Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: uk_china_focus
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, is_historical_focus_on, add_offsite_building, add_timed_idea
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = uk_china_focus
	prerequisite = {
		focus = ENG_south_east_asia_air_command_focus
	}
	available = {
		CHI = {
			exists = yes
		}
		has_government = democratic
	}
	cancel = {
		CHI = {
			exists = no
		}
	}
	icon = GFX_focus_chi_cooperation_with_the_nationalists
	x = 1
	y = 1
	relative_position_id = ENG_south_east_asia_air_command_focus
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		event_target:WTT_current_china_leader = {
			add_offsite_building = {
				type = arms_factory
				level = 2
			}
			add_opinion_modifier = {
				target = ENG
				modifier = democratic_leanings_good
			}
			add_timed_idea = {
				idea = democratic_influence
				days = 1095
			}
			country_event = {
				id = generic.1
			}
			set_country_flag = ENG_influenced_by_britain_flag
		}
		every_other_country = {
			limit = {
				NOT = {
					has_government = democratic
				}
				num_of_factories = > 30
			}
			add_opinion_modifier = {
				target = CHI
				modifier = democratic_leanings_bad
			}
		}
	}
}
### Entity: Idea
Component: MEX_idea_lackluster_support_for_the_monarchy
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_idea_lackluster_support_for_the_monarchy = {
	picture = SPA_carlism
	allowed = {
		original_tag = MEX
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		stability_weekly = -0.002
	}
}
### Entity: Technology Category
Component: technology_folders
Source: game
File: common/technology_tags/r56e_technology.txt

Code:
technology_folders = {
	r56_vechicles_folder = {
		ledger = army
	}
	etax_folder = {
		ledger = civilian
	}
}
### Entity: AI Strategy
Component: ENG_medium_tank_destroyer
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/ENG_tank.txt

Code:
ENG_medium_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		land_medium_tank_destroyer
	}
	priority = {
		factor = 500
		modifier = {
			NOT = {
				has_tech = basic_heavy_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_heavy_tank_chassis
			}
			factor = 3
		}
	}
	medium_tank_destroyer_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_antitank
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_2 tank_medium_cannon_2 tank_medium_cannon
					}
				}
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 3
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_cannon tank_medium_cannon_2 tank_high_velocity_cannon_2 tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_destroyer_2 = {
		priority = {
			factor = 200
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_2 tank_medium_cannon_2 tank_heavy_cannon tank_medium_cannon
					}
				}
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 6
					modifier = {
						add = 4
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_cannon tank_medium_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cann
# ... (truncated)
### Entity: National Focus
Tree: egy_focus
Component: EGY_radar_defence_technologies
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_radar_defence_technologies
	icon = GFX_goal_generic_radar
	relative_position_id = EGY_royal_egyptian_airforce
	x = 0
	y = 2
	cost = 7.2
	prerequisite = {
		focus = EGY_royal_egyptian_airforce
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		air_experience = 5
		navy_experience = 5
		add_tech_bonus = {
			name = radar_focus
			bonus = 1
			uses = 1
			category = radar_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		add_ideas = r56_generic_radar_idea
	}
}
### Entity: Modding Documentation
Construct: Background
Source: vanilla_docs
File: common/ai_templates/_documentation.md

Doc:
## Background
The AI template system has historically been confusing to use with a lot of unexpected behaviors.
It has recently (2023-10) undergone a period of bugfixing and revamping to make it work better and in a more understandable way.
Due to this, some of the old parameters are being deprecated or renamed and will sooner or later be cleaned up.
### Entity: Decision
Component: DEN_overlord_category
Constructs: add_equipment_to_stockpile, limit, has_government, has_war_with, has_country_flag, add_opinion_modifier, fire_only_once, has_opinion
Source: game
File: common/decisions/DEN.txt

Code:
DEN_overlord_category = {
	DEN_annex_denmark = {
		priority = 1
		icon = GFX_decision_oppression
		ai_will_do = {
			base = 0
		}
		available = {
			has_opinion = {
				target = DEN
				value = < -49
			}
			NOT = {
				is_in_faction_with = DEN
			}
		}
		visible = {
			has_country_flag = DEN_seized_jylland_flag
			has_subject = DEN
			99 = {
				is_fully_controlled_by = ROOT
			}
			912 = {
				is_fully_controlled_by = ROOT
			}
		}
		fire_only_once = yes
		cost = 100
		complete_effect = {
			DEN = {
				country_event = {
					id = denmark_overlord_events.47
					days = 1
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				annex_country = {
					target = DEN
					transfer_troops = yes
				}
				DEN = {
					every_core_state = {
						add_compliance = 25
					}
				}
			}
		}
	}
	DEN_seize_jylland = {
		priority = 1
		icon = GFX_decision_oppression
		ai_will_do = {
			base = 5
			modifier = {
				factor = 2
				ROOT = {
					original_tag = GER
				}
				date = > 1942.11.1
				is_historical_focus_on = yes
			} {
				factor = 2
				has_opinion = {
					target = DEN
					value = < -14
				}
			} {
				factor = 2
				has_opinion = {
					target = DEN
					value = < -29
				}
			} {
				factor = 2
				is_historical_focus_on = yes
			}
		}
		available = {
			has_opinion = {
				target = DEN
				value = < -24
			}
			NOT = {
				99 = {
					is_fully_controlled_by = ROOT
				}
			} {
				912 = {
					is_fully_controlled_by = ROOT
				}
			} {
				is_in_faction_with = DEN
			}
		}
		visible = {
			has_subject = DEN
			has_country_flag = DEN_overlord_installed_loyalist_flag
			99 = {
				is_fully_controlled_by = DEN
			}
			912 = {
				is_fully_controlled_by = DEN
			}
		}
		fire_only_once = yes
		cost = 100
		complete_effect = {
			DEN = {
				country_event = {
					id = denmark_overlord_events.44
					days = 1
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				ROOT = {
					transfer_state = 99 912
				}
				unlock_decision_tooltip = DEN_annex_denmark
				add_opinion_modifier = {
					modifier = DEN_cooperative_subject
					target = DEN
				}
			}
		}
	}
	DEN_reclaim_sonderjylland = {
		priority = 1
		icon = GFX_decision_eng_trade_unions_support
		ai_will_do = {
			base = 100
		}
		available = {
			has_opinion = {
				target = DEN
				value = < 0
			}
			NOT = {
				is_in_faction_with = DEN
			}
			99 = {
	
# ... (truncated)
### Entity: Idea
Component: EAI_DD_13/transport_plane_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/transport_plane_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		transport_plane_equipment = {
			build_cost_ic = -0.13
			instant = yes
		}
	}
}
### Entity: Idea
Component: PHI_marsman_and_company_idea
Constructs: has_completed_focus, has_dlc
Source: game
File: common/ideas/philippines.txt

Code:
PHI_marsman_and_company_idea = {
	name = PHI_marsman_and_company
	picture = PHI_marsman_and_company
	allowed = {
		original_tag = PHI
		has_dlc = No Compromise, No Surrender
	}
	available = {

	}
	visible = {
		NOT = {
			has_completed_focus = PHI_encourage_gold_exports
		}
	}
	cost = 150
	traits = {
		PHI_marsman_and_company_trait
	}
	modifier = {

	}
}
### Entity: Country History
Country: ENG
Component: ENG_characters
Constructs: recruit_character
Source: game
File: history/countries/ENG - Britain.txt

Code:
# Leaders & Characters for ENG
recruit_character = ENG_oswald_mosley ENG_stanley_baldwin ENG_winston_churchill ENG_harry_pollitt ENG_alan_brooke ENG_bernard_montgomery ENG_claude_auchinleck ENG_neil_ritchie ENG_alan_cunningham ENG_william_slim ENG_richard_oconnor ENG_william_platt ENG_george_giffard ENG_harold_alexander ENG_jackie_smyth ENG_thomas_jacomb_hutton ENG_arthur_percival ENG_merton_beckwithsmith ENG_henry_pownall ENG_john_vereker ENG_henry_wilson ENG_william_gott ENG_jock_campbell ENG_oliver_leese ENG_miles_dempsey ENG_brian_horrocks ENG_archibald_wavell ENG_james_fownes_somerville ENG_henry_harwood ENG_andrew_cunningham ENG_bruce_fraser ENG_john_tovey ENG_bernard_rawlings ENG_john_cunningham ENG_charles_forbes ENG_algernon_willis ENG_arthur_power ENG_horatio_dundas ENG_edmund_ironside ENG_david_stirling ENG_james_somerville ENG_kenneth_anderson ENG_louis_mountbatten ENG_arthur_harris ENG_james_chadwick ENG_jfc_fuller ENG_frank_whittle ENG_random_communist_minister_15 ENG_random_communist_minister_14 ENG_ernle_chatfield ENG_trafford_leigh_mallory ENG_max_horton ENG_tom_phillips ENG_hugh_dowding ENG_charles_portal ENG_dudley_pound ENG_raymond_briggs ENG_frederick_bowhill ENG_cyril_newall ENG_sholto_douglas ENG_edward_ellington ENG_john_beckett ENG_corgis_1 ENG_corgis_2 ENG_corgis_3 ENG_alan_turing ENG_clement_attlee ENG_ernest_bevin ENG_leslie_hore_belisha ENG_george_orwell ENG_nevile_henderson ENG_random_communist_minister_8 ENG_random_communist_minister_9 ENG_david_lloyd_george ENG_random_communist_minister_1 ENG_random_communist_minister_2 ENG_random_communist_minister_3 ENG_random_communist_minister_4 ENG_random_communist_minister_5 ENG_random_communist_minister_6 ENG_random_communist_minister_7 ENG_random_communist_minister_13 ENG_random_communist_minister_12 ENG_random_communist_minister_11 ENG_random_communist_minister_10 ENG_mary_sophia_allen ENG_philip_kerr ENG_sylvia_pankhurst ENG_stewart_menzies ENG_maxwell_aitken ENG_thomas_moore ENG_john_cockcroft ENG_charles_goodeve ENG_nevil_shute ENG_robert_watson_watt
### Entity: Character
Component: IRQ_ahmed_barzani
Constructs: has_completed_focus
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_ahmed_barzani = {
	name = IRQ_ahmed_barzani
	portraits = {
		civilian = {
			large = GFX_portrait_IRQ_ahmed_barzani
			small = GFX_portrait_IRQ_ahmed_barzani_small
		}
	}
	field_marshal = {
		traits = {
			hill_fighter organizer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = IRQ_reapproachment_with_the_tribes IRQ_kurdish_revolt
			}
		}
	}
}
### Entity: Character
Component: URG_cantido_quintio_reyes
Source: game
File: common/characters/URG.txt

Code:
URG_cantido_quintio_reyes = {
	advisor = {
		slot = army_chief
		idea_token = URG_cantido_quintio_reyes
		allowed = {
			original_tag = URG
		}
		traits = {
			army_chief_morale_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_1
		}
	}
}
### Entity: State History
Component: 816
Constructs: add_core_of
Source: game
File: history/states/816-West Virginia.txt

Code:
state = {
	id = 816
	name = STATE_816
	state_category = town town
	history = {
		owner = USA
		add_core_of = USA
		buildings = {
			industrial_complex = 2
			infrastructure = 3
			air_base = 3
		}
		victory_points = {
			7588 3
		}
	}
	provinces = {
		801 3941 3975 4627 6850 6958 6971 7466 7588 7646 9923 10441 11888
	}
	manpower = 1901974
	resources = {
		coal = 88
	}
	buildings_max_level_factor = 1.0
}
### Entity: National Focus
Tree: ins_focus
Component: INS_concessions_to_communists
Constructs: prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_concessions_to_communists
	icon = GFX_focus_generic_communist
	available = {

	}
	prerequisite = {
		focus = INS_prime_minister_sjarifuddin
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INS_prime_minister_sjarifuddin
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_stability = 0.05
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = INS_njono INS_setyadjit_soegondo
	}
}
### Entity: Character
Component: TAN_voice_of_restraint_communist
Constructs: stability_factor, communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
TAN_voice_of_restraint_communist = {
	random = no
	sprite = 13
	communism_drift = 0.05
	stability_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: AST_diplomatic_events.50
Constructs: is_triggered_only, ai_chance, is_in_faction_with, has_non_aggression_pact_with
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.50
	title = AST_diplomatic_events.50.t
	desc = AST_diplomatic_events.50.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.50.a
		ai_chance = {
			base = 1
			modifier = {
				FROM = {
					NOT = {
						is_in_faction_with = ROOT
						has_non_aggression_pact_with = ROOT
					}
				}
				factor = 0
			}
		}
		AST_the_pacific_garrison_effect = yes
		hidden_effect = {
			FROM = {
				country_event = {
					id = AST_diplomatic_events.51
					hours = 3
				}
			}
		}
	} {
		name = AST_diplomatic_events.50.b
		ai_chance = {
			base = 0
			modifier = {
				FROM = {
					NOT = {
						is_in_faction_with = ROOT
						has_non_aggression_pact_with = ROOT
					}
				}
				add = 1
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AST_diplomatic_events.52
					hours = 3
				}
			}
		}
	}
}
### Entity: Music Config
Component: base_music/axis_peace_2
Constructs: has_government, has_war
Source: game
File: music/_songs.txt

Code:
music = {
	song = axis_peace_2
	chance = {
		modifier = {
			factor = 2
			has_war = no
			has_government = fascism
		}
	}
}
### Entity: AI Strategy
Component: JAP_medium_tanks
Constructs: has_war, is_major, has_tech, any_of
Source: game
File: common/ai_equipment/JAP_tank.txt

Code:
JAP_medium_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		JAP
	}
	roles = {
		land_medium_tank
	}
	priority = {
		factor = 20
	}
	basic_medium_tank_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_medium_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_tank_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_close_support_gun tank_small_cannon_2 tank_high_velocity_cannon tank_small_cannon
					}
				}
				turret_type_slot = tank_medium_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 2
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_small_cannon tank_small_cannon_2 tank_close_support_gun tank_high_velocity_cannon tank_medium_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	improved_medium_tank_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = advanced_medium_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = medium_tank_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_medium_cannon tank_high_velocity_cannon tank_close_support_gun tank_small_cannon_2
					}
				}
				turret_type_slot = tank_medium_three_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 5
					modifier = {
						add = 3
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank_small_cannon_2 tank_close_support_gun tank_medium_cannon tank_medium_cannon_2 tank_high_velocity_cannon tank_medium_three_man_tank_tu
# ... (truncated)
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_peace
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject_of, cancel_if_invalid, complete_tooltip, has_idea
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_peace
	icon = GFX_focus_hol_war_on_pacifism
	x = -2
	y = 1
	relative_position_id = CHI_tsr_promote_tridemism
	prerequisite = {
		focus = CHI_tsr_promote_tridemism
	}
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject_of = JAP
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_idea = CHI_three_princpals_a_c_idea CHI_three_princpals_a_idea CHI_three_princpals_c_idea
				}
			}
			add_ideas = CHI_three_princpals_p_idea
		}
		ELSE_IF = {
			limit = {
				has_idea = CHI_three_princpals_c_idea
			}
			swap_ideas = {
				remove_idea = CHI_three_princpals_c_idea
				add_idea = CHI_three_princpals_p_c_idea
			}
		} {
			limit = {
				has_idea = CHI_three_princpals_a_idea
			}
			swap_ideas = {
				remove_idea = CHI_three_princpals_a_idea
				add_idea = CHI_three_princpals_p_a_idea
			}
		}
		ELSE = {
			swap_ideas = {
				remove_idea = CHI_three_princpals_a_c_idea
				add_idea = CHI_three_princpals_p_a_c_idea
			}
		}
	}
}
### Entity: AI Strategy
Component: FIN_r56_communist_plan
Constructs: has_government, has_country_flag, has_dlc, has_game_rule, is_puppet
Source: game
File: common/ai_strategy_plans/FIN_R56_alternate_strategy_plan.txt

Code:
FIN_r56_communist_plan = {
	name = FIN: Finnish Communist AI Plan
	desc = Communist behavior for Finland.
	allowed = {
		original_tag = FIN
	}
	enable = {
		NOT = {
			has_dlc = Arms Against Tyranny
		}
		OR = {
			has_country_flag = ARG_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = FIN_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {
		is_puppet = yes
		NOT = {
			has_government = communism
		}
	}
	ai_national_focuses = {
		fin_comfoc
	}
	focus_factors = {
		FIN_finnish_neutrality = 0
		FIN_right_wing_policies = 0
		fin_nationalismfoc = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: hon.35
Constructs: is_triggered_only
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.35
	title = hon.35.t
	desc = hon.35.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.35.a
	}
}
### Entity: Idea
Component: RAJ_marginalized_muslim_community_happy
Constructs: stability_factor, removal_cost, conscription_factor, autonomy_gain
Source: game
File: common/ideas/british_raj.txt

Code:
RAJ_marginalized_muslim_community_happy = {
	picture = raj_marginalized_muslim_community_happy
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.02
		conscription_factor = -0.1
		autonomy_gain = 0.6
	}
}
### Entity: Country History
Country: DIP
Component: DIP_technology
Constructs: set_technology
Source: game
File: history/countries/DIP - Partisans.txt

Code:
# Starting Technologies for DIP
set_technology = {
	infantry_weapons = 1
	tech_support = 1
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_liberate_the_straits
Constructs: prerequisite, has_war, owns_state, completion_reward, has_war_support, is_in_faction_with, create_wargoal, take_state_focus
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_liberate_the_straits
	icon = GFX_focus_GRE_stage_an_incident_in_the_bosporus
	prerequisite = {
		focus = GRE_ally_the_balkans GRE_join_the_balkanic_revolution GRE_befriend_sov
	}
	x = 4
	y = 2
	relative_position_id = GRE_ally_the_balkans
	cost = 7.2
	ai_will_do = {
		factor = 80
	}
	available = {
		has_war = no
		has_war_support = > 0.6
		any_other_country = {
			owns_state = 341
			NOT = {
				is_in_faction_with = ROOT
			}
		}
	}
	bypass = {
		controls_state = 341
	}
	completion_reward = {
		341 = {
			OWNER = {
				ROOT = {
					create_wargoal = {
						target = PREV
						expire = 0
						type = take_state_focus
						generator = {
							341
						}
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_maintain_air_land_links
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_maintain_air_land_links
	icon = GFX_goal_fortify_city_AA
	cost = 10
	prerequisite = {
		focus = PER_adopt_western_style_military_bureaucracy
	}
	mutually_exclusive = {
		focus = PER_separate_the_air_force
	}
	ai_will_do = {
		factor = 9
	}
	completion_reward = {
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = PER_maintain_air_land_links
			cost_reduction = 0.5
			uses = 2
			category = battlefield_support_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = PER_adopt_western_style_military_bureaucracy
	x = 2
	y = 1
}
### Entity: Event
Component: ARG_political_events.90
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.90
	title = ARG_political_events.90.t
	desc = ARG_political_events.90.desc
	picture = GFX_report_event_british_inspect_troops
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = ARG_political_events.90.a
		ai_chance = {
			base = 100
		}
		air_experience = 50
		navy_experience = 50
	}
}