Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: ICE_avoid_joining_baddies
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/ICE.txt

Code:
ICE_avoid_joining_baddies = {
	allowed = {
		original_tag = ICE
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		date = > 1945.1.1
	}
	ai_strategy = {
		type = alliance
		id = JAP
		value = -400
	} {
		type = alliance
		id = SOV
		value = -400
	} {
		type = alliance
		id = GER
		value = -400
	}
}
### Entity: Character
Component: QUE_alec_rosenberg
Constructs: has_government
Source: game
File: common/characters/QUE.txt

Code:
QUE_alec_rosenberg = {
	name = QUE_alec_rosenberg
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_4
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = QUE_alec_rosenberg
		cost = 100.0
		allowed = {
			original_tag = QUE
		}
		available = {
			has_government = communism
		}
		traits = {
			editor
		}
	}
}
### Entity: Idea
Component: EAI_DD_20/medium_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/medium_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_aa_chassis = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Event
Component: wtt_germany.16
Constructs: is_triggered_only, add_state_claim
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.16
	title = wtt_germany.16.t
	desc = wtt_germany.16.d
	picture = GFX_report_event_poland_rejects
	is_triggered_only = yes
	option = {
		name = wtt_germany.16.a
		add_state_claim = 85 86 762
	} {
		name = wtt_germany.16.b
	}
}
### Entity: Idea
Component: CHL_csav
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/chile.txt

Code:
CHL_csav = {
	picture = CHL_csav
	allowed = {
		original_tag = CHL
		has_dlc = Trial of Allegiance
	}
	available = {
		has_completed_focus = CHL_expand_the_naval_arsenal
	}
	visible = {

	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: Unit Leader
Component: brave
Source: game
File: common/unit_leader/00_traits.txt

Code:
brave = {
	type = land
	trait_type = personality_trait
	modifier = {
		org_loss_at_low_org_factor = -0.1
	}
	new_commander_weight = {
		factor = 0
	}
	defense_skill = 1
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_military_engineer_services
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_military_engineer_services
	icon = GFX_goal_fortify_the_westwall
	prerequisite = {
		focus = RAJ_indian_army_corps_of_engineers
	}
	x = 1
	y = 1
	relative_position_id = RAJ_indian_army_corps_of_engineers
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			uses = 1
			ahead_reduction = 2
			category = engineers_tech
		}
	}
}
### Entity: Unit Template
Component: BAY_INF_01
Source: game
File: common/units/names_divisions/BAY_names_divisions.txt

Code:
BAY_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		BAY
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Infanterie-Division
	ordered = {
		1 = {
			%d. Infanterie-Division
		}
		2 = {
			%d. Infanterie-Division
		}
		3 = {
			%d. Infanterie-Division
		}
		4 = {
			%d. Infanterie-Division
		}
		5 = {
			%d. Infanterie-Division
		}
		6 = {
			%d. Infanterie-Division
		}
		7 = {
			%d. Infanterie-Division
		}
		8 = {
			%d. Infanterie-Division
		}
		10 = {
			%d. Infanterie-Division
		}
		11 = {
			%d. Infanterie-Division
		}
		12 = {
			%d. Infanterie-Division
		}
		13 = {
			%d. Infanterie-Division
		}
		14 = {
			%d. Infanterie-Division
		}
		15 = {
			%d. Infanterie-Division
		}
		16 = {
			%d. Infanterie-Division
		}
		17 = {
			%d. Infanterie-Division
		}
		18 = {
			%d. Infanterie-Division
		}
		19 = {
			%d. Infanterie-Division
		}
		20 = {
			%d. Infanterie-Division
		}
		21 = {
			%d. Infanterie-Division
		}
		22 = {
			%d. Infanterie-Division
		}
		23 = {
			%d. Infanterie-Division
		}
		24 = {
			%d. Infanterie-Division
		}
		25 = {
			%d. Infanterie-Division
		}
		26 = {
			%d. Infanterie-Division
		}
		27 = {
			%d. Infanterie-Division
		}
		28 = {
			%d. Infanterie-Division
		}
		29 = {
			%d. Infanterie-Division
		}
		30 = {
			%d. Infanterie-Division
		}
		31 = {
			%d. Infanterie-Division
		}
		32 = {
			%d. Infanterie-Division
		}
		33 = {
			%d. Infanterie-Division
		}
		34 = {
			%d. Infanterie-Division
		}
		35 = {
			%d. Infanterie-Division
		}
		36 = {
			%d. Infanterie-Division
		}
		37 = {
			%d. Infanterie-Division
		}
		38 = {
			%d. Infanterie-Division
		}
		39 = {
			%d. Infanterie-Division
		}
		40 = {
			%d. Infanterie-Division
		}
		41 = {
			%d. Infanterie-Division
		}
		42 = {
			%d. Infanterie-Division
		}
		43 = {
			%d. Infanterie-Division
		}
		44 = {
			%d. Infanterie-Division
		}
		45 = {
			%d. Infanterie-Division
		}
		46 = {
			%d. Infanterie-Division
		}
		47 = {
			%d. Infanterie-Division
		}
		48 = {
			%d. Infanterie-Division
		}
		49 = {
			%d. Infanterie-Division
		}
		50 = {
			%d. Infanterie-Division
		}
	}
}
### Entity: Idea
Component: CAN_consumer_goods_for_newfoundland
Constructs: removal_cost
Source: game
File: common/ideas/canada.txt

Code:
CAN_consumer_goods_for_newfoundland = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_exploit_mines
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Event
Component: mtg_news.46
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.46
	title = mtg_news.46.t
	desc = mtg_news.46.desc
	picture = GFX_news_event_dutch_soldiers_indonesia
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.46.a
		trigger = {
			original_tag = HOL
		}
	} {
		name = mtg_news.46.b
		trigger = {
			NOT = {
				original_tag = HOL
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: POL_pzl_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/POL_organization.txt

Code:
POL_pzl_organization = {
	include = generic_medium_aircraft_organization
	icon = GFX_idea_POL_pzl
	allowed = {
		tag = POL
		OR = {
			has_dlc = Poland: United and Ready No Step Back
		}
	}
}
### Entity: Event
Component: denmark_events.200
Constructs: limit, has_country_flag, fire_only_once, has_character, has_country_leader, retire_character, add_country_leader_role
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_events.200
	title = denmark_events.200.t
	desc = denmark_events.200.desc
	picture = GFX_report_event_generic_funeral
	trigger = {
		original_tag = DEN
		has_character = DEN_thorvald_stauning
		date = > 1942.05.03
	}
	mean_time_to_happen = {
		days = 20
		modifier = {
			factor = 0.1
			date = > 1942.06.01
			has_country_flag = DEN_has_occupation_flag
		}
	}
	fire_only_once = yes
	option = {
		name = denmark_events.200.a
		custom_effect_tooltip = DEN_vilhelm_buhl_takes_over_tt
		if = {
			limit = {
				has_country_leader = {
					character = DEN_thorvald_stauning
					ruling_only = no
				}
			}
			effect_tooltip = {
				retire_character = DEN_thorvald_stauning
			}
		} {
			limit = {
				has_country_leader = {
					character = DEN_thorvald_stauning
					ruling_only = yes
				}
			}
			DEN_vilhelm_buhl = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = socialism
						expire = 1965.1.1.1
						traits = {
							DEN_socialdemokrat
						}
					}
				}
			}
		}
		hidden_effect = {
			retire_character = DEN_thorvald_stauning
		}
	}
}
### Entity: Order of Battle
Component: Asiatic Fleet
Source: game
File: history/units/USA_1939_naval_mtg.txt

Code:
fleet = {
	name = Asiatic Fleet
	naval_base = 10265
	task_force = {
		name = Asiatic Fleet
		location = 10265
		ship = {
			name = USS Augusta
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = USA
					version_name = Pensacola Class
				}
			}
		} {
			name = USS Marblehead
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = USA
					version_name = Omaha Class
				}
			}
		} {
			name = USS Paul Jones
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Alden
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Barker
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS John D Edwards
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Whipple
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Edsall
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Parrott
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Bulmer
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Stewart
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Pope
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Pillsbury
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
	
# ... (truncated)
### Entity: Scripted Trigger
Component: EAI_light_armor_amphibious_tank_design_focus
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_light_armor_amphibious_tank_design_focus = {
	has_tech = amphibious_drive
	EAI_light_amphibious_armor_focus = yes
}
### Entity: Event
Component: AUS_political_events.32
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.32
	title = AUS_political_events.32.t
	desc = AUS_political_events.32.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.32.a
		ai_chance = {
			base = 10
		}
		event_option_tooltip = AUS_political_events.31.a
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_apollo_oil_refinery
Constructs: prerequisite, completion_reward, has_tech, add_extra_state_shared_building_slots, add_building_construction, add_to_variable, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_apollo_oil_refinery
	icon = GFX_goal_generic_oil_refinery
	relative_position_id = SLO_industrial_effort
	x = 1
	y = 3
	prerequisite = {
		focus = SLO_bratislava_industrial_area SLO_extraction_focus
	}
	available = {
		controls_state = 70
		has_tech = synth_oil_experiments
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		70 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt SLO_modify_industry_tt generic_skip_one_line_tt
		add_to_variable = {
			SLO_i_production_oil_factor = 0.05
			tooltip = production_oil_factor_tt
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = refining_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_RESOURCES
	}
}
### Entity: Event
Component: JUNO_guay_events.10
Constructs: is_triggered_only
Source: game
File: events/TOA_GUAY.txt

Code:
country_event = {
	id = JUNO_guay_events.10
	title = JUNO_guay_events.10.t
	desc = JUNO_guay_events.10.desc
	picture = GFX_report_event_polish_army
	is_triggered_only = yes
	option = {
		name = JUNO_guay_events.10.a
	}
}
### Entity: Modifier Reference
Component: AFG_electrification_modifier
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
AFG_electrification_modifier = {
	enable = {
		always = yes
	}
	remove_trigger = {
		ROOT = {
			NOT = {
				OWNER = {
					original_tag = AFG
				}
			}
		}
	}
	icon = GFX_modifiers_ETH_state_development
	state_production_speed_buildings_factor = 0.2
	state_resources_factor = 0.2
	local_building_slots_factor = 0.2
	state_production_speed_infrastructure_factor = 0.2
}
### Entity: Character
Component: JAP_toseiha_trait_chi_ally
Source: game
File: common/country_leader/r56_traits.txt

Code:
JAP_toseiha_trait_chi_ally = {
	sprite = 14
	random = no
	ai_strategy = {
		type = alliance
		id = CHI
		value = 200
	} {
		type = befriend
		id = CHI
		value = 200
	} {
		type = antagonize
		id = PRC
		value = 200
	} {
		type = antagonize
		id = SHX
		value = 200
	} {
		type = antagonize
		id = GXC
		value = 200
	} {
		type = antagonize
		id = YUN
		value = 200
	} {
		type = antagonize
		id = XSM
		value = 200
	} {
		type = antagonize
		id = ENG
		value = 200
	} {
		type = antagonize
		id = USA
		value = 200
	}
}
### Entity: Event
Component: SEA_PRC_faction_events.10
Constructs: is_triggered_only, ai_chance, has_war, limit, has_government, add_war_support, is_major, has_civil_war
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.10
	title = SEA_PRC_faction_events.10.t
	desc = SEA_PRC_faction_events.10.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_PRC_faction_events.10.a
		trigger = {
			NOT = {
				CHI = {
					has_government = fascism
				}
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 1.5
				OR = {
					has_civil_war = yes
					has_war = yes
				}
				is_in_faction = no
			} {
				factor = 1.5
				any_other_country = {
					is_major = yes
					OR = {
						any_controlled_state = {
							is_core_of = ROOT
						}
						any_subject_country = {
							any_controlled_state = {
								is_core_of = ROOT
							}
						}
					}
				}
			} {
				is_historical_focus_on = yes
				factor = 10
			} {
				factor = 0
				has_government = fascism
			}
		}
		add_war_support = 0.05
		if = {
			limit = {
				NOT = {
					any_other_country = {
						is_literally_china = no
						has_faction_template = faction_template_chinese_united_front
					}
				}
			}
			hidden_effect = {
				news_event = {
					id = news.288
					days = 1
				}
			}
			FROM = {
				hidden_effect = {
					set_rule = {
						can_create_factions = yes
					} {
						can_join_factions = yes
					}
				}
				create_faction_from_template = faction_template_chinese_united_front
				add_to_faction = ROOT
				set_country_flag = PRC_created_faction_flag
				country_event = {
					id = SEA_PRC_faction_events.53
					days = 1
				}
				add_faction_initiative = 1
			}
		}
		else = {
			FROM = {
				create_faction_from_template = faction_template_PRC_the_peoples_front
				add_to_faction = ROOT
				set_country_flag = PRC_created_faction_flag
				country_event = {
					id = SEA_PRC_faction_events.53
					days = 1
				}
			}
		}
	} {
		name = SEA_PRC_faction_events.10.b
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				fighting_army_strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				add = 5
				FROM = {
					controls_state = 615
				}
			} {
				add = 5
				FROM = {
					controls_state = 1045
				}
			} {
				add = 5
				FROM = {
					controls_state = 1032
				}
			} {
				add = 5
				FROM = {
					OR = {
						has_war = yes
						has_border_war = yes
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = SEA_PRC_faction_events.11
				days = 1
			}
		}
		effect_tooltip = {
			FROM
# ... (truncated)
### Entity: Unit Template
Component: TUR_BC_HISTORICAL
Source: game
File: common/units/names_ships/TUR_ship_names.txt

Code:
TUR_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		TUR
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = TCG 
	fallback_name = %d. Muharebe Kruvazör
	unique = {
		Yavuz Batiray Yildiray Yavuzay Izmir Istanbul Samsun Trabzon
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_increase_presence_in_caucasus
Constructs: prerequisite, limit, completion_reward, is_subject, every_state, set_state_flag, add_to_array
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_increase_presence_in_caucasus
	icon = GFX_goal_ARM_armed_forces_armenia
	x = 0
	y = 1
	relative_position_id = MON_expand_influence_into_greater_steppe
	cost = 7.16
	prerequisite = {
		focus = MON_expand_influence_into_greater_steppe
	}
	available = {
		is_subject = no
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		custom_effect_tooltip = MON_allows_infiltration_caucasus
		hidden_effect = {
			every_state = {
				limit = {
					region = 134
				}
				set_state_flag = MON_infiltration_level_0
				add_to_array = {
					global.r56_anti_soviet_support = THIS.id
				}
			}
		}
	}
}
### Entity: Character
Component: GSM_ma_yuanxiang
Constructs: has_government, has_country_flag, is_literally_china
Source: game
File: common/characters/Warlords_China.txt

Code:
GSM_ma_yuanxiang = {
	name = GSM_ma_yuanxiang
	portraits = {
		civilian = {
			small = GFX_portrait_GSM_ma_yuanxiang_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = GSM_ma_yuanxiang
		allowed = {
			is_literally_china = yes
		}
		visible = {

		}
		available = {
			NOT = {
				has_government = communism
			}
			has_country_flag = XSM_rebuilt_the_ninghai_army_flag
		}
		traits = {
			CHI_border_garrison_commander
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_air_training_abroad
Constructs: prerequisite, completion_reward, is_controlled_by, has_war_with_major, cancel_if_invalid, add_mastery, add_to_variable, add_doctrine_cost_reduction
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_air_training_abroad
	icon = GFX_focus_generic_pilot_training
	prerequisite = {
		focus = CZE_trust_in_old_guard
	}
	relative_position_id = CZE_trust_in_old_guard
	x = -2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
		has_war_with_major = no
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		air_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt CZE_ceskoslovenske_letectvo_ns_intro_tt generic_skip_one_line_tt
		add_mastery = {
			amount = 5
			folder = air
		}
		add_to_variable = {
			CZE_ceskoslovenske_letectvo_air_training_xp_gain_factor = 0.1
			tooltip = air_training_xp_gain_factor_tt
		} {
			CZE_ceskoslovenske_letectvo_air_accidents_factor = -0.1
			tooltip = air_accidents_factor_tt
		} {
			CZE_ceskoslovenske_letectvo_air_untrained_pilots_penalty_factor = -0.1
			tooltip = air_untrained_pilots_penalty_factor_tt
		}
		add_doctrine_cost_reduction = {
			name = CZE_air_training_abroad
			cost_reduction = 0.25
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_desperate_measures
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_desperate_measures
	icon = GFX_SOV_desperate_measures_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_strengthen_the_mobilization_plan
	}
	x = 3
	y = 2
	relative_position_id = SOV_strengthen_the_mobilization_plan
	cost = 5
	available = {
		any_enemy_country = {
			SOV_is_major_not_original_sov = yes
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = SOV_desperate_measures_ns
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt SOV_desperate_measures_decisions_unlocked_tt
	}
}
### Entity: Operation
Component: rescue_mussolini_exfiltration
Source: game
File: common/operation_phases/lar_historical_operations.txt

Code:
rescue_mussolini_exfiltration = {
	name = rescue_mussolini_exfiltration
	desc = rescue_mussolini_exfiltration_desc
	icon = GFX_phase_rescue_mussolini_exfiltration_small
	picture = GFX_phase_rescue_mussolini_exfiltration
	equipment = {

	}
}
### Entity: Order of Battle
Component: air_wing_87
Source: game
File: history/units/POL_1939_air_bba.txt

Code:
air_wings = {
	87 = {
		small_plane_airframe_0 = {
			owner = POL
			amount = 22
			version_name = PZL P.11
		}
	}
}
### Entity: Country History
Country: XSM
Component: XSM_characters
Constructs: recruit_character
Source: game
File: history/countries/XSM - Xibei San Ma.txt

Code:
# Leaders & Characters for XSM
recruit_character = XSM_ma_bufang XSM_mao_sun XSM_hsia_sun XSM_hsia_jin XSM_au_yongrui XSM_ho_tengfei XSM_lian_zenguang XSM_chun_minsheng XSM_ma_donghai XSM_wu_qi XSM_keng_gui XSM_may_chongan XSM_keng_shoushan XSM_li_shiqun XSM_fang_jing XSM_zi_shen
### Entity: Event
Component: WW_hungary.57
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus, add_state_claim
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.57
	title = WW_hungary.57.t
	desc = WW_hungary.57.desc
	picture = GFX_report_event_czech_soldiers_02
	is_triggered_only = yes
	option = {
		name = WW_hungary.57.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
		add_state_claim = 69 9 75 70 74 71 73 72 664
	}
}
### Entity: Idea
Component: PRE_pf
Source: game
File: common/ideas/prussia.txt

Code:
PRE_pf = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = PRE
	}
	traits = {
		popular_figurehead
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_grand_coalition
Constructs: prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_grand_coalition
	icon = GFX_goal_AUS_grand_coalition_2
	relative_position_id = AUS_oust_schuschnigg
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_oust_schuschnigg
	}
	cost = 10
	mutually_exclusive = {
		focus = AUS_impede_socialists
	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt available_military_high_command
		add_popularity = {
			ideology = communism
			popularity = 0.1
		} {
			ideology = fascism
			popularity = -0.1
		} {
			ideology = neutrality
			popularity = -0.1
		}
		show_ideas_tooltip = AUS_theodore_korner AUS_julius_deutsch AUS_berthold_konig AUS_alexander_eifler
	}
}