Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: gre_focus
Component: GRE_demand_east_thrace
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, is_owned_by, add_claim_by
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_demand_east_thrace
	icon = GFX_goal_demand_sudetenland
	text = GRE_demand_east_thrace
	prerequisite = {
		focus = GRE_prepare_expansion
	}
	x = 2
	y = 1
	relative_position_id = GRE_prepare_expansion
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			TUR = {
				is_in_faction_with = GRE
			}
		}
	}
	bypass = {
		341 = {
			is_owned_by = GRE
		}
		797 = {
			is_owned_by = GRE
		}
	}
	completion_reward = {
		341 = {
			add_claim_by = GRE
		}
		797 = {
			add_claim_by = GRE
		}
		if = {
			limit = {
				TUR = {
					controls_state = 341 797
				}
			}
			TUR = {
				country_event = greece.35
			}
		}
	}
}
### Entity: AI Strategy
Component: GER_armored_production
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_armored_production = {
	allowed = {
		original_tag = GER
	}
	enable = {
		date = > 1938.3.1
		ai_wants_divisions = > 10
	}
	abort = {
		OR = {
			ai_wants_divisions = < 10
		}
	}
	ai_strategy = {
		type = role_ratio
		id = armor
		value = 2
	}
}
### Entity: National Focus
Component: volunteer_corps
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = volunteer_corps
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = interventionism_focus
	}
	x = 0
	y = 1
	relative_position_id = interventionism_focus
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = volunteer_corps_focus
	}
}
### Entity: Event
Component: bftb_greece.181
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_timed_idea, add_to_variable, set_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.181
	title = bftb_greece.181.t
	desc = bftb_greece.181.desc
	picture = GFX_report_event_gre_diplomacy
	is_triggered_only = yes
	option = {
		name = bftb_greece.181.a
		ai_chance = {
			base = 10
		}
		add_timed_idea = {
			idea = GRE_heavy_investment
			days = 60
		}
		add_opinion_modifier = {
			target = GRE
			modifier = GRE_underhanded_rogues
		}
		hidden_effect = {
			GRE = {
				add_to_variable = {
					var = GRE_french_influence_over_greek_government
					value = 25
				}
			} {
				country_event = {
					id = bftb_greece.182
					days = 2
				}
			}
		}
	} {
		name = bftb_greece.181.b
		ai_chance = {
			base = 0
		}
		add_timed_idea = {
			idea = strikes_2
			days = 45
		}
		GRE = {
			country_event = {
				id = bftb_greece.183
				days = 2
			}
		}
		add_opinion_modifier = {
			target = GRE
			modifier = GRE_underhanded_rogues
		}
	} {
		name = bftb_greece.181.c
		ai_chance = {
			base = 0
		}
		add_timed_idea = {
			idea = strikes_1
			days = 30
		}
		GRE = {
			country_event = {
				id = bftb_greece.184
				days = 2
			}
		}
		add_opinion_modifier = {
			target = GRE
			modifier = GRE_underhanded_rogues
		}
		hidden_effect = {
			GRE = {
				set_country_flag = GRE_france_rebuffed
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_6/heavy_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/heavy_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_amphibious_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Event
Component: SEA_japan_news_events.03
Constructs: has_government, owns_state, has_war_with, is_ally_with, is_owned_by, is_subject_of, has_global_flag, set_global_flag
Source: game
File: events/SEA_Japan.txt

Code:
news_event = {
	id = SEA_japan_news_events.03
	title = SEA_japan_news_events.03.t
	desc = SEA_japan_news_events.03.d
	picture = GFX_news_event_JAP_rangoon_occupation
	major = yes
	trigger = {
		995 = {
			controller = {
				OR = {
					original_tag = JAP
					is_ally_with = JAP
				}
			}
		}
		OR = {
			995 = {
				is_owned_by = ENG
			}
			BRM = {
				is_subject_of = ENG
				owns_state = 995
			}
		}
		JAP = {
			has_war_with = ENG
		}
		NOT = {
			has_global_flag = fall_of_rangoon
		}
	}
	immediate = {
		set_global_flag = fall_of_rangoon
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = JAP ENG BRM
			}
		}
	} {
		name = news.117.b
		trigger = {
			TAG = JAP
			NOT = {
				has_government = communism
			}
		}
	} {
		name = SEA_japan_news_events.03.a
		trigger = {
			TAG = JAP
			has_government = communism
		}
	} {
		name = news.100.c
		trigger = {
			OR = {
				TAG = ENG BRM
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_join_ENG
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_ally_with
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_join_ENG
	icon = GFX_focus_chi_british_cooperation
	relative_position_id = ISR_shearim
	x = 9
	y = 1
	prerequisite = {
		focus = ISR_shearim ISR_moses_hess_legacy ISR_legacy_of_basel ISR_yodefet_masada_betar
	}
	bypass = {
		is_ally_with = ENG
	}
	available = {
		is_subject = no
		ENG = {
			NOT = {
				has_government = fascism
			} {
				has_completed_focus = ENG_a_change_in_course ENG_visit_germany
			} {
				has_war_with = ROOT
			}
			is_faction_leader = yes
			has_capitulated = no
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = ENG
				has_war_with = ROOT
			}
		}
	}
	mutually_exclusive = {
		focus = ISR_join_USA ISR_alone ISR_join_SOV ISR_join_ITA
	}
	cost = 5
	completion_reward = {
		if = {
			limit = {
				ENG = {
					NOT = {
						has_government = fascism
					} {
						has_completed_focus = ENG_a_change_in_course ENG_visit_germany
					} {
						has_war_with = ROOT
					}
					is_faction_leader = yes
					has_capitulated = no
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ENG
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				add_opinion_modifier = {
					target = ISR
					modifier = medium_increase
				}
				country_event = {
					id = generic.2
				}
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Event
Component: wtt_germany.3
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_country_leader_role, is_subject_of, set_country_flag
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.3
	title = wtt_germany.3.t
	desc = wtt_germany.3.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = wtt_germany.3.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 0.5
				strength_ratio = {
					tag = GER
					ratio = > 1.5
				}
			} {
				factor = 0.2
				strength_ratio = {
					tag = GER
					ratio = > 3
				}
			} {
				factor = 0
				strength_ratio = {
					tag = GER
					ratio = > 5
				}
			}
		}
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = GER_netherlands_kaiser_accept_opinion
			}
			country_event = {
				id = wtt_germany.4
				days = 1
			}
			effect_tooltip = {
				GER_wilhelm_ii = {
					add_country_leader_role = {
						country_leader = {
							expire = 1965.1.1
							ideology = despotism
							traits = {
								anti_democrat imperial_connections
							}
						}
						promote_leader = yes
					}
				}
			}
		}
		FRA = {
			country_event = {
				id = wtt_germany.28
				hours = 6
			}
		}
	} {
		name = wtt_germany.3.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 0.5
				strength_ratio = {
					tag = GER
					ratio = < 1
				}
			} {
				factor = 0.2
				strength_ratio = {
					tag = GER
					ratio = < 0.5
				}
			} {
				factor = 0
				strength_ratio = {
					tag = GER
					ratio = < 0.2
				}
			} {
				factor = 0
				is_subject_of = FROM
			}
		}
		set_country_flag = netherlands_refused_return_kaiser
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = GER_netherlands_kaiser_decline_opinion
			}
			country_event = {
				id = wtt_germany.5
				days = 1
			}
			hidden_effect = {
				news_event = {
					id = wtt_news.2
					hours = 30
				}
			}
		}
	}
}
### Entity: Event
Component: naw_norway.183
Constructs: is_triggered_only, ai_chance, limit, is_faction_leader, has_army_manpower, every_other_country, is_subject_of, is_in_faction_with
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.183
	title = naw_norway.183.t
	desc = naw_norway.183.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = naw_norway.183.a
		ai_chance = {
			base = 90
			modifier = {
				is_faction_leader = yes
				FROM = {
					has_army_manpower = {
						size = > 79999
					}
				}
				has_army_manpower = {
					size = < 40001
				}
				factor = 2
			} {
				is_faction_leader = yes
				num_of_military_factories = < 5
				factor = 1.5
			} {
				is_faction_leader = yes
				num_of_military_factories = > 14
				factor = 0.5
			}
		}
		every_other_country = {
			limit = {
				NOT = {
					is_subject_of = ROOT
				}
				is_in_faction_with = ROOT
			}
			country_event = {
				hours = 6
				id = naw_norway.186
			}
		}
		dismantle_faction = yes
		FROM = {
			country_event = {
				hours = 6
				id = naw_norway.184
			}
			hidden_effect = {
				ROOT = {
					dismantle_faction = yes
				}
			}
			add_to_faction = ROOT
			add_ai_strategy = {
				type = alliance
				id = NOR
				value = 125
			}
		}
	} {
		name = naw_norway.183.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_opinion = {
					target = POL
					value = > 30
				}
			} {
				factor = 5
				has_opinion = {
					target = POL
					value = < -20
				}
			}
		}
		FROM = {
			country_event = {
				hours = 6
				id = naw_norway.185
			}
		}
	}
}
### Entity: Scripted Effect
Component: SWI_get_fighters_from_this_country
Constructs: add_equipment_to_stockpile, limit
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_get_fighters_from_this_country = {
	if = {
		limit = {
			tag = USA
		}
		PREV = {
			add_equipment_to_stockpile = {
				type = small_plane_airframe_1
				amount = 50
				producer = USA
				variant_name = P-36A
			}
		}
	}
	else_if = {
		limit = {
			tag = ENG
		}
		PREV = {
			add_equipment_to_stockpile = {
				type = small_plane_airframe_0
				amount = 50
				producer = ENG
				variant_name = Gloster Gladiator
			}
		}
	} {
		limit = {
			tag = FRA
		}
		PREV = {
			add_equipment_to_stockpile = {
				type = small_plane_airframe_0
				amount = 50
				producer = FRA
				variant_name = D.510
			}
		}
	} {
		limit = {
			tag = GER
		}
		PREV = {
			add_equipment_to_stockpile = {
				type = small_plane_airframe_1
				amount = 50
				producer = GER
				variant_name = Bf 109 D
			}
		}
	} {
		limit = {
			tag = ITA
		}
		PREV = {
			add_equipment_to_stockpile = {
				type = small_plane_airframe_0
				amount = 50
				producer = ITA
				variant_name = CR.32
			}
		}
	} {
		limit = {
			tag = SOV
		}
		PREV = {
			add_equipment_to_stockpile = {
				type = small_plane_airframe_1
				amount = 50
				producer = SOV
				variant_name = I-16
			}
		}
	} {
		limit = {
			tag = SWE
		}
		PREV = {
			add_equipment_to_stockpile = {
				type = small_plane_airframe_0
				amount = 50
				producer = SWE
				variant_name = Svenska Jaktfalken
			}
		}
	} {
		limit = {
			tag = CZE
		}
		PREV = {
			add_equipment_to_stockpile = {
				type = small_plane_airframe_0
				amount = 50
				producer = CZE
				variant_name = Avia B.534
			}
		}
	} {
		limit = {
			tag = JAP
		}
		PREV = {
			add_equipment_to_stockpile = {
				type = small_plane_airframe_0
				amount = 50
				producer = JAP
				variant_name = Ki-10
			}
		}
	} {
		limit = {
			tag = POL
		}
		PREV = {
			add_equipment_to_stockpile = {
				type = small_plane_airframe_0
				amount = 50
				producer = POL
				variant_name = PZL P.24
			}
		}
	}
	else = {
		PREV = {
			add_equipment_to_stockpile = {
				type = small_plane_airframe_1
				amount = 50
				producer = USA
				variant_name = P-36A
			}
		}
	}
}
### Entity: Character
Component: PRC_guotao_and_mao
Source: game
File: common/characters/PRC.txt

Code:
PRC_guotao_and_mao = {
	name = PRC_guotao_and_mao
	portraits = {
		civilian = {
			large = GFX_portrait_PRC_guotao_and_mao
		}
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_join_the_cominterm
Constructs: prerequisite, limit, has_government, every_country, has_war_with, is_major, completion_reward, is_subject
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_join_the_cominterm
	available = {
		is_subject = no
		NOT = {
			has_war_with = SOV
		} {
			has_idea = idea_PAR_accepted_american_investment
		}
	}
	bypass = {

	}
	icon = GFX_focus_chi_mission_to_the_soviet_union
	x = 2
	y = 1
	relative_position_id = PAR_brazilian_road_finance
	prerequisite = {
		focus = PAR_accept_american_loans
	}
	mutually_exclusive = {
		focus = PAR_join_the_axis PAR_join_the_allies
	}
	cost = 5
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				SOV = {
					is_faction_leader = yes
					has_government = communism
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				country_event = {
					id = generic.2
					hours = 3
					random_hours = 3
				}
			}
		}
		else_if = {
			limit = {
				PRC = {
					is_faction_leader = yes
					has_government = communism
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			PRC = {
				country_event = {
					id = generic.2
					hours = 3
					random_hours = 3
				}
			}
		}
		else = {
			every_country = {
				limit = {
					is_major = yes
					is_faction_leader = yes
					has_government = communism
				}
				random_select_amount = 1
				country_event = {
					id = generic.2
					hours = 3
					random_hours = 3
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			OR = {
				has_game_rule = {
					rule = PAR_AI_BEHAVIOR
					option = HISTORICAL
				} {
					rule = PAR_AI_BEHAVIOR
					option = DEFAULT
				}
			}
			factor = 0
		}
	}
}
### Entity: Scripted Trigger
Component: SWE_rapid_mob_manpower_law_trigger
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/scripted_triggers/SWE_scripted_triggers.txt

Code:
SWE_rapid_mob_manpower_law_trigger = {
	if = {
		limit = {
			hidden_trigger = {
				original_tag = SWE
				has_dlc = Arms Against Tyranny
			}
		}
		has_completed_focus = SWE_rapid_mobilization
	}
	else = {
		hidden_trigger = {
			always = no
		}
	}
}
### Entity: Scripted Trigger
Component: SWI_has_fascist_neighbor
Constructs: has_variable
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_has_fascist_neighbor = {
	hidden_trigger = {
		has_variable = SWI_biggest_fascist
	}
	custom_trigger_tooltip = {
		tooltip = SWI_has_fascist_neighbor_trigger_TT
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Abolish_the_Monarchy
Constructs: prerequisite, limit, remove_ideas, completion_reward, is_historical_focus_on, has_game_rule, has_idea, has_political_power
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Abolish_the_Monarchy
	icon = GFX_focus_ICE_break_with_the_crown
	cost = 17.15
	ai_will_do = {
		factor = 30
		modifier = {
			factor = 0
			is_historical_focus_on = yes
			NOT = {
				has_game_rule = {
					rule = DEN_AI_BEHAVIOR
					option = REPUBLIC
				}
			}
		} {
			add = 1000
			has_game_rule = {
				rule = DEN_AI_BEHAVIOR
				option = REPUBLIC
			}
		}
	}
	available = {
		communism = > 0.3
		has_idea = DEN_aksel_larsen
		has_political_power = > 75
	}
	select_effect = {
		add_timed_idea = {
			idea = DEN_monarchist_resistance
			days = 140
		}
		country_event = {
			id = denmark.62
			days = 30
			random_days = 10
		}
	}
	prerequisite = {
		focus = DEN_Control_the_Banking_Institutions
	} {
		focus = DEN_Invite_Select_Communist_Ministers
	}
	x = 4
	y = 6
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
	}
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		custom_effect_tooltip = SOV_focus_select_effect_tt backslashn available_political_advisor
		effect_tooltip = {
			add_timed_idea = {
				idea = DEN_monarchist_resistance
				days = 140
			}
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = DEN_REP
		remove_ideas = DEN_King_Christian_X
		if = {
			limit = {
				ICE = {
					is_subject_of = DEN
					OR = {
						has_autonomy_state = autonomy_dominion autonomy_personal_union
					}
				}
			}
			set_autonomy = {
				target = ICE
				autonomy_state = autonomy_free
				end_wars = yes
			}
		}
		add_country_leader_trait = den_father_of_the_republic
		show_ideas_tooltip = DEN_Alfred_Jensen
	}
}
### Entity: AI Strategy
Component: r56_latin_america_commie_boy_perfers_MEX_over_SOV
Constructs: has_war, has_government, is_faction_leader
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_latin_america_commie_boy_perfers_MEX_over_SOV = {
	allowed = {
		OR = {
			original_tag = ARG VEN ECU PRU BOL CHL PAR URG BRA COS PAN NIC HON ELS GUA CUB HAI DOM JAM COL
		}
	}
	enable = {
		ROOT = {
			has_government = communism
			exists = yes
			has_war = yes
		}
		country_exists = MEX
		MEX = {
			has_government = communism
			is_faction_leader = yes
			surrender_progress = < 0.01
		}
		SOV = {
			has_government = communism
			is_faction_leader = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = MEX
		value = 25
	} {
		type = alliance
		id = MEX
		value = 15
	} {
		type = befriend
		id = SOV
		value = -10
	} {
		type = alliance
		id = SOV
		value = -25
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_industrial_centralization
Constructs: prerequisite, completion_reward, has_idea, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_industrial_centralization
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = BUL_artillery_pieces_production
	}
	relative_position_id = BUL_artillery_pieces_production
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 40
	}
	available = {
		OR = {
			has_idea = BUL_developing_military_industry BUL_efficient_military_industry
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = BUL_industrial_centralization
			bonus = 1
			uses = 1
			category = concentrated_industry_category
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Cement_Leaders_Rule
Constructs: prerequisite, limit, has_government, completion_reward, add_popularity, set_politics
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Cement_Leaders_Rule
	icon = GFX_goal_generic_election_rigged
	cost = 5
	prerequisite = {
		focus = PAK_General_Election
	}
	available = {
		neutrality = > 0.4
	}
	mutually_exclusive = {
		focus = PAK_Multipartism
	}
	x = 0
	y = 1
	relative_position_id = PAK_General_Election
	ai_will_do = {
		factor = 60
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		if = {
			limit = {
				NOT = {
					has_government = neutrality
				}
			}
			set_politics = {
				ruling_party = neutrality
				last_election = 1936.03.14
				election_frequency = 48
				elections_allowed = no
			}
		}
	}
}
### Entity: Idea
Component: INS_equal_under_god_idea
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_equal_under_god_idea = {
	picture = PAL_islamic_militarism
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		drift_defence_factor = 0.15
		political_power_factor = 0.05
		conscription = 0.01
	}
}
### Entity: Idea
Component: vittorio_emanuele_king_of_albania
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
vittorio_emanuele_king_of_albania = {
	name = vittorio_emanuele
	picture = ITA_vittorio_emanuele_of_albania
	allowed = {
		original_tag = ITA
	}
	available = {
		NOT = {
			has_government = neutrality
		}
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.06
		party_popularity_stability_factor = 0.1
		compliance_growth = 0.1
	}
}
### Entity: Event
Component: lithuania.80
Constructs: is_triggered_only, add_ideas, add_opinion_modifier, add_political_power
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.80
	title = lithuania.80.t
	desc = lithuania.80.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.80.a
		add_political_power = -30
		add_ideas = LIT_lithuanian_grain_imports
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = POL_draw_closer_to_britain
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = lithuania.81
					days = 1
				}
			}
			add_opinion_modifier = {
				target = FROM
				modifier = POL_draw_closer_to_britain
			}
		}
	} {
		name = lithuania.80.b
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = western_betrayal
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = lithuania.82
					days = 1
				}
			}
		}
	}
}
### Entity: Idea
Component: CRC_acd2
Source: game
File: common/ideas/curacao.txt

Code:
CRC_acd2 = {
	picture = generic_army_african_1
	allowed = {
		original_tag = CRC
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_TAC
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_TAC
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = USA_air_support
	}
	x = 0
	y = 2
	relative_position_id = USA_air_support
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		air_experience = 25
		add_tech_bonus = {
			name = USA_TAC
			uses = 1
			bonus = 1.0
			category = tactical_bomber
		}
	}
}