Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Game Data
Component: prince_in_his_castle
Constructs: has_government, has_any_custom_difficulty_setting, has_army_manpower
Source: game
File: common/achievements/rt56-achievements.txt

Code:
prince_in_his_castle = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = LIE
	}
	happened = {
		OR = {
			has_government = democratic neutrality
		}
		num_of_controlled_states = < 2
		has_army_manpower = {
			size = > 10000
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_the_giant_wakes
Constructs: prerequisite, has_war, limit, add_ideas, has_country_flag, completion_reward, add_political_power, has_war_support
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_the_giant_wakes
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = USA_arsenal_of_democracy
	}
	available = {
		OR = {
			has_war = yes
			has_war_support = > 0.3
		}
		democratic = > 0.95
	}
	continue_if_invalid = yes
	x = 0
	y = 2
	relative_position_id = USA_arsenal_of_democracy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	bypass = {
		has_idea = USA_homeland_defense
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = undisturbed_isolation
				} {
					has_idea = isolation
				} {
					has_country_flag = USA_the_giant_wakes_added_civ_eco
				}
			}
			add_political_power = 100
		} {
			limit = {
				OR = {
					has_idea = isolation undisturbed_isolation
					has_country_flag = USA_the_giant_wakes_added_civ_eco
				}
			}
			add_ideas = civilian_economy
			set_country_flag = USA_the_giant_wakes_added_civ_eco
		}
	}
}
### Entity: Decision
Component: form_north_sea_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_north_sea_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_generic_north_sea_empire
	allowed = {
		has_dlc = Arms Against Tyranny
	}
}
### Entity: AI Strategy
Component: BEL_alternate_democratic_ally_britain_plan
Constructs: has_completed_focus, has_government, has_war_with, has_country_flag, has_global_flag, is_historical_focus_on, has_game_rule, is_faction_leader
Source: game
File: common/ai_strategy_plans/BEL_r56_alternate_strategy_plan.txt

Code:
BEL_alternate_democratic_ally_britain_plan = {
	name = BEL: Belgium Alternate Ally Britain Plan
	desc = Ally Britain behaviour for Belgium.
	allowed = {
		original_tag = BEL
	}
	enable = {
		NOT = {
			has_global_flag = bel_dlc_focus_tree
		}
		OR = {
			AND = {
				is_historical_focus_on = no
				has_game_rule = {
					rule = BEL_ai_behavior
					option = DEMOCRATIC_BEL_ALLY_BRITAIN
				}
			}
			has_country_flag = BEL_AI_RANDOM_DEMOCRATIC_BEL_ALLY_BRITAIN
		}
	}
	abort = {
		OR = {
			NOT = {
				has_government = democratic
			} {
				any_other_country = {
					has_government = democratic
					is_faction_leader = yes
				}
			}
			ENG = {
				OR = {
					has_capitulated = yes
					has_war_with = ROOT
					has_completed_focus = ENG_a_change_in_course
				}
			}
		}
	}
	ai_national_focuses = {
		BEL_urban_projects_capital BEL_form_coalition_government BEL_urbanize_wallonie BEL_begin_rearmement BEL_democratic_influence BEL_army_linguistic_divide BEL_invest_in_FN_Herstal BEL_join_britain_alliance BEL_fortress_belgium BEL_reinforce_antwerp_brussels BEL_urban_projects_capital_industry BEL_Expand_the_port_of_Antwerp BEL_form_air_guard_of_the_territory BEL_revise_air_doctrine BEL_lessons_from_wwi BEL_motorised_support BEL_light_tank_destroyers BEL_support_tungsten_mining BEL_transform_the_congo
	}
	ai_strategy = {
		type = alliance
		id = ENG
		value = 200
	}
	traits = {
		silent_workhorse = 5
	}
	focus_factors = {
		BEL_go_left = 0
		BEL_go_right = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_reunite_madagascar
Constructs: prerequisite, completion_reward, add_state_claim
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_reunite_madagascar
	icon = GFX_focus_PHI_reunite_madagascar
	prerequisite = {
		focus = PHI_assume_the_naval_burden PHI_develop_naval_infrastructure
	}
	relative_position_id = PHI_assume_the_naval_burden
	x = -3
	y = 1
	cost = 10
	ai_will_do = {
		base = 0
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_state_claim = 543 708 706 707
		custom_effect_tooltip = generic_skip_one_line_tt PHI_claim_to_core_tt
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: bba_news.7
Constructs: is_triggered_only
Source: game
File: events/BBA_NewsEvents.txt

Code:
news_event = {
	id = bba_news.7
	title = bba_news.7.t
	desc = bba_news.7.desc
	picture = GFX_news_event_italian_tank_desert
	major = no
	is_triggered_only = yes
	option = {
		name = bba_news.7.a
		trigger = {
			NOT = {
				tag = ETH
			} {
				tag = ITA
			}
		}
	} {
		name = bba_news.7.b
		trigger = {
			tag = ETH
		}
	} {
		name = bba_news.7.c
		trigger = {
			tag = ITA
		}
	}
}
### Entity: Event
Component: greece.13
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.13
	title = greece.13.t
	desc = greece.13.d
	picture = GFX_report_event_gre_megali_conference_signing
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = greece.13.a
	}
}
### Entity: Military Industrial Organization
Component: SPR_llama_gabilondo_y_cia_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/SPR_organization.txt

Code:
SPR_llama_gabilondo_y_cia_organization = {
	include = generic_support_equipment_organization
	icon = GFX_idea_SPR_llama_gabilondo_y_cia_sa
	allowed = {
		has_dlc = La Resistance
		tag = SPR
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = SPR_scw_not_in_progress_tt
				NOT = {
					SPR_scw_in_progress = yes
				}
			}
			FROM = {
				controls_state = 792
			}
		}
	}
}
### Entity: Event
Component: axis_minors_bulgaria.56
Constructs: create_country_leader, has_government, add_stability, fire_only_once, add_political_power, is_in_faction_with, has_country_leader, has_global_flag
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.56
	title = axis_minors_bulgaria.56.t
	desc = axis_minors_bulgaria.56.d
	picture = GFX_report_event_generic_sign_treaty2
	trigger = {
		tag = BUL
		date = > 1943.8.21
		has_government = neutrality
		is_in_faction_with = GER
		has_country_leader = {
			character = BUL_boris_iii
			ruling_only = yes
		}
		NOT = {
			has_global_flag = bul_bftb_focus_tree
		}
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 14
	}
	option = {
		name = axis_minors_bulgaria.56.a
		add_political_power = -20
		add_stability = -0.05
		create_country_leader = {
			name = Kyril Of Preslav
			desc =  
			picture = r56_portrait_BUL_Kyril_Regent.dds
			expire = 1965.1.1
			ideology = Despotism
			traits = {
				crown_regent
			}
		}
	} {
		name = axis_minors_bulgaria.56.b
		add_political_power = -20
		add_stability = -0.05
		create_country_leader = {
			name = Bogdan Filov
			desc =  
			picture = GFX_portrait_bul_bogdan_filov
			expire = 1965.1.1
			ideology = Despotism
			traits = {
				silent_workhorse
			}
		}
	}
}
### Entity: Idea
Component: ENG_guided_by_britain_raj_2
Constructs: autonomy_gain, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_guided_by_britain_raj_2 = {
	name = ENG_guided_by_britain
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_advisor_cost_factor = -0.33
		trade_laws_cost_factor = -0.33
		mobilization_laws_cost_factor = -0.33
		economy_cost_factor = -0.33
		autonomy_gain = 2
	}
	picture = eng_guided_by_britain
	removal_cost = -1
}
### Entity: Event
Component: italy.10
Constructs: is_triggered_only, limit, has_opinion_modifier, remove_opinion_modifier
Source: game
File: events/Italy.txt

Code:
country_event = {
	id = italy.10
	title = italy.10.t
	desc = italy.10.d
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = italy.10.a
		ITA = {
			transfer_state = 177
		}
		FROM = {
			if = {
				limit = {
					has_opinion_modifier = ita_supported_spain_civil_war
				}
				remove_opinion_modifier = {
					target = ITA
					modifier = ita_supported_spain_civil_war
				}
			}
		}
	}
}
### Entity: Idea
Component: GER_defend_the_vaterland_ns
Constructs: army_defence_factor, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_defend_the_vaterland_ns = {
	name = GER_defend_the_vaterland
	picture = SWE_let_fly_all_guns
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.05
		army_defence_factor = 0.05
		training_time_factor = -0.2
	}
}
### Entity: AI Strategy
Component: POL_dont_ally_germany_pls
Constructs: has_completed_focus, has_government, is_historical_focus_on, has_global_flag
Source: game
File: common/ai_strategy/POL.txt

Code:
POL_dont_ally_germany_pls = {
	allowed = {
		original_tag = POL
	}
	enable = {
		is_historical_focus_on = yes
		NOT = {
			has_government = fascism
		}
	}
	abort = {
		OR = {
			GER = {
				has_completed_focus = GER_see_to_the_eastern_front
			} {
				has_completed_focus = GER_see_to_the_eastern_front_ww
			}
			has_global_flag = poland_swap_danzig
		}
	}
	ai_strategy = {
		type = alliance
		id = GER
		value = -500
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_true_islamic_republic
Constructs: prerequisite, add_ideas, remove_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_true_islamic_republic
	icon = GFX_goal_PAL_true_islamic_republic
	x = 0
	y = 2
	prerequisite = {
		focus = PAL_the_jerusalem_pact
	}
	cost = 10
	relative_position_id = PAL_the_jerusalem_pact
	completion_reward = {
		remove_ideas = PAL_conscription_for_jews
		add_ideas = PAL_true_islamic_democracy
	}
}
### Entity: Event
Component: france.12
Constructs: is_triggered_only, limit, set_global_flag, every_state, is_core_of, add_state_core, set_cosmetic_tag, every_unit_leader
Source: game
File: events/France.txt

Code:
country_event = {
	id = france.12
	title = france.12.t
	desc = france.12.d
	picture = GFX_report_event_chamberlain_announce
	is_triggered_only = yes
	option = {
		name = france.12.a
		set_global_flag = fall_of_france flag_franco_british_union
		hidden_effect = {
			every_state = {
				limit = {
					is_core_of = FRA
				}
				ENG = {
					add_state_core = PREV
				}
			}
		} {
			ENG = {
				set_cosmetic_tag = FRA_UK
			}
			GER = {
				country_event = {
					hours = 6
					id = news.35
				}
			}
		}
		FRA = {
			every_unit_leader = {
				set_unit_leader_flag = flag_former_french_general
				set_nationality = ENG
			}
		}
		ENG = {
			annex_country = {
				target = FRA
				transfer_troops = yes
			}
		}
		custom_effect_tooltip = FRA_franco_british_cores
	}
}
### Entity: Event
Component: DOD_romania.601
Constructs: is_triggered_only, ai_chance, set_country_flag, unlock_decision_category_tooltip
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.601
	title = DOD_romania.601.t
	desc = DOD_romania.601.desc
	picture = GFX_report_event_yugoslavian_split
	is_triggered_only = yes
	option = {
		name = DOD_romania.601.a
		ai_chance = {
			factor = 10
		}
		set_country_flag = invited_to_split_yugo
		unlock_decision_category_tooltip = ROM_dividing_yugo
	} {
		name = DOD_romania.601.b
	}
}
### Entity: Idea
Component: SOV_poorly_educated_population
Constructs: research_speed_factor, removal_cost, research_bonus
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_poorly_educated_population = {
	name = SOV_poorly_educated_population
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = indochina_illiteracy
	modifier = {
		research_speed_factor = -0.2
		air_ace_generation_chance_factor = -0.2
		air_accidents_factor = 0.2
		experience_gain_air_factor = -0.2
	}
	research_bonus = {
		air_equipment = -0.2
		electronics = -0.2
	}
}
### Entity: Idea
Component: ICE_viking_spirit_fenrir_thor
Constructs: political_power_gain, war_support_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_fenrir_thor = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.15
		political_power_gain = 0.15
		army_attack_factor = 0.25
		army_attack_speed_factor = 0.05
		army_org_factor = 0.1
	}
}
### Entity: Modifier Reference
Component: ITA_regia_aeronautica_alt_dynamic_modifier
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_regia_aeronautica_alt_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ITA_regia_aeronautica_1
	air_ace_generation_chance_factor = ITA_ra_air_ace_generation_chance_factor
	army_bonus_air_superiority_factor = ITA_ra_air_superiority_bonus_in_combat
	air_doctrine_cost_factor = ITA_ra_air_doctrine_cost_factor
	air_nav_efficiency = ITA_ra_air_nav_efficiency
	air_night_penalty = ITA_ra_air_night_penalty
	air_weather_penalty = ITA_ra_air_weather_penalty
	air_accidents_factor = ITA_ra_air_accidents_factor
	air_training_xp_gain_factor = ITA_ra_air_training_xp_gain_factor
	strategic_bomb_visibility = ITA_ra_strategic_bomb_visibility
	air_strategic_bomber_bombing_factor = ITA_ra_air_strategic_bomber_bombing_factor
	air_range_factor = ITA_ra_air_range_factor
	air_superiority_efficiency = ITA_ra_air_superiority_efficiency
	air_intercept_efficiency = ITA_ra_air_intercept_efficiency
	air_mission_xp_gain_factor = ITA_ra_air_mission_xp_gain_factor
	sp_air_intercontinental_bomber_speed_factor = ITA_ra_sp_air_intercontinental_bomber_speed_factor
	sp_air_mothership_aircraft_speed_factor = ITA_ra_sp_air_mothership_aircraft_speed_factor
	air_agility_factor = ITA_ra_air_agility_factor
	ground_attack_factor = ITA_ra_ground_attack_factor
	air_cas_present_factor = ITA_ra_air_cas_present_factor
	air_mission_efficiency = ITA_ra_air_mission_efficiency
	air_attack_factor = ITA_ra_air_attack
}
### Entity: Trigger Reference
Construct: num_nukes_being_dropped
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_nukes_being_dropped

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
total number of nukes that are currently ready to be dropped
```
### Entity: Idea
Component: CUF_analyzed_japanese_guns
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CUF_analyzed_japanese_guns = {
	picture = chi_war_of_resistance
	cancel = {
		tag = CUG
		NOT = {
			has_war_with = JAP
		}
	}
	removal_cost = -1
	modifier = {

	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.025
	} {
		tag = CUG
		attack_bonus_against = -0.025
		defense_bonus_against = -0.025
	}
}
### Entity: Trigger Reference
Construct: has_attache
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_attache

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Has attaché from any other country
```
### Entity: Idea
Component: BUL_british_industrial_concern
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_opinion, has_capitulated, is_subject
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_british_industrial_concern = {
	name = english_electric
	picture = english_electric
	cost = 75
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	available = {
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_british_industrial_concern_flag
				}
			}
			ENG = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
				has_capitulated = no
				BUL_is_valid_subject = yes
			}
		}
		NOT = {
			has_war_with = ENG
		} {
			has_completed_focus = BUL_nationalization
		}
		OR = {
			is_subject = no
			is_subject_of = ENG
		}
		custom_trigger_tooltip = {
			tooltip = BUL_foreign_industrial_concern_requirements_eng_tt
			NOT = {
				check_variable = {
					BUL_british_industrial_investments = < BUL_industrial_investments_medium_cap
				}
			}
		}
	}
	on_add = {
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_british_industrial_concern_flag
				}
			}
			set_country_flag = BUL_contract_with_british_industrial_concern_flag
		}
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
}
### Entity: Order of Battle
Component: Golmud Jingbei
Constructs: division_template
Source: game
File: history/units/CHI_1939_sea.txt

Code:
division = {
	name = Golmud Jingbei
	location = 12846
	division_template = Juntuán
	start_equipment_factor = 0.3
}
### Entity: Effect Reference
Construct: add_cic
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_cic

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Add founds to the CIC bank of the country in scope.
Value can be negative to substract funds.
If the new total funds is negative, it will be set to 0.
ex:
var:my_country_var = {
  add_cic = 200
  add_cic = -100
}
```
### Entity: National Focus
Tree: bel_focus
Component: BEL_kings_abdication
Constructs: prerequisite, completion_reward, clr_country_flag, remove_trait, add_trait
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_kings_abdication
	icon = GFX_focus_NOR_send_the_king_back_to_denmark
	prerequisite = {
		focus = BEL_constitutional_crisis
	}
	relative_position_id = BEL_constitutional_crisis
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	x = 0
	y = 1
	cost = 5
	available = {

	}
	completion_reward = {
		clr_country_flag = BEL_leopold_flag
		BEL_charles_count_of_flanders_person = {
			remove_trait = {
				slot = political_advisor
				trait = BEL_quiet_royal
			}
		} {
			add_trait = {
				slot = political_advisor
				trait = BEL_royal_regent
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt BEL_kings_abdication_tt
	}
}
### Entity: Scripted Effect
Component: EAI_PC_print_all_built_building_nums
Constructs: limit, every_country, has_country_flag, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_print_all_built_building_nums = {
	if = {
		limit = {
			has_country_flag = EAI_PC_trace_functions
		}
		log = EAI_PC_print_all_built_building_nums > THIS=[this.getname] PREV=[prev.getname]
	}
	every_country = {
		limit = {
			OR = {
				check_variable = {
					EAI_PC_built_type_PC_INF_num = > 0
				} {
					EAI_PC_built_type_PC_AIR_num = > 0
				} {
					EAI_PC_built_type_PC_AA_num = > 0
				} {
					EAI_PC_built_type_PC_RADAR_num = > 0
				} {
					EAI_PC_built_type_PC_MIC_num = > 0
				} {
					EAI_PC_built_type_PC_CIC_num = > 0
				} {
					EAI_PC_built_type_PC_NIC_num = > 0
				} {
					EAI_PC_built_type_PC_REF_num = > 0
				} {
					EAI_PC_built_type_PC_MTC_num = > 0
				} {
					EAI_PC_built_type_PC_BUNKER_num = > 0
				} {
					EAI_PC_built_type_PC_CBUNKER_num = > 0
				}
			}
		}
		EAI_PC_print_built_building_nums = yes
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_long_branch_arsenal
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_long_branch_arsenal
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = CAN_send_in_the_zombies
	}
	x = 2
	y = 5
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = CAN_long_branch_arsenal
			bonus = 1.0
			uses = 1
			category = infantry_weapons artillery
		}
	}
}
### Entity: AI Strategy
Component: EAI_SOV_naval_bombers
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_naval_bombers = {
	allowed = {
		tag = SOV
	}
	enable = {
		GER = {
			EAI_THIS_is_threat_to_PREV = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = naval_bomber
		value = -200
	}
}
### Entity: Scripted Effect
Component: GER_monarchist_bop_medium_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
GER_monarchist_bop_medium_increase_effect = {
	add_power_balance_value = {
		id = GER_monarchist_power_balance
		value = 0.15
	}
}
### Entity: Character
Component: MEX_heriberto_corona
Source: game
File: common/characters/MEX.txt

Code:
MEX_heriberto_corona = {
	name = MEX_heriberto_corona
	portraits = {
		army = {
			large = GFX_portrait_MEX_heriberto_corona
			small = GFX_portrait_MEX_heriberto_corona_small
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = MEX_heriberto_corona
		allowed = {
			original_tag = MEX
		}
		traits = {
			navy_chief_decisive_battle_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
	navy_leader = {
		traits = {
			navy_media_personality
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 1
		legacy_id = 707
	}
}
### Entity: Scripted Trigger
Component: has_500_air_doctrine_mastery_in_any_air_subdoctrine
Constructs: has_500_air_doctrine_mastery_in_any_air_subdoctrine, has_500_air_doctrine_mastery_in_any_air_subdoctrine_tt, has_mastery
Source: game
File: common/scripted_triggers/POR_scripted_triggers_r56.txt

Code:
has_500_air_doctrine_mastery_in_any_air_subdoctrine = {
	custom_trigger_tooltip = {
		tooltip = has_500_air_doctrine_mastery_in_any_air_subdoctrine_tt
		OR = {
			has_mastery = {
				amount = 500
				track = fighter_aircraft
			} {
				amount = 500
				track = strike_aircraft
			} {
				amount = 500
				track = medium_aircraft
			} {
				amount = 500
				track = heavy_aircraft
			}
		}
	}
}
### Entity: National Focus
Component: bra_transatlantico
Constructs: prerequisite, limit, has_government, completion_reward, add_political_power, is_subject, is_in_faction, set_rule
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_transatlantico
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = bra_amigo_eua
	}
	mutually_exclusive = {
		focus = bra_amigo_aliados
	} {
		focus = bra_mercosul_focus
	}
	relative_position_id = bra_amigo_eua
	x = 3
	y = 1
	cost = 5
	available = {
		is_subject = no
		OR = {
			ARG = {
				exists = yes
				is_subject = no
			}
			POR = {
				exists = yes
				is_subject = no
			}
		}
		has_government = neutrality
		is_in_faction = no
	}
	ai_will_do = {
		factor = 0
	}
	completion_reward = {
		hidden_effect = {
			set_rule = {
				can_create_factions = yes
			}
			news_event = {
				days = 1
				id = r56.news_event.41
			}
		}
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_BRA_transatlantic_pact
			add_faction_initiative = 1
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction = transatlantic_pact
		}
		random_owned_controlled_state = {
			prioritize = {
				497
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		navy_experience = 25
		add_political_power = 50
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}