Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: eng_focus
Component: ENG_the_kings_party
Constructs: has_completed_focus, create_country_leader, prerequisite, has_war, limit, add_ideas, remove_ideas, has_country_flag
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_the_kings_party
	prerequisite = {
		focus = ENG_a_change_in_course
	}
	mutually_exclusive = {
		focus = ENG_organize_the_blackshirts ENG_concessions_to_the_trade_unions
	}
	allow_branch = {
		has_dlc = Man the Guns
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = ENG_organize_the_blackshirts ENG_concessions_to_the_trade_unions ENG_steady_as_she_goes
				}
			}
		}
	}
	offset = {
		x = 5
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ENG_the_kings_party
		}
	}
	available = {
		has_country_flag = edward_viii_married_wallis_simpson
		is_subject = no
		has_war = no
	}
	icon = GFX_focus_eng_the_kings_party
	x = -5
	y = 1
	relative_position_id = ENG_a_change_in_course
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = ENG_the_kings_party_idea
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor available_political_advisor available_political_advisor
		set_party_name = {
			ideology = neutrality
			long_name = ENG_neutrality_party_kings_party_long
			name = ENG_neutrality_party_kings_party
		}
		hidden_effect = {
			kill_country_leader = yes
		} {
			news_event = {
				id = mtg_news.19
				days = 1
			}
		} {
			add_ai_strategy = {
				type = contain
				id = GER
				value = -200
			}
		} {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.15
		}
		remove_ideas = ENG_king_edward
		create_country_leader = {
			name = Edward VIII
			desc = POLITICS_EDWARD_EDWARD_DESC
			picture = GFX_portrait_Edward_VIII
			expire = 1965.1.1
			ideology = despotism
			traits = {
				inexperienced_imperialist
			}
		}
		show_ideas_tooltip = ENG_winston_churchill ENG_oswald_mosley ENG_david_lloyd_george
	}
}
### Entity: Idea
Component: jiangnan_shipyard_group
Constructs: has_completed_focus, limit, is_literally_china, has_dlc, research_bonus
Source: game
File: common/ideas/china_shared.txt

Code:
jiangnan_shipyard_group = {
	picture = generic_naval_manufacturer_3
	allowed = {
		OR = {
			is_literally_china = yes
			tag = MAN MEN
		}
		has_dlc = Waking the Tiger
	}
	available = {
		IF = {
			limit = {
				OR = {
					FROM = {
						NOT = {
							original_tag = CHI
						}
					}
					AND = {
						FROM = {
							original_tag = CHI
						}
						NOT = {
							has_dlc = No Compromise, No Surrender
						}
					}
				}
			}
			owner = {
				controls_state = CHI.mio_locations^6
			}
		} {
			limit = {
				FROM = {
					original_tag = CHI
				}
				has_dlc = No Compromise, No Surrender
			}
			OR = {
				owner = {
					has_completed_focus = CHI_relocate_factories_from_the_coast
				} {
					controls_state = CHI.mio_locations^6
				}
			}
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		coastal_defence_naval_manufacturer
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_block_invasion_target_B0E
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_block_invasion_target_B0E = {
	enable = {
		NOT = {
			check_variable = {
				EAI_INVASION_block_target^14 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = B0E
		value = -2000
	}
}
### Entity: AI Strategy
Component: EAI_ADVISOR_head_of_intelligence
Constructs: check_variable
Source: game
File: common/ai_strategy_plans/EAI_national_laws.txt

Code:
EAI_ADVISOR_head_of_intelligence = {
	name = EAI_ADVISOR_head_of_intelligence
	enable = {
		check_variable = {
			EAI_get_advisor = global.EAI_head_of_intelligence_TYPE
		}
	}
	abort_when_not_enabled = yes
	traits = {
		head_of_intelligence = 50000
	}
}
### Entity: Idea
Component: SAF_south_african_railways
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/south_africa.txt

Code:
SAF_south_african_railways = {
	picture = generic_industrial_concern_3
	allowed = {
		original_TAG = SAF
		has_dlc = Together for Victory
	}
	available = {
		has_completed_focus = SAF_south_african_railways
	}
	cost = 50
	research_bonus = {
		train_tech = 0.15
	}
	traits = {
		railway_company
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_technology_sharing_with_britain
Constructs: prerequisite, has_government, completion_reward, is_in_tech_sharing_group, cancel_if_invalid, modify_tech_sharing_bonus
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_technology_sharing_with_britain
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = NZL_arrest_pacifist_leaders
	}
	x = 0
	y = 3
	relative_position_id = NZL_strengthen_the_commonwealth
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {
		ENG = {
			has_government = ROOT
		}
		is_in_tech_sharing_group = commonwealth_research
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		modify_tech_sharing_bonus = {
			id = commonwealth_research
			bonus = 0.05
		}
	}
}
### Entity: Event
Component: GOE_RAJ_generals.2
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_generals.2
	picture = GFX_report_event_generic_sign_treaty2
	title = GOE_RAJ_generals.2.t
	desc = GOE_RAJ_generals.2.desc
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_generals.2.a
		effect_tooltip = {
			add_timed_idea = {
				idea = idea_RAJ_soldiers_training_in_britain
				days = 365
			}
		}
	}
}
### Entity: Character
Component: SAF_robert_palmer
Source: game
File: common/characters/SAF.txt

Code:
SAF_robert_palmer = {
	name = SAF_robert_palmer
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = SAF_robert_palmer
		ledger = army
		allowed = {
			original_tag = SAF
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: mtg_britain.109
Constructs: is_triggered_only
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.109
	title = mtg_britain.109.t
	desc = mtg_britain.109.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_britain.109.a
		release = BRM
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_economic_privatization
Constructs: prerequisite, limit, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_economic_privatization
	icon = GFX_goal_generic_privatization
	x = -1
	y = 1
	cost = 10
	available = {
		OR = {
			has_government = neutrality democratic
		}
	}
	prerequisite = {
		focus = AFG_infrastructure_privatization
	}
	relative_position_id = AFG_infrastructure_privatization
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = AFG_privatizied_economy
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: LUX_minister_foreign_PD
Constructs: stability_factor
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_minister_foreign_PD = {
	modifier = {
		enemy_declare_war_tension = 0.2
		join_faction_tension = 0.35
		stability_factor = 0.1
	}
}
### Entity: Event
Component: INS_revolution_events.23
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.23
	title = INS_revolution_events.23.t
	desc = INS_revolution_events.23.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.23.a
		effect_tooltip = {
			indonesia_HOL_sign_accord_FRA_effect = yes
		}
	}
}
### Entity: Modifier Reference
Component: GER_army_communist_modifier
Constructs: planning_speed, initiative_factor, coordination_bonus, mobilization_speed
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_army_communist_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_GER_army
	army_infantry_attack_factor = GER_military_army_infantry_attack_factor
	army_artillery_attack_factor = GER_military_army_artillery_attack_factor
	army_armor_attack_factor = GER_military_army_armor_attack_factor
	army_armor_speed_factor = GER_military_army_armor_speed_factor
	org_loss_when_moving = GER_military_org_loss_when_moving
	motorized_attack_factor = GER_military_motorized_attack_factor
	mechanized_attack_factor = GER_military_mechanized_attack_factor
	army_org_factor = GER_military_army_org_factor
	planning_speed = GER_military_planning_speed
	supply_consumption_factor = GER_military_supply_consumption_factor
	equipment_capture = GER_military_equipment_capture
	initiative_factor = GER_military_initiative_factor
	army_fuel_consumption_factor = GER_military_army_fuel_consumption_factor
	coordination_bonus = GER_military_coordination_bonus
	army_bonus_air_superiority_factor = GER_military_air_superiority_bonus_in_combat
	max_dig_in_factor = GER_military_max_dig_in_factor
	army_artillery_defence_factor = GER_military_army_artillery_defence_factor
	special_forces_cap = GER_military_special_forces_cap
	acclimatization_hot_climate_gain_factor = GER_military_acclimatization_hot_climate_gain_factor
	acclimatization_cold_climate_gain_factor = GER_military_acclimatization_cold_climate_gain_factor
	land_doctrine_cost_factor = GER_military_land_doctrine_cost_factor
	modifier_army_sub_unit_militia_attack_factor = GER_military_modifier_army_sub_unit_militia_attack_factor
	modifier_army_sub_unit_militia_defence_factor = GER_military_modifier_army_sub_unit_militia_defence_factor
	modifier_army_sub_unit_militia_max_org_factor = GER_military_modifier_army_sub_unit_militia_max_org_factor
	experience_gain_army_factor = GER_military_experience_gain_army_factor
	army_morale_factor = GER_military_army_morale_factor
	mobilization_speed = GER_military_mobilization_speed
	minimum_training_level = GER_military_minimum_training_level
	unit_leader_as_advisor_cp_cost_factor = GER_military_unit_leader_as_advisor_cp_cost_factor
	command_power_gain_mult = GER_military_command_power_gain_mult
}
### Entity: Modifier Reference
Component: FIN_confederation_of_finno_russian_republics_dm
Constructs: remove_trigger, is_subject, compliance_gain
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
FIN_confederation_of_finno_russian_republics_dm = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_FIN_confederated_finno_russian_republics
	remove_trigger = {
		ROOT = {
			controller = {
				OR = {
					NOT = {
						original_tag = FIN
					}
					is_subject = yes
				}
			}
		}
	}
	compliance_gain = 0.25
}
### Entity: Character
Component: GER_nikolaus_von_falkenhorst
Constructs: has_completed_focus, has_government, has_war_with
Source: game
File: common/characters/GER.txt

Code:
GER_nikolaus_von_falkenhorst = {
	name = GER_nikolaus_von_falkenhorst
	portraits = {
		army = {
			small = GFX_portrait_GER_nikolaus_von_falkenhorst_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = GER_nikolaus_von_falkenhorst
		ledger = army
		allowed = {
			original_tag = FIN
		}
		available = {
			has_completed_focus = FIN_german_military_advisors
			NOT = {
				has_war_with = GER
			} {
				has_government = communism
			}
		}
		traits = {
			army_german_ground_commander
		}
		cost = 200
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_demand_the_return_of_lost_territory
Constructs: prerequisite, limit, every_country, completion_reward, clear_array, clear_variable, every_state, is_owned_by
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_demand_the_return_of_lost_territory
	icon = GFX_goal_demand_sudetenland
	x = 2
	y = 0
	relative_position_id = SIA_recover_indochina
	prerequisite = {
		focus = SIA_pan_thaiism
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	bypass = {
		controls_state = 1069 1067 741 1068 1061 1064 1065 670
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	will_lead_to_war_with = FRA
	completion_reward = {
		custom_effect_tooltip = SIA_demand_the_return_of_lost_territory_tt
		hidden_effect = {
			clear_array = SIA_demand_the_return_of_lost_territory_countries
			every_country = {
				clear_array = SIA_demand_the_return_of_lost_territory_countries
				clear_variable = SIA_demand_the_return_of_lost_territory_subject
			}
			every_state = {
				limit = {
					controller = {
						NOT = {
							original_tag = SIA
						}
					}
					NOT = {
						is_owned_by = ROOT
					}
					OR = {
						state = 1069 1067 741 1068 1061 1064 1065 670
					}
				}
				if = {
					limit = {
						NOT = {
							is_in_array = {
								array = ROOT.SIA_demand_the_return_of_lost_territory_countries
								value = owner
							}
						}
					}
					add_to_array = {
						array = ROOT.SIA_demand_the_return_of_lost_territory_countries
						value = owner
					}
				}
				owner = {
					add_to_array = {
						array = SIA_demand_the_return_of_lost_territory_states
						value = PREV
					}
				}
			}
			for_each_scope_loop = {
				array = SIA_demand_the_return_of_lost_territory_countries
				if = {
					limit = {
						is_subject = yes
					}
					overlord = {
						set_variable = {
							SIA_demand_the_return_of_lost_territory_subject = PREV
						}
						country_event = {
							id = siam.19
							hours = 1
							random_days = 18
						}
					}
				}
				else = {
					country_event = {
						id = siam.19
						hours = 1
						random_days = 18
					}
				}
			}
		}
	}
}
### Entity: Event
Component: lar_spain.66
Constructs: is_triggered_only
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.66
	title = lar_spain.66.t
	desc = lar_spain.66.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = lar_spain.66.a
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_chemical_research_institute
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_chemical_research_institute
	icon = GFX_focus_research
	prerequisite = {
		focus = CHI_expand_the_academica_sinica
	}
	x = 0
	y = 1
	relative_position_id = CHI_expand_the_academica_sinica
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		num_of_factories = > 74
		amount_research_slots = < 5
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_promote_nordic_identity
Constructs: prerequisite, limit, has_government, add_war_support, add_stability, add_opinion_modifier, completion_reward, is_subject_of
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_promote_nordic_identity
	icon = GFX_focus_generic_scandinavian_alliance
	prerequisite = {
		focus = SWE_military_independence SWE_military_integration
	}
	mutually_exclusive = {
		focus = SWE_germanify_sweden
	}
	x = 0
	y = 1
	relative_position_id = SWE_military_independence
	cost = 10
	available = {
		is_subject_of = GER
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		GER = {
			add_opinion_modifier = {
				target = PREV
				modifier = SWE_unruly_subject
			}
		}
		add_stability = 0.05
		add_war_support = 0.05
		every_state = {
			limit = {
				OR = {
					is_core_of = DEN NOR
				}
			}
			IF = {
				limit = {
					OWNER = {
						NOT = {
							tag = ROOT
						}
					}
				}
				add_claim_by = ROOT
			} {
				limit = {
					OWNER = {
						original_tag = GER
					}
				}
				ROOT = {
					transfer_state = PREV
				}
			}
		}
		add_autonomy_score = {
			value = 300
		}
	}
}
### Entity: Idea
Component: idea_gun_and_shell_factory_cossipore_2
Constructs: has_dlc, is_raj_or_raj_inheritor, check_variable, equipment_bonus, build_cost_ic, research_bonus
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_gun_and_shell_factory_cossipore_2 = {
	name = RAJ_gun_and_shell_factory_cossipore
	picture = raj_gun_and_shell_factory_cossipore
	allowed = {
		has_dlc = Graveyard of Empires
		is_raj_or_raj_inheritor = yes
	}
	visible = {
		check_variable = {
			global.gun_and_shell_level = 2
		}
	}
	equipment_bonus = {
		artillery_equipment = {
			soft_attack = 0.06
			build_cost_ic = -0.05
		}
		anti_tank_equipment = {
			ap_attack = 0.06
			build_cost_ic = -0.05
		}
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: ITA_hidden_ferrea_mole_ns
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/italy.txt

Code:
ITA_hidden_ferrea_mole_ns = {
	name = ITA_military_industry_dynamic_modifier
	removal_cost = -1
	picture = SOV_third_five_year_plan_military
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		armor = {
			instant = yes
			defense = 0.05
			breakthrough = 0.05
		}
	}
}
### Entity: Idea
Component: HOL_de_jeugdstorm
Constructs: has_government, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_de_jeugdstorm = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		conscription = 0.01
		training_time_factor = -0.1
	}
}
### Entity: Order of Battle
Component: air_wing_13
Source: game
File: history/units/EST_1936_air_legacy.txt

Code:
air_wings = {
	13 = {
		fighter_equipment_0 = {
			owner = EST
			amount = 18
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_parties_sg_masc_vow_02a_neut
Constructs: has_completed_focus
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_sg_masc_vow_02a_neut = {
	OR = {
		tag = HAW NAV
		original_tag = HAW NAV
		AND = {
			OR = {
				tag = BRA
				original_tag = BRA
			}
			NOT = {
				POR = {
					has_completed_focus = POR_monarchist_uprising_in_brazil
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_radar_network
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_radar_network
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = CEL_refine_air_doctrine
	}
	relative_position_id = CEL_refine_air_doctrine
	x = 0
	y = 1
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		air_experience = 15
		add_tech_bonus = {
			name = radar_focus
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = radar_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: nationalism
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/zzz_generic.txt

Code:
nationalism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_infantry_bonus
	modifier = {
		fascism_drift = 0.1
	}
}
### Entity: Effect Reference
Construct: ai_message
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## ai_message

* Supported Scopes: COUNTRY
* Supported Targets: none

```
ai message... ?
```
### Entity: Event
Component: turkey_sadabat.3
Constructs: is_triggered_only
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey_sadabat.3
	title = turkey_sadabat.3.t
	desc = turkey_sadabat.3.d
	picture = GFX_report_event_tur_kemalist_officers
	is_triggered_only = yes
	option = {
		name = turkey_sadabat.3.a
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_continental_intervention
Constructs: prerequisite, limit, completion_reward, is_subject, every_other_country, is_capital, is_on_continent, is_in_faction_with
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_continental_intervention
	prerequisite = {
		focus = ENG_maintaining_the_balance_of_power
	}
	available = {
		is_subject = no
	}
	continue_if_invalid = yes
	icon = GFX_goal_generic_major_war
	x = 0
	y = 1
	relative_position_id = ENG_maintaining_the_balance_of_power
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		custom_effect_tooltip = ENG_continental_intervention_tt
		every_other_country = {
			limit = {
				any_owned_state = {
					is_capital = yes
					is_on_continent = europe
				}
				NOT = {
					is_in_faction_with = ROOT
				}
				has_added_tension_amount = > 0.1
				num_of_factories = > 50
			}
			ENG = {
				create_wargoal = {
					target = PREV
					type = topple_government
					expire = 0
				}
			}
		}
		hidden_effect = {
			news_event = {
				id = mtg_news.18
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: MEN_kwantungs_invisible_hand_genghis_4
Constructs: war_support_factor, has_government, has_war_with, is_neighbor_of, is_ally_with, has_civil_war, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_kwantungs_invisible_hand_genghis_4 = {
	name = MEN_kwantungs_invisible_hand
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			OR = {
				is_neighbor_of = JAP
				JAP = {
					any_allied_country = {
						is_neighbor_of = MEN
					}
				}
			}
		} {
			AND = {
				is_ally_with = JAP
				has_war_with = JAP
			}
		}
		JAP = {
			OR = {
				has_government = democratic communism
			}
		} {
			has_civil_war = yes
		}
	}
	removal_cost = -1
	picture = MEN_kwantungs_invisible_hand
	modifier = {
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
		conscription = 0.01
		experience_gain_army_factor = 0.05
		neutrality_drift = 0.03
		drift_defence_factor = 0.15
		war_support_factor = 0.15
		defensive_war_stability_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: EAI_MAP_china_theatre
Constructs: limit, every_state, add_to_array, is_coastal
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_china_theatre = {
	every_state = {
		limit = {
			OR = {
				region = 164 248 247 143 246 165 245 249 144 200 250
			}
		}
		add_to_array = {
			global.EAI_MAP_china_theatre = THIS.id
		}
	} {
		limit = {
			OR = {
				region = 164 248 247 143 246 165 245 249 144 200 250
			}
			is_coastal = yes
		}
		add_to_array = {
			global.EAI_MAP_china_coastal_theatre = THIS.id
		}
	}
}