Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: OMA_SS_HISTORICAL
Source: game
File: common/units/names_ships/OMA_ship_names.txt

Code:
OMA_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		OMA
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = SNV 
	fallback_name = Submarine %d
	unique = {
		Al Shamikh Al Rahmani Al Rasikh Qahir Al Amwaj Al Mua'zzar Al Mubrukah
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_base_strike
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_base_strike
	icon = GFX_goal_zero_blue
	text = GRE_base_strike
	prerequisite = {
		focus = GRE_carrier_focus
	}
	x = 7
	y = 5
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = GRE_base_strike
			bonus = 1
			uses = 2
			technology = naval_bomber1 naval_bomber2
		}
		add_doctrine_cost_reduction = {
			name = GRE_base_strike
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: GOE_RAJ_navy.3
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_navy.3
	picture = GFX_report_event_generic_read_write
	title = GOE_RAJ_navy.3.t
	desc = GOE_RAJ_navy.3.desc
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_navy.3.a
	}
}
### Entity: Event
Component: GOE_RAJ.31
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, remove_ideas, add_timed_idea, is_ai, has_idea
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.31
	title = GOE_RAJ.31.t
	desc = GOE_RAJ.31.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.31.a
		ai_chance = {
			base = 1
		}
		add_timed_idea = {
			idea = idea_RAJ_sold_parts_of_india_to_private_investors
			days = 365
		}
		custom_effect_tooltip = GOE_RAJ.31.a_tt
	} {
		name = GOE_RAJ.31.b
		trigger = {
			is_ai = no
			FROM = {
				is_ai = yes
			}
		}
		ai_chance = {
			base = 0
		}
		add_timed_idea = {
			idea = idea_RAJ_great_depression_1
			days = 365
		}
		if = {
			limit = {
				FROM = {
					has_completed_focus = RAJ_great_depression_price_controls
				}
			}
			FROM = {
				uncomplete_national_focus = {
					focus = RAJ_great_depression_price_controls
					uncomplete_children = yes
					refund_political_power = yes
				}
			}
		} {
			limit = {
				FROM = {
					has_idea = idea_RAJ_price_controls
				}
			}
			remove_ideas = {
				idea_RAJ_price_controls
			}
		} {
			limit = {
				FROM = {
					has_idea = idea_RAJ_price_controls_2
				}
			}
			remove_ideas = {
				idea_RAJ_price_controls_2
			}
		}
		FROM = {
			set_country_flag = ENG_rejected_eic
		}
	}
}
### Entity: Idea
Component: CHI_republicanism
Constructs: war_support_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_republicanism = {
	picture = generic_king_handled
	removal_cost = -1
	modifier = {
		fascism_drift = 0.01
		war_support_factor = 0.05
		army_org_factor = 0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Event
Component: samoa_smuggle_stuffs.5
Constructs: is_triggered_only, add_equipment_to_stockpile
Source: game
File: events/Samoa.txt

Code:
country_event = {
	id = samoa_smuggle_stuffs.5
	title = samoa_smuggle_stuffs.1.t
	desc = samoa_smuggle_stuffs.1.desc
	picture = GFX_report_event_generic_truck
	is_triggered_only = yes
	option = {
		name = samoa_smuggle_stuffs.success
		add_equipment_to_stockpile = {
			type = motorized_equipment_0
			amount = 50
			producer = USA
		}
	}
}
### Entity: Idea
Component: JAP_1936_fake_state_shintoism_idea
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_1936_fake_state_shintoism_idea = {
	name = JAP_state_shinotism_dm
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = state_shintoism
	modifier = {
		surrender_limit = 0.1
		war_support_factor = 0.2
	}
}
### Entity: AI Strategy
Component: EAI_SOV_ignore_pol
Constructs: has_country_flag, is_historical_focus_on
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_ignore_pol = {
	allowed = {
		tag = SOV
	}
	enable = {
		is_historical_focus_on = yes
		date = < 1940.2.1
		NOT = {
			POL = {
				has_country_flag = EAI_declare_war_from_SOV
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore
		id = POL
		value = 1000
	}
}
### Entity: Event
Component: bftb_greece.23
Constructs: limit, has_country_flag, fire_only_once, check_variable, set_country_flag, clr_country_flag, clear_variable
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.23
	title = bftb_greece.23.t
	desc = bftb_greece.23.desc
	picture = GFX_report_event_gre_cabinet_meeting
	fire_only_once = yes
	trigger = {
		original_tag = GRE
		has_country_flag = GRE_deciding_on_antalya
		check_variable = {
			var = global.convention_nays
			value = 2
			compare = greater_than_or_equals
		}
		NOT = {
			check_variable = {
				var = global.convention_ayes
				value = 2
				compare = greater_than_or_equals
			}
		}
	}
	mean_time_to_happen = {
		days = 7
	}
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = GRE_britain_attending_convention
					NOT = {
						has_country_flag = GRE_france_attending_convention
					}
				}
				country_event = {
					id = bftb_greece.24
					days = 14
				}
				ENG = {
					country_event = {
						id = bftb_greece.226
						days = 7
					}
				}
				ITA = {
					country_event = {
						id = bftb_greece.226
						days = 7
					}
				}
			}
			else_if = {
				limit = {
					has_country_flag = GRE_france_attending_convention
					NOT = {
						has_country_flag = GRE_britain_attending_convention
					}
				}
				country_event = {
					id = bftb_greece.24
					days = 14
				}
				FRA = {
					country_event = {
						id = bftb_greece.226
						days = 7
					}
				}
				ITA = {
					country_event = {
						id = bftb_greece.226
						days = 7
					}
				}
			}
			else = {
				country_event = {
					id = bftb_greece.24
					days = 14
				}
				ENG = {
					country_event = {
						id = bftb_greece.226
						days = 7
					}
				}
				FRA = {
					country_event = {
						id = bftb_greece.226
						days = 7
					}
				}
				ITA = {
					country_event = {
						id = bftb_greece.226
						days = 7
					}
				}
			}
		}
	}
	option = {
		name = bftb_greece.23.a
		hidden_effect = {
			set_country_flag = GRE_italy_snubbed_again
			clr_country_flag = GRE_deciding_on_antalya
			clear_variable = global.convention_ayes global.convention_nays
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_closer_ties_with_the_moderate_germany_parties
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, add_political_power, has_game_rule, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_closer_ties_with_the_moderate_germany_parties
	icon = GFX_focus_generic_befriend_germany_democratic
	prerequisite = {
		focus = CZE_no_compromise_with_the_sdp
	}
	relative_position_id = CZE_no_compromise_with_the_sdp
	x = 2
	y = 1
	offset = {
		x = -4
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_bastion_of_liberty
		}
	}
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		threat = > 0.05
		NOT = {
			has_government = fascism
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 120
		if = {
			limit = {
				GER = {
					NOT = {
						has_government = democratic
					}
				}
			}
			add_popularity = {
				ideology = GER
				popularity = -0.05
			}
		} {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_very_low_decrease_effect = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = CZE_ludwig_czech
		set_country_flag = CZE_complete_reconciliation_cooldown_flag
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_marxist_pan_islamism
Constructs: prerequisite, has_war_with, add_stability, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_marxist_pan_islamism
	icon = GFX_focus_generic_soviet_politics
	x = 2
	y = 1
	prerequisite = {
		focus = ADU_spread_the_revolution_through_iberia
	}
	mutually_exclusive = {
		focus = ADU_enforce_atheism
	}
	relative_position_id = ADU_spread_the_revolution_through_iberia
	cost = 10
	ai_will_do = {
		factor = 2
	}
	will_lead_to_war_with = SPR POR
	available = {
		r56_script_i_am_sane = yes
		is_subject = no
	}
	bypass = {
		has_war_with = SPR POR
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = ADU_mustafa_edige_kirimal
		add_political_power = 200
		add_stability = 0.05
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: r56_iraq.2
Constructs: is_triggered_only, add_opinion_modifier, add_to_tech_sharing_group, add_doctrine_cost_reduction
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = r56_iraq.2
	title = r56_iraq.2.t
	desc = r56_iraq.2.d
	picture = GFX_report_event_physics_lab_02
	is_triggered_only = yes
	option = {
		name = r56_iraq.2.a
		GER = {
			add_to_tech_sharing_group = ROM_invite_german_advisors_tech_group
		} {
			add_opinion_modifier = {
				target = IRQ
				modifier = offered_support
			} {
				target = GER
				modifier = sov_ger_treaty_trade
			}
		}
		add_to_tech_sharing_group = ROM_invite_german_advisors_tech_group
		add_doctrine_cost_reduction = {
			name = IRQ_german_military_mission
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_the_flying_dutchmen
Constructs: prerequisite, completion_reward, add_tech_bonus, set_country_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_the_flying_dutchmen
	icon = GFX_focus_generic_paratrooper
	ai_will_do = {
		factor = 1
	}
	x = -1
	y = 1
	relative_position_id = INS_knil_integration
	prerequisite = {
		focus = INS_knil_integration
	}
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 2
			category = para_tech transport_plane_tech
		}
		hidden_effect = {
			set_country_flag = cite_an_airborne_unit_flag
		}
		unlock_decision_tooltip = {
			decision = cite_an_airborne_unit
			show_effect_tooltip = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: MON_jap_low_influence_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_MON_scripted_effects.txt

Code:
MON_jap_low_influence_increase_effect = {
	custom_effect_tooltip = MON_jap_tt MON_low_influence_increase_tt
	add_to_variable = {
		jap_influence_in_mon = MON_low_influence_increase
	}
	clamp_variable = {
		var = jap_influence_in_mon
		min = 0
		max = 100
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_97
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_97 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 97
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 97
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_open_up_the_country
Constructs: prerequisite, completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_open_up_the_country
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = GRE_four_year_plan GRE_extracting_more_from_our_soil
	}
	x = 0
	y = 1
	relative_position_id = GRE_four_year_plan
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		unlock_decision_category_tooltip = GRE_investment_decisions_category
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_conserve_fuel
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_conserve_fuel = {
	enable = {
		is_major = yes
		fuel_ratio = < 0.25
	}
	abort = {
		NOT = {
			fuel_ratio = < 0.5
		}
	}
	ai_strategy = {
		type = naval_mission_threshold
		id = MISSION_CONVOY_RAIDING
		value = 200000
	} {
		type = naval_mission_threshold
		id = MISSION_MINES_PLANTING
		value = 200000
	} {
		type = naval_mission_threshold
		id = MISSION_MINES_SWEEPING
		value = 200000
	}
}
### Entity: Unit Template
Component: PAN_DD_HISTORICAL
Source: game
File: common/units/names_ships/PAN_ship_names.txt

Code:
PAN_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		PAN
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = ARP 
	fallback_name = Destructor %d
	unique = {
		Chiriquí Panamá Panquiaco Tres De Noviembre 10 de Noviembre 28 de Noviembre Escudo de Veraguas Flamenco Naos Negrita Nombre de Dios Taboga
	}
}
### Entity: Event
Component: israel.26
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.26
	title = israel.26.t
	desc = israel.26.d
	is_triggered_only = yes
	option = {
		name = israel.26.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = large_decrease
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_RESOURCE_chromium_extraction_decision
Constructs: has_country_flag, has_political_power
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_RESOURCE_chromium_extraction_decision = {
	OR = {
		AND = {
			has_political_power = > 175
			OR = {
				has_country_flag = EAI_extract_chromium EAI_allies_need_chromium
			}
		}
	}
}
### Entity: Event
Component: germany.59
Constructs: is_triggered_only
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.59
	title = germany.51.t
	desc = germany.59.desc
	picture = GFX_report_event_vienna_award_negotiations
	is_triggered_only = yes
	option = {
		name = germany.59.a
		effect_tooltip = {
			FROM = {
				event_option_tooltip = germany.51.a
			}
		}
	}
}
### Entity: Unit Template
Component: HUN_GAR_01
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_divisions/HUN_names_divisions.txt

Code:
HUN_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		AUS HUN CZE
	}
	can_use = {
		OR = {
			tag = HUN
			has_cosmetic_tag = HUN_EMPIRE
		}
	}
	division_types = {
		infantry
	}
	fallback_name = %d. tábori póthadosztály
	ordered = {
		1 = {
			%d. tábori póthadosztály
		}
		4 = {
			%d. tábori póthadosztály
		}
		5 = {
			%d. tábori póthadosztály
		}
		6 = {
			%d. tábori póthadosztály
		}
		7 = {
			%d. tábori póthadosztály
		}
		9 = {
			%d. tábori póthadosztály
		}
		10 = {
			%d. tábori póthadosztály
		}
		11 = {
			%d. tábori póthadosztály
		}
		12 = {
			%d. tábori póthadosztály
		}
		13 = {
			%d. tábori póthadosztály
		}
		14 = {
			%d. tábori póthadosztály
		}
		15 = {
			%d. tábori póthadosztály
		}
		16 = {
			%d. tábori póthadosztály
		}
		17 = {
			%d. tábori póthadosztály
		}
		18 = {
			%d. tábori póthadosztály
		}
		19 = {
			%d. tábori póthadosztály
		}
		20 = {
			%d. tábori póthadosztály
		}
		21 = {
			%d. tábori póthadosztály
		}
		22 = {
			%d. tábori póthadosztály
		}
		23 = {
			%d. tábori póthadosztály
		}
		24 = {
			%d. tábori póthadosztály
		}
		25 = {
			%d. tábori póthadosztály
		}
		26 = {
			%d. tábori póthadosztály
		}
		27 = {
			%d. tábori póthadosztály
		}
		102 = {
			%d. tábori póthadosztály
		}
		105 = {
			%d. tábori póthadosztály
		}
		108 = {
			%d. tábori póthadosztály
		}
		124 = {
			%d. tábori póthadosztály
		}
		201 = {
			%d. tábori póthadosztály
		}
		202 = {
			%d. tábori póthadosztály
		}
		203 = {
			%d. tábori póthadosztály
		}
		204 = {
			%d. tábori póthadosztály
		}
		30 = {
			%d. tábori póthadosztály
		}
		31 = {
			%d. tábori póthadosztály
		}
		32 = {
			%d. tábori póthadosztály
		}
	}
}
### Entity: Event
Component: cityfall.94
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.94
	title = cityfall.94.t
	desc = cityfall.94.desc
	picture = GFX_news_event_usa_lee_tank_honolulu
	major = yes
	is_triggered_only = yes
	immediate = {
		378 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.88.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.88.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.88.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_the_long_push_home_no_mtg
Constructs: prerequisite, has_war_with, completion_reward, has_capitulated, is_in_faction, add_timed_idea
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_the_long_push_home_no_mtg
	icon = GFX_focus_spr_the_anti_fascist_workers_revolution
	prerequisite = {
		focus = POL_expand_polish_intelligence_no_mtg
	}
	available = {
		OR = {
			has_capitulated = yes
			AND = {
				OR = {
					has_war_with = GER SOV
				}
				is_in_faction = yes
				surrender_progress = > 0.6
			}
		}
	}
	x = 0
	y = 1
	relative_position_id = POL_expand_polish_intelligence_no_mtg
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_timed_idea = {
			idea = POL_push_home_idea
			days = 365
		}
	}
}
### Entity: Unit Leader
Component: JAP_samurai_lineage
Constructs: gain_xp, planning_speed
Source: game
File: common/unit_leader/JAP_traits.txt

Code:
JAP_samurai_lineage = {
	type = all
	trait_type = personality_trait
	gain_xp = {
		always = no
	}
	allowed = {
		FROM = {
			original_tag = JAP
		}
	}
	non_shared_modifier = {
		promote_cost_factor = -0.2
	}
	modifier = {
		planning_speed = 0.05
		wounded_chance_factor = 0.1
	}
	ai_will_do = {
		factor = 1
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Technology
Component: advanced_rubber_processing
Constructs: has_war, modify_building_resources, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	on_research_complete = {
		modify_building_resources = {
			building = synthetic_refinery
			resource = rubber
			amount = 1
		}
	}
	path = {
		leads_to_tech = modern_rubber_processing
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1941
	folder = {
		name = industry_folder
		position = {
			x = 1
			y = 8
		}
	}
	categories = {
		industry synth_resources cat_synth_rubber
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				tag = GER ITA
			}
			has_war = yes
			factor = 15
		} {
			factor = 0.5
			rubber = > 10
		} {
			factor = 0.5
			rubber = > 20
		} {
			factor = 0.5
			rubber = > 30
		}
	}
	ai_research_weights = {
		rubber = -2.0
	}
	show_effect_as_desc = yes
}
### Entity: Order of Battle
Component: 25a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 25a Brigada Legionario
	location = 3871
	division_template = Brigada Legionario
}
### Entity: Scripted Effect
Component: DEN_icelandic_territory_wargoals
Constructs: limit, create_wargoal, take_state_focus
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_icelandic_territory_wargoals = {
	if = {
		limit = {
			FROM = {
				controls_state = 100
			}
		}
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = {
				100
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_civil_war.0
Constructs: is_triggered_only, limit, complete_national_focus
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_civil_war.0
	hidden = yes
	is_triggered_only = yes
	immediate = {
		if = {
			limit = {
				tag = RSI
			}
			complete_national_focus = ITA_the_italian_social_republic
		}
		else_if = {
			limit = {
				tag = RDS
			}
			complete_national_focus = ITA_the_italian_liberation_war
		}
	}
}
### Entity: Character
Component: IRE_sean_ceallaigh
Source: game
File: common/characters/IRE.txt

Code:
IRE_sean_ceallaigh = {
	advisor = {
		slot = political_advisor
		idea_token = IRE_sean_ceallaigh
		allowed = {
			original_tag = IRE
		}
		traits = {
			smooth_talking_charmer
		}
	}
	name = Seán T. O'Ceallaigh
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_join_CZE_rails
Constructs: prerequisite, limit, completion_reward, build_railway, random_core_state, is_in_home_area, add_building_construction, has_dlc
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_join_CZE_rails
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = POL_unite_west_slavia
	}
	relative_position_id = POL_unite_west_slavia
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		build_railway = {
			path = {
				3410 3581
			}
		} {
			path = {
				6483 6460 9563 3548
			}
		}
		random_core_state = {
			prioritize = {
				88
			}
			limit = {
				is_in_home_area = yes
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				89
			}
			limit = {
				is_in_home_area = yes
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern
		show_ideas_tooltip = CZE_csd
		if = {
			limit = {
				has_dlc = Peace For Our Time
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				unlock_military_industrial_organization_tooltip = mio:CZE_CKD_plzen_organization
			}
			else = {
				custom_effect_tooltip = available_designer
				show_ideas_tooltip = CZE_CKD_plzen
			}
		}
	}
}
### Entity: Event
Component: egypt.14
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.14
	picture = GFX_report_event_EGY_anglo_egyptian_conference_3
	title = egypt.14.t
	desc = egypt.14.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = egypt.14.a
	}
}
### Entity: Idea
Component: ENG_guided_by_britain_1
Constructs: removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_guided_by_britain_1 = {
	name = ENG_guided_by_britain
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_advisor_cost_factor = -0.25
		trade_laws_cost_factor = -0.25
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
	}
	picture = eng_guided_by_britain
	removal_cost = -1
}