Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: ah_production_effort
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction, random_owned_controlled_state, is_in_home_area
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_production_effort
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = ah_industrial_effort
	}
	x = 1
	y = 1
	relative_position_id = ah_industrial_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	complete_tooltip = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Name List
Component: SIK
Source: game
File: common/names/00_names.txt

Code:
SIK = {
	male = {
		names = {
			Wang Li Zhang Liu Chen Huang Liang Luo Kwong Hsia Zhu Mao Hu Liao Tan Deng Cheng Yang Gao Xie Ma Kong Dong Pan Yu
		}
	}
	female = {
		names = {
			Hoelun Tamulun Sorghaghtani Mandukhai Samar Zaufishan Mulan Aigiarn Borte Chabi Conchaka Goland Khultulun Kokachin Mandughai Oghul Qamish Orqina Sorghaghtani Beki Toregene
		}
	}
	surnames = {
		Zhao Wu Sun Ma Hu Peng Dong Ye Lü Tian Jiang Wei Ting Shen Fang Jin Qiu
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_ally_the_shade
Constructs: prerequisite, has_war_with, completion_reward, is_subject, cancel_if_invalid, add_ai_strategy
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_ally_the_shade
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = GER_accept_british_naval_dominance
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = ENG
		}
	}
	cancel_if_invalid = yes
	x = 0
	y = 1
	relative_position_id = GER_accept_british_naval_dominance
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		ENG = {
			country_event = {
				id = generic.2
				hours = 2
			}
			add_ai_strategy = {
				type = befriend
				id = GER
				value = 1000
			} {
				type = alliance
				id = GER
				value = 200
			}
		}
	}
}
### Entity: National Focus
Component: general_rearmament_focus
Constructs: prerequisite, has_war, limit, add_ideas, has_government, completion_reward, has_dlc, has_idea
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = general_rearmament_focus
	prerequisite = {
		focus = limited_rearmament_focus
	}
	available = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			OR = {
				threat = > 0.1
				has_war = yes
				has_idea = ENG_no_further_appeasement_idea
				NOT = {
					has_government = democratic
				}
			}
		} {
			limit = {
				NOT = {
					has_dlc = Man the Guns
				}
			}
			OR = {
				threat = > 0.1
				has_war = yes
				NOT = {
					has_government = democratic
				}
			}
		}
	}
	continue_if_invalid = yes
	icon = GFX_goal_generic_consumer_goods
	x = 5
	y = 1
	relative_position_id = limited_rearmament_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = british_austerity_idea
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_puppet_bulgaria
Constructs: prerequisite, has_war, has_war_with, completion_reward, is_subject, has_army_manpower, has_capitulated, cancel_if_invalid
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_puppet_bulgaria
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = ROM_balkans_dominance
	}
	x = -2
	y = 1
	relative_position_id = ROM_balkans_dominance
	will_lead_to_war_with = BUL
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
		BUL = {
			exists = yes
			is_subject = no
			has_war = no
		}
		strength_ratio = {
			tag = BUL
			ratio = > 1.5
		}
		has_army_manpower = {
			size = > 400000
		}
	}
	bypass = {
		BUL = {
			OR = {
				is_subject = yes
				exists = no
				AND = {
					has_war_with = ROM
					has_capitulated = yes
					ROM = {
						controls_state = 48 212 211 801
					}
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		BUL = {
			country_event = {
				id = DOD_romania.40
				hours = 12
			}
		}
	}
}
### Entity: Idea
Component: infamous_decade
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
infamous_decade = {
	removal_cost = -1
	allowed = {
		original_tag = ARG
		always = no
		NOT = {
			OR = {
				has_government = fascism democratic communism
			}
		}
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_disjointed_gov
	modifier = {
		political_power_factor = 0.1
	}
}
### Entity: Country History
Country: SVG
Component: SVG_misc
Constructs: set_research_slots, set_convoys, set_country_flag
Source: game
File: history/countries/SVG - Saint Vincent & the Grenadines.txt

Code:
# Misc for SVG
capital = 1084
set_research_slots = 2
set_convoys = 5
set_country_flag = monroe_doctrine
### Entity: Unit Leader
Component: caring_leader
Constructs: is_army_leader, has_idea, is_navy_leader
Source: game
File: common/unit_leader/r56_traits.txt

Code:
caring_leader = {
	type = land
	trait_type = personality_trait
	defense_skill = 1
	modifier = {
		army_morale_factor = 0.05
		supply_consumption_factor = 0.02
	}
	defense_skill_factor = 1
	new_commander_weight = {
		factor = 1
		modifier = {
			is_army_leader = yes
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			is_navy_leader = yes
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		}
	}
}
### Entity: Event
Component: AAT_norway.4
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway.4
	title = AAT_norway.4.t
	desc = AAT_norway.4.desc
	picture = GFX_report_event_NOR_trotsky_speech
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_norway.4.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
	}
}
### Entity: AI Strategy
Component: POL_NSB_independent_fascist_plan
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/POL_alternate_strategy_plan.txt

Code:
POL_NSB_independent_fascist_plan = {
	name = POL fascist plan
	desc = 
	allowed = {
		original_tag = POL
	}
	enable = {
		OR = {
			has_country_flag = POL_AI_RANDOM_FASCIST_INDEPENDENT
			has_game_rule = {
				rule = POL_ai_behavior
				option = FASCIST_INDEPENDENT
			}
		}
		has_DLC = No Step Back
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		POL_the_four_year_plan POL_nationalist_constitution POL_fill_the_railways_gaps POL_agrarian_reform POL_clamp_down_on_danzig POL_integrate_the_falanga POL_national_defence_fund POL_warsaw_main_railway_station POL_empower_falangist_militants POL_ban_the_nazi_party POL_integrate_gdansk_industries POL_additional_research_slot1 POL_sideline_the_sanacja POL_riot_of_37 POL_reassert_silesian_claims POL_support_global_falangism POL_prepare_for_the_next_war POL_falangist_international POL_state_catholicism POL_anti_germans_abroad POL_invite_the_baltics POL_support_falangists_in_the_americas POL_prepare_german_line POL_new_military_academy POL_standardisation_of_equipment POL_assert_eastern_claims POL_force_polish_upper_class POL_develop_upper_silesia POL_fighter_modernisation POL_air_innovations POL_heavy_fighter_concept POL_privatize_education POL_assurance_of_loyalty POL_light_bomber_focus POL_air_modernisations_programme POL_develop_polish_ship_building POL_study_foreign_built_ships POL_import_submarine_technology POL_medium_bomber_focus POL_the_twin_threats POL_coastal_defense POL_strike_force POL_baltic_navy
	}
	research = {

	}
	ideas = {

	}
	traits = {
		captain_of_industry = 10
		popular_figurehead = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: MEX_bartolome_garcia_correa
Constructs: has_completed_focus, limit, has_dlc, has_autonomy_state
Source: game
File: common/characters/MEX.txt

Code:
MEX_bartolome_garcia_correa = {
	name = MEX_bartolome_garcia_correa
	portraits = {
		army = {
			small = GFX_portrait_MEX_bartolome_garcia_correa_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MEX_bartolome_garcia_correa
		allowed = {
			original_tag = MEX
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_completed_focus = MEX_focus_exile_calles
			} {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			social_reformer
		}
	}
}
### Entity: Order of Battle
Component: Iron Guard Brigade VII
Constructs: division_template
Source: game
File: history/units/ROM_civil_war_iron_guard.txt

Code:
division = {
	name = Iron Guard Brigade VII
	location = 6743
	division_template = Iron Guard Brigade
}
### Entity: Idea
Component: TMS_awt
Source: game
File: common/ideas/turkmenistan.txt

Code:
TMS_awt = {
	ledger = air
	picture = generic_air_asia_2
	allowed = {
		original_tag = TMS
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Character
Component: SWE_claes_lindstrom
Source: game
File: common/characters/SWE.txt

Code:
SWE_claes_lindstrom = {
	name = SWE_claes_lindstrom
	portraits = {
		army = {
			large = GFX_portrait_SWE_claes_lindstrom
			small = GFX_portrait_SWE_claes_lindstrom_small
		}
	}
	navy_leader = {
		traits = {
			battleship_adherent blockade_runner
		}
		skill = 4
		attack_skill = 3
		defense_skill = 4
		maneuvering_skill = 3
		coordination_skill = 3
		legacy_id = 0
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_secret_weapons
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_breakthrough_progress
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_secret_weapons
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = CZE_bonus_research_slot_2
	}
	mutually_exclusive = {
		focus = CZE_nukes
	}
	x = -1
	y = 2
	relative_position_id = CZE_doctrinal_innovation
	cost = 10
	ai_will_do = {
		factor = 60
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		add_ideas = generic_secret_weapons_ns
	}
}
### Entity: Country History
Country: BRI
Component: BRI_technology
Constructs: set_technology
Source: game
File: history/countries/BRI - Brittany.txt

Code:
# Starting Technologies for BRI
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	fuel_refining = 1
	basic_train = 1
}
### Entity: Idea
Component: POR_a_bastion_of_combined_arms_warfare
Constructs: removal_cost, breakthrough_factor
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_a_bastion_of_combined_arms_warfare = {
	picture = SWE_land_air_warfare
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		breakthrough_factor = 0.1
		army_armor_attack_factor = 0.05
		motorized_defence_factor = 0.05
		mechanized_defence_factor = 0.05
	}
}
### Entity: State History
Component: 580
Constructs: add_core_of
Source: game
File: history/states/580-Siberia 7.txt

Code:
state = {
	id = 580
	name = STATE_580
	manpower = 88126
	state_category = pastoral
	history = {
		victory_points = {
			1659 1
		}
		owner = SOV
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV OVO
	}
	provinces = {
		1659 1744 1812 4710 4715 4746 4774 4846 7733 7768 7796 7867 7895 10592 10604 10620 12602 12630 12700
	}
	local_supplies = 3.0
}
### Entity: Event
Component: quebec_commie.24
Constructs: is_triggered_only, limit, add_stability, has_country_leader
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec_commie.24
	title = quebec_commie.24.t
	desc = quebec_commie.24.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = quebec_commie.24.a
		if = {
			limit = {
				NOT = {
					has_country_leader = {
						character = QUE_fred_rose
						ruling_only = yes
					}
				}
			}
			promote_character = QUE_fred_rose
		}
		else = {
			add_stability = 0.01
		}
	} {
		name = quebec_commie.24.b
		if = {
			limit = {
				NOT = {
					has_country_leader = {
						character = QUE_lea_roback
						ruling_only = yes
					}
				}
			}
			promote_character = {
				character = QUE_lea_roback
				ideology = syndicalism
			}
		}
		else = {
			add_stability = 0.01
		}
	} {
		name = quebec_commie.24.c
		if = {
			limit = {
				NOT = {
					has_country_leader = {
						character = QUE_henri_gagnon
						ruling_only = yes
					}
				}
			}
			promote_character = {
				character = QUE_henri_gagnon
				ideology = marxism
			}
		}
		else = {
			add_stability = 0.01
		}
	}
}
### Entity: Event
Component: mexico.17
Constructs: is_triggered_only, ai_chance, limit, has_government, has_war_with, has_country_flag, add_stability, add_opinion_modifier
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.17
	title = mexico.17.title
	desc = mexico.17.desc
	picture = GFX_report_event_communists_cheer
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		OR = {
			has_government = neutrality
			AND = {
				has_government = communism
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = MEX_dionisio_encina
					}
				}
			}
		}
		NOT = {
			has_global_flag = trotsky_not_welcome_in_mexico
		} {
			SOV_is_left_opposition = yes
			NOT = {
				SOV_soviet_civil_war_not_started = yes
			}
		} {
			has_global_flag = flag_trotsky_dead
		}
	}
	option = {
		name = mexico.17.a
		if = {
			limit = {
				SOV = {
					has_country_leader = {
						character = SOV_iosif_stalin
					}
				}
			}
			SOV = {
				add_opinion_modifier = {
					target = ROOT
					modifier = mexico_trotskyite_wreckers
				}
			}
		}
		USA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = mexico_snubbed_stalin
			}
		}
		set_global_flag = trotsky_exile_mexico AAT_trotsky_in_mexico
		ai_chance = {
			base = 1
			modifier = {
				add = 100
				OR = {
					has_game_rule = {
						rule = MEX_ai_behavior
						option = DEFAULT
					} {
						rule = MEX_ai_behavior
						option = SECULAR_REPUBLIC
					} {
						rule = MEX_ai_behavior
						option = SOCIAL_CATHOLICISM
					} {
						rule = MEX_ai_behavior
						option = FASCIST_DICTATORSHIP
					}
					has_country_flag = MEX_AI_SECULAR_REPUBLIC MEX_AI_SOCIAL_CATHOLICISM MEX_AI_FASCIST_DICTATORSHIP
				}
			} {
				add = 100
				is_historical_focus_on = yes
				NOT = {
					OR = {
						has_country_flag = MEX_AI_THEOCRATIC_ORDER MEX_AI_SOVIET_REPUBLIC MEX_AI_CARDENISMO
						has_game_rule = {
							rule = MEX_ai_behavior
							option = THEOCRATIC_ORDER
						} {
							rule = MEX_ai_behavior
							option = SOVIET_REPUBLIC
						} {
							rule = MEX_ai_behavior
							option = CARDENISMO
						}
					}
				}
			}
		}
	} {
		trigger = {
			SOV = {
				has_country_leader = {
					character = SOV_iosif_stalin
				}
			}
			NOT = {
				has_war_with = SOV
			}
		}
		name = mexico.17.b
		if = {
			limit = {
				SOV = {
					has_country_leader = {
						character = SOV_iosif_stalin
					}
				}
				NOT = {
					has_country_leader = {
						character = MEX_hernan_laborde
						ruling_only = yes
					}
				}
			}
			SOV = {
				add_opinion_modifier = {
					target = ROOT
					modifier 
# ... (truncated)
### Entity: Event
Component: SEA_PRC_fourth_army_incident.2
Constructs: is_triggered_only, fire_only_once, add_political_power, add_command_power
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_fourth_army_incident.2
	title = SEA_PRC_fourth_army_incident.2.t
	desc = SEA_PRC_fourth_army_incident.2.desc
	picture = GFX_report_event_PRC_new_fourth_army
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_fourth_army_incident.2.a
		add_political_power = 25
		add_command_power = 25
	}
}
### Entity: Character
Component: POL_Secretary_General
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_Secretary_General = {
	random = no
	sprite = 12
	war_support_factor = 0.02
	political_power_factor = 0.05
	resistance_growth_on_our_occupied_states = 0.05
	drift_defence_factor = 0.1
}
### Entity: Character
Component: FIN_vaino_valve
Source: game
File: common/characters/FIN.txt

Code:
FIN_vaino_valve = {
	name = FIN_vaino_valve
	portraits = {
		army = {
			small = GFX_portrait_FIN_vaino_valve_small
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = FIN_vaino_valve
		ledger = navy
		allowed = {
			original_tag = FIN
		}
		traits = {
			naval_theorist
		}
	}
}
### Entity: Idea
Component: KOS_acgs
Source: game
File: common/ideas/kosovo.txt

Code:
KOS_acgs = {
	picture = generic_air_europe_3
	allowed = {
		original_tag = KOS
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: bomber_producer_offense_0
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
bomber_producer_offense_0 = {
	random = no
	equipment_bonus = {
		medium_plane_airframe = {
			air_bombing = 0.05
			air_ground_attack = 0.05
		}
		large_plane_airframe = {
			air_bombing = 0.05
			reliability = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: GER_add_goebbels_effects
Constructs: has_completed_focus, limit, add_ideas
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_add_goebbels_effects = {
	if = {
		limit = {
			has_completed_focus = GER_propaganda_master
		}
		add_ideas = GER_goebbels_reich_minister_of_propaganda_master
	}
	else_if = {
		limit = {
			has_completed_focus = GER_fund_the_film_department
		}
		add_ideas = GER_goebbels_reich_minister_of_propaganda_film
	} {
		limit = {
			has_completed_focus = GER_ministry_of_public_enlightenment
		}
		add_ideas = GER_goebbels_reich_minister_of_propaganda_ministry
	} {
		limit = {
			has_completed_focus = GER_ascension_of_goebbels
		}
		add_ideas = GER_goebbels_reich_minister_of_propaganda
	}
}
### Entity: Unit Template
Component: OMA_DD_HISTORICAL
Source: game
File: common/units/names_ships/OMA_ship_names.txt

Code:
OMA_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		OMA
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = SNV 
	fallback_name = Destroyer %d
	unique = {
		Al Shamikh Al Rahmani Al Rasikh Qahir Al Amwaj Al Mua'zzar Al Mubrukah
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_empower_the_nationalists
Constructs: prerequisite, limit, has_government, completion_reward, add_political_power, is_subject, add_popularity, set_politics
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_empower_the_nationalists
	icon = GFX_focus_ITA_generic_fascist_workers
	prerequisite = {
		focus = ARM_the_triumph_over_communism
	}
	relative_position_id = ARM_the_triumph_over_communism
	mutually_exclusive = {
		focus = ARM_the_last_claimant
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		OR = {
			is_subject = no
			has_government = neutrality fascism
			if = {
				limit = {
					is_subject = yes
				}
				OVERLORD = {
					OR = {
						has_government = neutrality fascism
					}
				}
			}
		}
	}
	completion_reward = {
		add_political_power = 35
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		swap_ideas = {
			remove_idea = ARM_fading_national_identity_right
			add_idea = ARM_fading_national_identity_fascist
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Operation
Component: operation_targeted_steal_the_stone_of_scone
Constructs: has_completed_focus, has_country_flag, operation_cost, is_coastal, has_tech, has_equipment
Source: game
File: common/operations/r56_operations.txt

Code:
operation_targeted_steal_the_stone_of_scone = {
	icon = GFX_operations_boost_resistance
	map_icon = GFX_operations_boost_resistance_map
	name = operation_steal_the_stone_of_scone
	desc = operation_steal_the_stone_of_scone_desc
	priority = 1500
	days = 90
	allowed = {
		original_tag = SCO
		has_completed_focus = SCO_devise_cunning_plans
	}
	network_strength = 50
	operatives = 2
	visible = {
		num_of_operatives = > 1
		network_national_coverage = {
			target = FROM
			value = > 0
		}
		NOT = {
			has_country_flag = SCO_has_the_stone_of_scone
		}
	}
	available = {
		network_strength = {
			target = ENG
			state = 126
			value = > 60
		}
	}
	equipment = {
		support_equipment = 25
		infantry_equipment = 300
		motorized_equipment = 5
		civilian_factories = {
			amount = 1
			days = 60
		}
	}
	risk_chance = 0.5
	experience = 10
	outcome_modifiers = {
		operation_outcome
	}
	risk_modifiers = {
		operation_risk
	}
	cost_modifiers = {
		operation_cost
	}
	outcome_execute = {
		ENG = {
			country_event = r56_scotland.5
		}
		ROOT = {
			country_event = r56_scotland.6
		}
	}
	phases = {
		infiltration_border = {
			base = 25
		}
		infiltration_submarine = {
			base = 25
			modifier = {
				OR = {
					ROOT = {
						OR = {
							NOT = {
								any_controlled_state = {
									is_coastal = yes
								}
							} {
								OR = {
									has_tech = early_submarine early_ship_hull_submarine
								}
							}
						}
					}
					FROM = {
						NOT = {
							any_controlled_state = {
								is_coastal = yes
							}
						}
					}
				}
				factor = 0
			}
		}
		infiltration_paradrop = {
			base = 25
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0.1
			}
		}
	} {
		targeted_take_the_stone_of_scone = {
			base = 100
		}
	} {
		exfiltration_air_pickup = {
			base = 15
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0.1
			}
		}
		exfiltration_border = {
			base = 30
		}
		exfiltration_go_to_ground = {
			base = 30
		}
		exfiltration_submarine_pickup = {
			base = 25
		}
	}
}
### Entity: AI Strategy
Component: SWI_strat_avoid_silo_eastern_swiss_alps
Constructs: has_dlc, build_building
Source: game
File: common/ai_strategy/SWI.txt

Code:
SWI_strat_avoid_silo_eastern_swiss_alps = {
	allowed = {
		has_dlc = By Blood Alone
	}
	enable = {
		original_tag = SWI
		num_of_civilian_factories = < 10
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = fuel_silo
		value = -200
		target = 151
	}
}
### Entity: Character
Component: PER_land_guy
Source: game
File: common/characters/PER.txt

Code:
PER_land_guy = {
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_2
		}
	}
	advisor = {
		slot = high_command
		idea_token = PER_land_guy
		ledger = army
		allowed = {
			original_tag = PER
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}