC
Component: MNC_characters
Constructs: recruit_character
Source: game
File: history/countries/MNC - Monaco.txt

Code:
# Leaders & Characters for MNC
recruit_character = MNC_louis_antoine_grimaldi MNC_emile_roblot MNC_benjamin_tucker MNC_pierre_de_witasse MNC_rainier_louis_henri_grimaldi MNC_charlotte_louise_juliette_grimaldi
### Entity: National Focus
Component: wuw_HUN_invest_in_the_special_forces
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_invest_in_the_special_forces
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = wuw_HUN_expand_the_army
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_expand_the_army
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = wuw_HUN_invest_in_the_special_forces
			bonus = 0.5
			uses = 1
			category = mountaineers_tech
		} {
			name = wuw_HUN_invest_in_the_special_forces
			bonus = 0.35
			uses = 1
			category = para_tech
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_doctrine_cost_reduction = {
				name = wuw_HUN_invest_in_the_special_forces
				cost_reduction = 0.5
				uses = 2
				category = special_forces_doctrine
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_army_ledger
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_army_ledger

* Supported Scopes: CHARACTER
* Supported Targets: none

```
has_army_ledger = yes/no - Checks if the current character has an army ledger
```
### Entity: National Focus
Tree: vin_focus
Component: VIN_the_hoi_quy_toc
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_the_hoi_quy_toc
	icon = GFX_focus_usa_voter_registration_act
	cost = 10
	prerequisite = {
		focus = VIN_centralise_the_regions
	} {
		focus = VIN_reform_the_royal_administration
	}
	completion_reward = {
		add_ideas = VIN_the_hoi_quy_toc
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = 36
	y = 2
}
### Entity: Country History
Country: COR
Component: COR_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc, set_convoys, complete_national_focus, complete_special_project
Source: game
File: history/countries/COR - Corsica.txt

Code:
# Misc for COR
capital = 1
set_research_slots = 3
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		naval_bomber1 = 1
		cv_early_fighter = 1
		cv_naval_bomber1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		CAS1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		basic_destroyer = 1
		early_light_cruiser = 1
		basic_light_cruiser = 1
		early_heavy_cruiser = 1
		basic_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		basic_battlecruiser = 1
		early_carrier = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		basic_ship_hull_heavy = 1
		early_ship_hull_carrier = 1
		basic_battery = 1
		basic_light_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
		basic_heavy_armor_scheme = 1
		mtg_transport = 1
	}
}
{
	limit = {
		has_dlc = La Resistance
	}
	set_technology = {
		armored_car1 = 1
	}
}
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		support_weapons = 1
		support_weapons2 = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		synth_oil_experiments = 1
		fuel_refining2 = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
	}
	set_grand_doctrine = grand_battleplan 
# ... (truncated)
### Entity: National Focus
Tree: arg_focus
Component: ARG_forge_our_own_future
Constructs: prerequisite, limit, remove_ideas, completion_reward, is_subject, has_civil_war, is_in_faction, create_faction_from_template
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_forge_our_own_future
	icon = GFX_focus_ARG_forge_our_own_future
	prerequisite = {
		focus = ARG_viva_la_revolucion
	}
	x = 4
	y = 1
	relative_position_id = ARG_viva_la_revolucion
	mutually_exclusive = {
		focus = ARG_align_with_the_soviets
	}
	cost = 10
	available = {
		is_subject = no
		has_civil_war = no
		is_in_faction = no
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		ARG_fanny_edelman = {
			promote_character = yes
		}
		create_faction_from_template = {
			template = faction_template_POR_popular_front_bloc
			name = ARG_communist_faction
			icon = GFX_faction_logo_generic_14
		}
		hidden_effect = {
			IF = {
				limit = {
					has_idea = ARG_fanny_edelman
				}
				remove_ideas = ARG_fanny_edelman
			}
		}
	}
}
### Entity: Idea
Component: donations_from_supporters
Constructs: removal_cost
Source: game
File: common/ideas/tykn_generic.txt

Code:
donations_from_supporters = {
	allowed = {
		original_tag = PRE
		always = no
	}
	available = {

	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = SOV_second_five_year_plan
	modifier = {
		industrial_factory_donations = 1
		military_factory_donations = 1
		dockyard_donations = 1
	}
}
### Entity: Character
Component: JAP_anarcha_feminist
Constructs: research_speed_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_anarcha_feminist = {
	sprite = 13
	random = no
	conscription = 0.02
	communism_drift = 0.06
	research_speed_factor = 0.02
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_garrison_90
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_garrison_90 = {
	enable = {
		has_country_flag = {
			flag = EAI_garrison_divisions
			value = 90
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = area_defense
		value = 90
	}
}
### Entity: National Focus
Tree: aoi_focus
Component: AOI_modern_logistics
Constructs: prerequisite, add_ideas, completion_reward, has_tech, complete_tooltip, add_tech_bonus, motorized_bonus, every_army_leader
Source: game
File: common/national_focus/r56_italian_east_africa.txt

Code:
focus = {
	id = AOI_modern_logistics
	icon = GFX_goal_ammunitions
	text = ABC_modern_logistics
	prerequisite = {
		focus = AOI_field_hospitals
	} {
		focus = AOI_mechanization_effort
	} {
		focus = AOI_signal_companies
	}
	x = 0
	y = 1
	relative_position_id = AOI_mechanization_effort
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = motorised_infantry
	}
	complete_tooltip = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			uses = 1
			category = logistics_tech
		}
	}
	completion_reward = {
		every_army_leader = {
			add_logistics = 1
		}
		add_ideas = ABC_modern_logistics_idea
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			uses = 1
			category = logistics_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: bra_antropofagia_fasc_1
Constructs: stability_factor, war_support_factor, has_government, is_subject, is_puppet, removal_cost, autonomy_gain, guarantee_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_antropofagia_fasc_1 = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = fascism
		}
	}
	picture = generic_reserve_divisions
	removal_cost = -1
	modifier = {
		non_core_manpower = 0.05
		trade_opinion_factor = 0.2
		min_export = 0.05
		foreign_subversive_activites = -0.75
		autonomy_gain = 1
		opinion_gain_monthly_factor = 0.2
		ai_focus_aggressive_factor = -0.2
		ai_get_ally_desire_factor = -10
		ai_call_ally_desire_factor = -10
		ai_join_ally_desire_factor = -10
		war_support_factor = -0.1
		guarantee_cost = 1
		generate_wargoal_tension = 0.25
		subjects_autonomy_gain = -0.2
		opinion_gain_monthly_same_ideology_factor = -0.1
		fascism_drift = 0.1
		stability_factor = 0.05
	}
}
### Entity: Country History
Country: KOR
Component: KOR_misc
Constructs: set_grand_doctrine, set_convoys
Source: game
File: history/countries/KOR - Korea.txt

Code:
# Misc for KOR
capital = 525
set_grand_doctrine = mass_assault
set_convoys = 5
### Entity: National Focus
Tree: est_focus
Component: EST_national_council
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_national_council
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = EST_ismaaliit
	} {
		focus = EST_establish_the_rahvuskogu
	}
	x = 0
	y = 1
	relative_position_id = EST_ismaaliit
	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_INDUSTRY
	}
	completion_reward = {
		add_ideas = EST_national_council_idea
		army_experience = 10
	}
}
### Entity: Idea
Component: EAI_DD_17/super_heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/super_heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_aa_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: Event
Component: prc.38
Constructs: is_triggered_only, ai_chance, limit, add_political_power, is_in_faction_with, remove_from_faction, create_wargoal, annex_everything
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.38
	title = prc.37.t
	desc = prc.38.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 35
		}
		name = prc.38.a
		if = {
			limit = {
				PRC = {
					is_in_faction_with = SOV
				}
			}
			SOV = {
				remove_from_faction = PRC
			}
		}
		PRC = {
			create_wargoal = {
				target = SIK
				type = annex_everything
			}
		}
		SOV = {
			country_event = {
				id = prc.41
			}
		}
	} {
		ai_chance = {
			base = 65
		}
		name = prc.38.b
		add_political_power = -50
		SOV = {
			country_event = {
				id = prc.42
			}
		}
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_aircraft_german
Constructs: shared_focus, prerequisite, limit, has_government, add_opinion_modifier, completion_reward, has_capitulated, is_ai
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_aircraft_german
	icon = GFX_goal_fighters_germany
	prerequisite = {
		focus = GEN_Foreign_Design
	}
	mutually_exclusive = {
		focus = GEN_aircraft_american GEN_aircraft_soviet GEN_aircraft_japanese GEN_aircraft_italian GEN_aircraft_england
	}
	x = 5
	y = 1
	relative_position_id = GEN_Foreign_Design
	cost = 10
	available_if_capitulated = yes
	available = {
		if = {
			limit = {
				NOT = {
					OR = {
						original_tag = GER WGR DDR
					}
				}
			}
			NOT = {
				has_government = communism
			}
			OR = {
				GER = {
					exists = yes
					has_capitulated = no
					if = {
						limit = {
							ROOT = {
								is_ai = no
							}
						}
						has_opinion = {
							target = ROOT
							value = > 49
						}
					}
					not = {
						has_War_with = ROOT
					}
				}
				WGR = {
					exists = yes
					has_capitulated = no
					if = {
						limit = {
							ROOT = {
								is_ai = no
							}
						}
						has_opinion = {
							target = ROOT
							value = > 49
						}
					}
					not = {
						has_War_with = ROOT
					}
				}
			}
		} {
			limit = {
				OR = {
					original_tag = GER WGR DDR PRE
				}
			}
			always = no
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = GEN_aircraft_german
				bonus = 1.0
				uses = 1
				category = light_air
			} {
				name = GEN_aircraft_german
				bonus = 1.0
				uses = 1
				category = medium_air
			}
			create_equipment_variant = {
				name = Bf-109D
				type = small_plane_airframe_0
				modules = {
					fixed_main_weapon_slot = light_mg_4x
					fixed_auxiliary_weapon_slot_1 = empty
					engine_type_slot = engine_2_1x
					special_type_slot_1 = empty
				}
				icon = GFX_GER_fighter1_medium
			} {
				name = Ju-87
				type = small_plane_cas_airframe_0
				modules = {
					fixed_main_weapon_slot = bomb_locks
					fixed_auxiliary_weapon_slot_1 = empty
					engine_type_slot = engine_2_1x
					special_type_slot_1 = lmg_defense_turret
					special_type_slot_2 = dive_brakes_small
				}
				icon = GFX_GER_CAS1_medium
			}
		} {
			limit = {
				GER = {
					has_government = ROOT
					NOT = {
						original_tag = GER WGR DDR PRE
					}
				}
			}
			GER = {
				if = {
					limit = {
						ROOT = {
							original_tag = SWI
							has_dlc = By Blood Alone
							NOT = {
								has_global_flag = SWI_R56_focus_tree
							}
						}
	
# ... (truncated)
### Entity: Idea
Component: AST_unratified_westminster_act_idea
Constructs: removal_cost, is_subject
Source: game
File: common/ideas/australia.txt

Code:
AST_unratified_westminster_act_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ast_abandon_the_westminster_system
	cancel = {
		is_subject = no
	}
	rule = {
		can_decline_call_to_war = no
	}
}
### Entity: Character
Component: CZE_jan_ruckl
Constructs: has_completed_focus
Source: game
File: common/characters/CZE.txt

Code:
CZE_jan_ruckl = {
	name = CZE_jan_ruckl
	portraits = {
		army = {
			small = GFX_portrait_CZE_jan_ruckl_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_jan_ruckl
		allowed = {
			original_tag = CZE
		}
		available = {
			has_completed_focus = CZE_align_catholic_parties
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CZE_unify_the_fascist_parties CZE_coalition_building
				}
			}
		}
		traits = {
			right_industrialist economist
		}
		ai_will_do = {
			factor = 0
		}
	}
}
### Entity: Character
Component: KAR_ukki_vainamoinen
Source: game
File: common/characters/KAR.txt

Code:
KAR_ukki_vainamoinen = {
	name = KAR_ukki_vainamoinen
	portraits = {
		civilian = {
			large = GFX_portrait_KAR_ukki_vainamoinen
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1940.1.1.1
		id = -1
	} {
		ideology = fascism_ideology
		expire = 1940.1.1.1
		id = -1
		traits = {
			grandpa_vainamoinen
		}
	}
}