Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_get_nuclear_facility_scores
Constructs: limit, has_country_flag, set_temp_variable, check_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_get_nuclear_facility_scores = {
	set_temp_variable = {
		EAI_has_nuclear_facility_scores = 1
	}
	for_each_scope_loop = {
		array = controlled_states
		if = {
			limit = {
				EAI_available_LFACILITY = yes
			}
			EAI_get_nuclear_facility_score = yes
			for_each_loop = {
				array = EAI_nuclear_facility_scores
				var:v = {
					if = {
						limit = {
							check_variable = {
								PREV.EAI_nuclear_facility_score = > EAI_nuclear_facility_score
							}
						}
						add_to_temp_array = {
							array = EAI_nuclear_facility_scores
							index = i
							value = PREV.id
						}
						set_temp_variable = {
							break = 1
						}
					}
				}
			}
			if = {
				limit = {
					check_variable = {
						break = 0
					}
				}
				add_to_temp_array = {
					array = EAI_nuclear_facility_scores
					value = THIS.id
				}
			}
			else = {
				set_temp_variable = {
					break = 0
				}
			}
		}
	}
	if = {
		limit = {
			has_country_flag = EAI_construction_score_logging
		}
		log = ======= PRINTING EAI_nuclear_facility_scores ======= ===============================================
		for_each_scope_loop = {
			array = EAI_nuclear_facility_scores
			log = [?EAI_nuclear_facility_score] - [This.GetName]
		}
	}
}
### Entity: Faction
Component: manpower_contribution_small
Constructs: has_faction_military_unlocked, set_faction_member_upgrade_min
Source: game
File: common/factions/rules/manpower_contribution_rule.txt

Code:
manpower_contribution_small = {
	type = contribution_rule
	ai_will_do = {
		base = 0
	}
	available = {
		has_faction_military_unlocked = yes
	}
	effect = {
		set_faction_member_upgrade_min = {
			upgrade = faction_manpower_sharing1
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_middle_eastern_diplomacy
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, is_on_continent, every_other_country
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_middle_eastern_diplomacy
	icon = GFX_focus_TUR_treaty_of_saadabad
	relative_position_id = EGY_expand_the_iron_guard
	x = -2
	y = 1
	cost = 5
	available = {
		any_other_country = {
			capital_scope = {
				is_on_continent = middle_east
			}
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	prerequisite = {
		focus = EGY_expand_the_iron_guard
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		every_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = middle_east
				}
				NOT = {
					has_war_with = ROOT
				}
			}
			PREV = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_increase
				}
			}
		}
	}
}
### Entity: Country History
Country: CNR
Component: CNR_misc
Constructs: limit, set_technology, set_research_slots, has_dlc, load_oob, create_equipment_variant
Source: game
File: history/countries/CNR - Canaries.txt

Code:
# Misc for CNR
capital = 178
set_research_slots = 3
if = {
	limit = {
		has_dlc = Battle for the Bosporus
	}
	set_technology = {
		camelry = 1
	}
	load_oob = camel_template
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		iw_small_airframe = 1
		iw_large_airframe = 1
		engines_1 = 1
		aa_lmg = 1
		early_bombs = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
			early_bomber = 1
			naval_bomber1 = 1
		}
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
create_equipment_variant = {
	name = B Class
	type = ship_hull_submarine_1
	parent_version = 0
	name_group = SPR_SS_HISTORICAL
	modules = {
		fixed_ship_torpedo_slot = ship_torpedo_sub_1
		fixed_ship_engine_slot = sub_ship_engine_1
		rear_1_custom_slot = empty
	}
	obsolete = yes
}
{
	name = C Class
	type = ship_hull_submarine_2
	name_group = SPR_SS_HISTORICAL
	parent_version = 0
	modules = {
		fixed_ship_torpedo_slot = ship_torpedo_sub_1
		fixed_ship_engine_slot = sub_ship_engine_1
		rear_1_custom_slot = empty
	}
}
{
	name = Alsedo Class
	type = ship_hull_light_1
	name_group = SPR_DD_HISTORICAL
	parent_version = 0
	modules = {
		fixed_ship_battery_slot = ship_light_battery_1
		fixed_ship_anti_air_slot = ship_anti_air_1
		fixed_ship_fire_control_system_slot = ship_fire_control_system_0
		fixed_ship_radar_slot = empty
		fixed_ship_engine_slot = light_ship_engine_1
		fixed_ship_torpedo_slot = ship_torpedo_1
		mid_1_custom_slot = ship_mine_layer_1
		rear_1_custom_slot = ship_depth_charge_1
	}
	obsolete = yes
}
{
	name = Churucca Class
	type = ship_hull_light_1
	name_group = SPR_DD_HISTORICAL
	parent_version = 0
	modules = {
		fixed_ship_battery_slot = ship_light_battery_1
		fixed_ship_anti_air_slot = ship_anti_air_1
		fixed_ship_fire_control_system_slot = ship_fire_control_system_0
		fixed_ship_radar_slot = empty
		fixed_ship_engine_slot = light_ship_engine_2
		fixed_ship_torpedo_slot = ship_torpedo_1
		mid_1_custom_slot = empty
		rear_1_custom_slot = ship_depth_charge_1
	}
}
{
	name = Júpiter Class
	type = ship_hull_light_2
	name_group = SPR_DD_HISTORICAL
	parent_version = 0
	modules = {
		fixed_ship_battery_slot = ship_light_battery_1
		fixed_ship_anti_air_slot = ship_anti_air_1
		fixed_ship_fire_control_system_slot = ship_fire_control_system_0
		fixed_
# ... (truncated)
### Entity: Event
Component: SEA_imperial_influence_events.320
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.320
	title = SEA_imperial_influence_events.320.t
	desc = SEA_imperial_influence_events.320.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_zaibatsu_faction_demands_political_appointment
	}
}
### Entity: Order of Battle
Component: air_wing_302
Source: game
File: history/units/BOL_1936_air_legacy.txt

Code:
air_wings = {
	302 = {
		fighter_equipment_0 = {
			owner = BOL
			amount = 12
		}
	}
}
### Entity: Unit Template
Component: OMA_MTN_01
Source: game
File: common/units/names_divisions/OMA_names_divisions.txt

Code:
OMA_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		OMA
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		OMA_INF_01
	}
	fallback_name = Omani al-Mushati al-%dr
	ordered = {
		20 = {
			Omani al-Mushati al-%dr
		}
		21 = {
			Omani al-Mushati al-%dr
		}
		22 = {
			Omani al-Mushati al-%dr
		}
		23 = {
			Omani al-Mushati al-%dr
		}
		24 = {
			Omani al-Mushati al-%dr
		}
		25 = {
			Omani al-Mushati al-%dr
		}
		26 = {
			Omani al-Mushati al-%dr
		}
		27 = {
			Omani al-Mushati al-%dr
		}
		28 = {
			Omani al-Mushati al-%dr
		}
		29 = {
			Omani al-Mushati al-%dr
		}
		30 = {
			Omani al-Mushati al-%dr
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_regional_capital_development
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_regional_capital_development
	icon = GFX_focus_generic_reorient_production
	prerequisite = {
		focus = SWE_decentralized_command_structure
	}
	relative_position_id = SWE_decentralized_command_structure
	x = 1
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				141
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				110 = {
					is_core_of = ROOT
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					110
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				111 = {
					is_core_of = ROOT
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					111
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				812 = {
					is_core_of = ROOT
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					812
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				37 = {
					is_core_of = ROOT
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					37
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				84 = {
					is_core_of = ROOT
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					84
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Decision
Component: HOL_bernhard
Constructs: has_completed_focus, has_war, has_country_flag, fire_only_once, complete_effect, create_corps_commander, random_days, clr_country_flag
Source: game
File: common/decisions/HOL.txt

Code:
HOL_bernhard = {
	HOL_give_bernhard_generalship = {
		icon = generic_army_support
		allowed = {
			tag = HOL
		}
		available = {
			has_war = yes
		}
		cost = 25
		fire_only_once = yes
		visible = {
			original_tag = HOL
			has_completed_focus = HOL_the_only_man_in_the_dutch_government
		}
		complete_effect = {
			create_corps_commander = {
				name = Prins Bernhard
				gfx = GFX_portrait_hol_prins_bernhard
				traits = {
					trickster skirmisher infantry_officer politically_connected trait_reckless media_personality
				}
				id = 982
				skill = 2
				attack_skill = 2
				defense_skill = 2
				planning_skill = 2
				logistics_skill = 1
			}
			hidden_effect = {
				country_event = {
					id = mtg_netherlands.44
					days = 60
					random_days = 60
				}
			}
		}
	}
	HOL_pursue_diplomatic_grievances = {
		icon = generic_army_support
		allowed = {
			always = no
		}
		available = {

		}
		cost = 100
		fire_only_once = yes
		target_trigger = {

		}
		visible = {
			FROM = {
				exists = yes
				has_country_flag = HOL_bernhard_row_target
			}
		}
		complete_effect = {
			FROM = {
				country_event = {
					id = mtg_netherlands.60
					hours = 6
				}
				clr_country_flag = HOL_bernhard_row_target
			}
			custom_effect_tooltip = HOL_pursue_diplomatic_grievances_tt
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ABroom_icon.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Filters
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The following pages link to File:Broom icon.png:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Broom_icon.png"
### Entity: Modding Documentation
Construct: strategic_air_importance
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `strategic_air_importance`
Affects the AI priority regarding air superiority/combat
```
ai_strategy = {
	type = strategic_air_importance
	id = 1  # Strategic Region ID - Southern England
	value = 10000  # Value of stocked main front in active combat is usually around 35,000
}
```
### Entity: State History
Component: 127
Constructs: add_core_of
Source: game
File: history/states/127-South-east England.txt

Code:
state = {
	id = 127
	name = STATE_127
	manpower = 3193383
	resources = {
		coal = 6
	}
	state_category = large_city
	history = {
		owner = ENG
		add_core_of = ENG
		victory_points = {
			3501 20
		} {
			9458 15
		}
		buildings = {
			infrastructure = 4
			arms_factory = 1
			industrial_complex = 1
			dockyard = 2
			fuel_silo = 1
			anti_air_building = 1
			radar_station = 1
			air_base = 10
			3501 = {
				naval_base = 6
				coastal_bunker = 3
			}
			9458 = {
				naval_base = 10
			}
			13070 = {
				naval_facility = 1
			}
		}
		1939.1.1 = {
			buildings = {
				dockyard = 3
				industrial_complex = 2
			}
		}
	}
	provinces = {
		507 3501 6489 9458 11446 13070
	}
	local_supplies = 16.0
}
### Entity: AI Strategy
Component: SOV_historical_plan_old
Constructs: has_country_flag, has_global_flag, is_historical_focus_on, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/SOV_old_historical_strategy_plan.txt

Code:
SOV_historical_plan_old = {
	name = SOV historical plan
	desc = 
	allowed = {
		original_tag = SOV
	}
	enable = {
		has_global_flag = sov_old_focus_tree
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = SOV_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = SOV_AI_RANDOM_COMMUNIST_HISTORICAL
			has_game_rule = {
				rule = SOV_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SOV_finish_the_five_year_plan_old SOV_siberian_railnetworks SOV_improve_western_railnetworks SOV_Social_Welfare_old SOV_Mass_Immunizations_old SOV_Improve_TransSiberian_Railway SOV_transpolar_flights_old SOV_Education_Initiative SOV_peoples_commissariat SOV_ocean_going_navy SOV_Develop_The_Ural_Moutain_Region SOV_great_purge SOV_stalin_constitution SOV_third_five_year_plan_old SOV_socialism_in_one_country_old SOV_policy_of_individual_security_old SOV_operation_zet SOV_militarized_schools_old SOV_workers_culture SOV_improve_stalin_line SOV_claims_in_baltic_old SOV_secure_leningrad_old SOV_tranformation_of_nature SOV_progress_cult_old SOV_claims_on_poland_old SOV_demand_eastern_poland_old SOV_expand_red_fleet SOV_Invest_in_Engineering_old SOV_claim_bessarabia SOV_socialist_science SOV_nkvd_primacy SOV_aviation_cult SOV_women_pilots SOV_urbanization SOV_smersh_old SOV_partisan_suppression SOV_nkvd_divisions SOV_move_industry_to_urals SOV_defense_of_moscow SOV_lessons_of_war_old SOV_move_capital_to_sverdlovsk SOV_rocket_focus SOV_steel_industry_improvements SOV_positive_heroism SOV_Siberian_Industry SOV_improve_our_naval_doctrine SOV_Develop_Vladivstok SOV_annex_tannu_tuva SOV_war_with_japan SOV_Develop_Oil_Concern SOV_industrial_cities SOV_nuke_focus SOV_further_the_progress_cult SOV_war_with_germany
	}
	research = {

	}
	ideas = {

	}
	traits = {
		silent_workhorse = 10
		captain_of_industry = 10
		popular_figurehead = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Unit Leader
Component: ETH_hero_of_ethiopia
Constructs: gain_xp
Source: game
File: common/unit_leader/ETH_traits.txt

Code:
ETH_hero_of_ethiopia = {
	type = all
	trait_type = personality_trait
	gain_xp = {
		always = no
	}
	allowed = {
		FROM = {
			tag = ETH
		}
	}
	modifier = {
		army_morale_factor = 0.1
		army_infantry_defence_factor = 0.05
	}
	ai_will_do = {
		factor = 1
	}
	new_commander_weight = {
		factor = 0
	}
	unit_trigger = {
		owner = {
			original_tag = ETH
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Tactical_Nationalizations
Constructs: prerequisite, limit, completion_reward, unlock_decision_tooltip, random_owned_state, is_core_of, is_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Tactical_Nationalizations
	icon = GFX_goal_generic_state_economy
	cost = 5
	ai_will_do = {
		factor = 20
	}
	prerequisite = {
		focus = DEN_Invite_Select_Communist_Ministers
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	x = 1
	y = 3
	relative_position_id = DEN_Social_Democratic_Majority
	completion_reward = {
		unlock_decision_tooltip = DEN_Nationalize_Vital_Industries
		random_owned_state = {
			limit = {
				is_core_of = DEN
				is_controlled_by = DEN
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
			}
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_tsar_boris.3
Constructs: is_triggered_only, ai_chance, limit, has_government, is_major, fire_only_once, is_historical_focus_on, is_in_faction_with
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_tsar_boris.3
	title = bftb_bulgaria_tsar_boris.3.t
	desc = bftb_bulgaria_tsar_boris.3.desc
	picture = GFX_report_event_bul_prince_simeon
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_bulgaria_tsar_boris.3.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				is_historical_focus_on = yes
			} {
				factor = 5
				is_in_faction_with = GER
				GER = {
					has_government = fascism
				}
			}
		}
		trigger = {
			OR = {
				has_government = fascism
				AND = {
					has_government = neutrality
					OR = {
						is_in_faction = no
						AND = {
							any_allied_country = {
								is_major = yes
								has_government = fascism
							}
						} {
							is_faction_leader = yes
							NOT = {
								any_allied_country = {
									is_major = yes
									OR = {
										has_government = democratic communism
									}
								}
							}
						}
					}
				}
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		if = {
			limit = {
				has_government = fascism
			}
			if = {
				limit = {
					has_country_leader = {
						character = BUL_hristo_lukov
						ruling_only = yes
					}
				}
				add_country_leader_role = {
					character = BUL_regency_council
					country_leader = {
						expire = 1965.1.1
						ideology = fascism_ideology
						traits = {
							elected_regency_council_pro_axis hardened_officer_regency_council
						}
					}
					promote_leader = yes
				}
			}
			else_if = {
				limit = {
					has_country_leader = {
						character = BUL_aleksandar_tsankov
						ruling_only = yes
					}
				}
				add_country_leader_role = {
					character = BUL_regency_council
					country_leader = {
						expire = 1965.1.1
						ideology = gen_nazism
						traits = {
							elected_regency_council_pro_axis the_bloody_professor_regency_council
						}
					}
					promote_leader = yes
				}
			}
			else = {
				add_country_leader_role = {
					character = BUL_regency_council
					country_leader = {
						expire = 1965.1.1
						ideology = fascism_ideology
						traits = {
							elected_regency_council_pro_axis
						}
					}
					promote_leader = yes
				}
			}
		} {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			set_politics = {
				ruling_party = fascism
				election_frequency = 48
				elections_allowed = no
			}
		}
		else = {
			if = {
				li
# ... (truncated)
### Entity: National Focus
Tree: ice_focus
Component: ICE_ger_tech
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_research_slot, remove_from_tech_sharing_group, add_to_tech_sharing_group
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_ger_tech
	icon = GFX_focus_ARG_fascist_researchers
	cost = 10
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = ICE_ger_coop
	}
	x = 20
	y = 7
	completion_reward = {
		if = {
			limit = {
				NOT = {
					AND = {
						has_completed_focus = ICE_discoveries
					}
				}
			}
			add_research_slot = 1
		} {
			limit = {
				has_completed_focus = ICE_discoveries
			}
			remove_from_tech_sharing_group = DEN_ICE_research_group
			DEN = {
				remove_from_tech_sharing_group = DEN_ICE_research_group
			} {
				add_to_tech_sharing_group = DEN_ICE_research_group2
			}
			add_to_tech_sharing_group = DEN_ICE_research_group2
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: BBA_ethiopia_imperial_events.20
Constructs: is_triggered_only, ai_chance, add_stability, set_politics, add_popularity, add_country_leader_role, set_cosmetic_tag
Source: game
File: events/BBA_Ethiopia.txt

Code:
unit_leader_event = {
	id = BBA_ethiopia_imperial_events.20
	title = BBA_ethiopia_imperial_events.20.t
	desc = BBA_ethiopia_imperial_events.20.desc
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_imperial_events.20.a
		ai_chance = {
			base = 10
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		add_stability = -0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		} {
			ideology = communism
			popularity = 0.05
		}
	} {
		name = BBA_ethiopia_imperial_events.20.b
		ai_chance = {
			base = 10
		}
		ETH_amha_selassie = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = conservatism
					expire = 1965.1.1.1
					traits = {
						king_of_ethiopia
					}
				}
			}
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		}
		hidden_effect = {
			set_cosmetic_tag = ETH_ethiopian_federation
		}
	}
}
### Entity: National Focus
Tree: sam_focus
Component: SAM_develop_apia_port
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/samoa.txt

Code:
focus = {
	id = SAM_develop_apia_port
	icon = GFX_goal_generic_construct_naval_dockyard
	cost = 8
	x = 0
	y = 2
	relative_position_id = SAM_new_zealand_commisar
	available = {

	}
	prerequisite = {
		focus = SAM_invest_into_civilian_infanstructure
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		726 = {
			add_building_construction = {
				type = naval_base
				province = 7290
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: absolute_monarch
Source: game
File: common/country_leader/r56_traits.txt

Code:
absolute_monarch = {
	random = no
	political_power_factor = 0.25
}
### Entity: Character
Component: GER_georghans_reinhardt
Source: game
File: common/characters/GER.txt

Code:
GER_georghans_reinhardt = {
	name = GER_georghans_reinhardt
	portraits = {
		army = {
			large = GFX_portrait_GER_georghans_reinhardt
			small = GFX_portrait_GER_georghans_reinhardt_small
		}
	}
	corps_commander = {
		traits = {
			armor_officer defensive_doctrine
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
		legacy_id = 14
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_support
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_support
	icon = GFX_goal_generic_construction2
	x = 10
	y = 2
	cost = 10
	prerequisite = {
		focus = CHL_infantry_focus
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 1
			category = support_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_legacy_of_the_soldier_king
Constructs: prerequisite, completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_legacy_of_the_soldier_king
	icon = GFX_focus_BEL_legacy_of_the_soldier_king
	prerequisite = {
		focus = BEL_the_flemish_question
	}
	relative_position_id = BEL_the_flemish_question
	x = 1
	y = 1
	cost = 10
	available = {
		fascism = > 0.5
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = BEL_rexist_legion_dynamic_modifier
		}
	}
}