Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Trigger Reference
Construct: pc_is_puppeted_by
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## pc_is_puppeted_by

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

```
Checks if country is a puppet of a certain country, or has been released as a puppet by a certain country in the peace conference.
Example:
CZE = { pc_is_puppeted_by = GER }
```
### Entity: Character
Component: air_air_superiority_2
Source: game
File: common/country_leader/00_traits.txt

Code:
air_air_superiority_2 = {
	sprite = 1
	air_superiority_efficiency = 0.1
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Order of Battle
Component: air_wing_43
Source: game
File: history/units/HUN_1936_air_bba.txt

Code:
air_wings = {
	43 = {
		small_plane_airframe_0 = {
			owner = HUN
			creator = ITA
			amount = 72
			version_name = CR.32
		} {
			owner = HUN
			amount = 14
			version_name = Weiss WM-10 Ölyv
		}
	}
}
### Entity: Military Industrial Organization
Component: USA_chrysler_organization
Constructs: has_completed_focus, limit, has_war_with, has_dlc, is_in_faction_with, equipment_bonus, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/USA_organization.txt

Code:
USA_chrysler_organization = {
	include = generic_medium_tank_organization
	icon = GFX_idea_chrysler
	allowed = {
		OR = {
			tag = USA
			AND = {
				tag = MEX
				has_dlc = Man the Guns
			}
			NOR_AAT = yes
			PHI_SEA = yes
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = USA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = USA
				}
			}
		}
		if = {
			limit = {
				FROM = {
					tag = MEX
				}
			}
			FROM = {
				is_in_faction_with = USA
			}
		}
		else_if = {
			limit = {
				FROM = {
					original_tag = PHI
				}
			}
			if = {
				limit = {
					FROM = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
				FROM = {
					has_completed_focus = PHI_declare_military_emergency
				}
			}
			else = {
				FROM = {
					has_completed_focus = PHI_align_with_the_usa
				}
			}
		} {
			limit = {
				FROM = {
					tag = NOR
				}
			}
			FROM = {
				has_completed_focus = NOR_invite_transnational_manufacturers
			}
		}
	}
	initial_trait = {
		name = USA_mio_trait_medium_tank_manufacturer
		limit_to_equipment_type = {
			mio_cat_eq_all_medium_tank
		}
		equipment_bonus = {
			reliability = 0.1
			soft_attack = 0.02
			hard_attack = 0.03
			defense = -0.15
		}
	}
	add_trait = {
		token = USA_mio_trait_strict_design_specifications
		name = USA_mio_trait_strict_design_specifications
		icon = GFX_generic_mio_trait_icon_reliability
		special_trait_background = yes
		visible = {
			FROM = {
				original_tag = USA
			}
		}
		position = {
			x = 2
			y = 1
		}
		relative_position_id = generic_mio_trait_simplified_turret_design
		all_parents = {
			generic_mio_trait_simplified_turret_design generic_mio_trait_armor_steel_working
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_medium_tank
		}
		equipment_bonus = {
			reliability = 0.1
		}
	} {
		token = USA_mio_trait_expanded_production_facilities
		name = USA_mio_trait_expanded_production_facilities
		icon = GFX_generic_mio_trait_icon_build_cost_ic
		special_trait_background = yes
		visible = {
			FROM = {
				original_tag = USA
			}
		}
		position = {
			x = 0
			y = 1
		}
		relative_position_id = USA_mio_trait_strict_design_specifications
		all_parents = {
			USA_mio_trait_strict_design_specifications
		}
		production_bonus = {
			production_cost_factor = -0.1
			production_capacity_factor = 0.05
		}
	} {
		token = PHI_mio_trait_ethanol_
# ... (truncated)
### Entity: Event
Component: r56_canada.10
Constructs: is_triggered_only
Source: game
File: events/r56_canada.txt

Code:
country_event = {
	id = r56_canada.10
	title = r56_canada.10.t
	desc = r56_canada.10.d
	picture = GFX_report_event_canada_patriation
	is_triggered_only = yes
	option = {
		name = r56_canada.10.a
		transfer_state = 331 332
	}
}
### Entity: Character
Component: SPR_francisco_ciutat_de_miguel
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_francisco_ciutat_de_miguel = {
	name = SPR_francisco_ciutat_de_miguel
	portraits = {
		army = {
			small = GFX_idea_SPR_francisco_ciutat_de_miguel
		}
	}
	advisor = {
		slot = high_command
		idea_token = SPR_francisco_ciutat_de_miguel
		ledger = army
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
		}
		available = {
			OR = {
				has_completed_focus = SPR_demand_ministerial_positions SPR_communists_in_the_government
			}
			NOT = {
				has_completed_focus = SPR_masters_of_our_own_fate SPR_oppose_the_communists
			}
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			army_infantry_2
		}
		cost = 100
	}
}
### Entity: Event
Component: wuw_GER_chinese_diplomacy.5
Constructs: is_triggered_only, ai_chance, random_days, add_timed_idea, add_to_tech_sharing_group
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_chinese_diplomacy.5
	title = wuw_GER_chinese_diplomacy.5.t
	desc = wuw_GER_chinese_diplomacy.5.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wuw_GER_chinese_diplomacy.5.a
		ai_chance = {
			base = 100
		}
		FROM = {
			country_event = {
				id = wuw_GER_chinese_diplomacy.6
				days = 2
				random_days = 3
			}
		}
		effect_tooltip = {
			add_timed_idea = {
				idea = GER_investments_into_sino_german_research_cooperation_idea
				days = 360
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			FROM = {
				add_to_tech_sharing_group = ger_chi_research
			}
			add_to_tech_sharing_group = ger_chi_research
		}
	} {
		name = wuw_GER_chinese_diplomacy.5.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = wuw_GER_chinese_diplomacy.7
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: Event
Component: bftb_turkey.109
Constructs: is_triggered_only, every_owned_state, limit, add_stability, add_manpower, random_owned_state, is_core_of, has_dynamic_modifier
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.109
	title = bftb_turkey.109.t
	desc = bftb_turkey.109.desc
	picture = GFX_report_event_tur_kurdish_guerillas
	is_triggered_only = yes
	option = {
		name = bftb_turkey.109.a
		add_stability = 0.05
		add_manpower = -6475
		random_owned_state = {
			if = {
				limit = {
					is_core_of = KUR
					THIS = {
						has_dynamic_modifier = {
							modifier = kurdish_rebellion
						}
					}
				}
				remove_dynamic_modifier = {
					modifier = kurdish_rebellion
				}
				add_dynamic_modifier = {
					modifier = kurdish_separatism
				}
				add_compliance = 20
			}
			else_if = {
				limit = {
					is_core_of = KUR
					THIS = {
						has_dynamic_modifier = {
							modifier = kurdish_separatism
						}
					}
				}
				remove_dynamic_modifier = {
					modifier = kurdish_separatism
				}
				add_dynamic_modifier = {
					modifier = kurdish_agitation
				}
				add_compliance = 30
			} {
				limit = {
					is_core_of = KUR
					THIS = {
						has_dynamic_modifier = {
							modifier = kurdish_agitation
						}
					}
				}
				add_compliance = 40
			}
			hidden_effect = {
				add_resistance = -50
			}
		} {
			if = {
				limit = {
					is_core_of = KUR
					THIS = {
						has_dynamic_modifier = {
							modifier = kurdish_rebellion
						}
					}
				}
				remove_dynamic_modifier = {
					modifier = kurdish_rebellion
				}
				add_dynamic_modifier = {
					modifier = kurdish_separatism
				}
				add_compliance = 20
			}
			else_if = {
				limit = {
					is_core_of = KUR
					THIS = {
						has_dynamic_modifier = {
							modifier = kurdish_separatism
						}
					}
				}
				remove_dynamic_modifier = {
					modifier = kurdish_separatism
				}
				add_dynamic_modifier = {
					modifier = kurdish_agitation
				}
				add_compliance = 30
			} {
				limit = {
					is_core_of = KUR
					THIS = {
						has_dynamic_modifier = {
							modifier = kurdish_agitation
						}
					}
				}
				add_compliance = 40
			}
			hidden_effect = {
				add_resistance = -50
			}
		}
		hidden_effect = {
			clear_global_event_target = TUR_kurdish_state_event_target
		}
	} {
		name = bftb_turkey.109.b
		add_stability = -0.1
		every_owned_state = {
			limit = {
				is_core_of = KUR
			}
			add_compliance = -25
		}
		hidden_effect = {
			clear_global_event_target = TUR_kurdish_state_event_target
		}
	}
}
### Entity: State History
Component: 1008
Constructs: add_core_of, add_claim_by, add_to_array
Source: game
File: history/states/1008-Faryab.txt

Code:
state = {
	id = 1008
	name = STATE_1008
	manpower = 1181935
	state_category = rural
	history = {
		owner = AFG
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			7448 1
		}
		add_core_of = AFG
		add_claim_by = TMS UZB
		add_to_array = {
			state_victory_points = 7448
		}
	}
	provinces = {
		10476 7448 10896 12877 7584
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_shift_to_national_designs_r56
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_focus_autohide_rule_trigger_r56, add_tech_bonus
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_shift_to_national_designs_r56
	icon = GFX_goal_generic_warfighting_technology
	prerequisite = {
		focus = SIA_acquire_modern_equipment_r56
	}
	mutually_exclusive = {
		focus = SIA_continue_importing_foreign_equipment_r56
	}
	cost = 10
	x = 2
	y = 2
	relative_position_id = SIA_acquire_modern_equipment_r56
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = SIA_continue_importing_foreign_equipment_r56
			}
		}
	}
	offset = {
		x = -2
		trigger = {
			has_completed_focus = SIA_shift_to_national_designs_r56
			has_focus_autohide_rule_trigger_r56 = yes
		}
	}
	completion_reward = {
		mark_focus_tree_layout_dirty_r56 = yes
		add_tech_bonus = {
			name = SIA_shift_to_national_designs_r56
			bonus = 1.25
			uses = 3
			category = infantry_weapons artillery
		}
	}
}
### Entity: Country History
Country: GDC
Component: GDC_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/GDC - Guangdong.txt

Code:
# Politics & Parties for GDC
set_stability = 0.6
set_war_support = 0.4
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: Character
Component: FRI_maurice_martin
Source: game
File: common/characters/FRI.txt

Code:
FRI_maurice_martin = {
	name = Maurice Martin
	portraits = {
		army = {
			large = gfx/leaders/FRA/Portrait_France_Generic_land_5.dds
			small = GFX_idea_FRA_generic_land_5
		}
	}
	corps_commander = {
		traits = {
			career_officer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 0
	}
}
### Entity: Event
Component: germany.999
Constructs: ai_chance, has_government, owns_state, add_stability, fire_only_once, set_province_name, set_global_flag
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.999
	title = germany.999.t
	desc = germany.999.desc
	picture = GFX_report_event_german_reichstag_gathering
	fire_only_once = yes
	trigger = {
		tag = GER
		GER = {
			has_government = fascism
			owns_state = 217 195
		}
	}
	option = {
		name = germany.999.a
		ai_chance = {
			base = 100
		}
		set_province_name = {
			id = 3529
			name = Hindenburg
		} {
			id = 3151
			name = Ludendorff
		}
		set_global_flag = GER_cities_renamed
	} {
		name = germany.999.b
		ai_chance = {
			base = 0
		}
		add_stability = -0.05
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.62
Constructs: is_triggered_only, ai_chance, has_war_with, has_opinion, has_war_with_major, random_days
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.62
	title = AAT_Sweden_flashpoints.62.t
	desc = AAT_Sweden_flashpoints.62.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.62.a
		trigger = {
			NOT = {
				has_war_with = FROM
			}
		}
		ai_chance = {
			base = 0
			modifier = {
				add = 20
				has_opinion = {
					target = SWE
					value = < -40
				}
			} {
				factor = 0
				has_war_with = SWE
			} {
				factor = 0.5
				has_war_with_major = yes
			}
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.63
				random_days = 7
				days = 3
			}
		}
	} {
		name = AAT_Sweden_flashpoints.62.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.36
				random_days = 7
				days = 3
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_invest_in_geomines
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_invest_in_geomines
	icon = GFX_focus_generic_aluminum
	x = 0
	y = 1
	prerequisite = {
		focus = COG_contract_the_empain_group
	}
	relative_position_id = COG_contract_the_empain_group
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	bypass = {
		has_completed_focus = COG_form_the_gecamines
	}
	available = {
		889 = {
			is_owned_and_controlled_by = ROOT
		}
		NOT = {
			has_completed_focus = COG_form_the_gecamines
		}
	}
	completion_reward = {
		IF = {
			limit = {
				889 = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
			}
			889 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		889 = {
			add_resource = {
				type = aluminium
				amount = 6
			} {
				type = tungsten
				amount = 5
			} {
				type = chromium
				amount = 4
			}
		}
	}
}
### Entity: National Focus
Component: r56_RAJ_revolt_against_the_oppressors
Constructs: add_equipment_to_stockpile, completion_reward, add_political_power, set_war_support, create_corps_commander
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus = {
	id = r56_RAJ_revolt_against_the_oppressors
	icon = GFX_goal_RAJ_indian_revolt
	x = 5
	y = 0
	cost = 10
	ai_will_do = {
		factor = 200
	}
	completion_reward = {
		add_political_power = 150
		set_war_support = 1
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 4000
			producer = ENG
		}
		create_corps_commander = {
			name = Arcot Doraiswamy Loganadan
			traits = {
				infantry_officer
			}
			skill = 2
			attack_skill = 1
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 1
		} {
			name = Jaganath Rao Bhonsle
			traits = {
				meticulous
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 3
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Event
Component: tsr_manchukuo_news.1
Constructs: is_triggered_only, is_literally_china
Source: game
File: events/TSR_Manchukuo.txt

Code:
news_event = {
	id = tsr_manchukuo_news.1
	title = tsr_manchukuo_news.1.t
	desc = tsr_manchukuo_news.1.desc
	picture = GFX_news_event_japanese_parade
	is_triggered_only = yes
	major = yes
	option = {
		name = tsr_manchukuo_news.1.a
		trigger = {
			is_literally_china = yes
		}
	} {
		name = tsr_manchukuo_news.1.b
		trigger = {
			original_tag = MAN
		}
	} {
		name = tsr_manchukuo_news.1.c
		trigger = {
			original_tag = JAP
		}
	} {
		name = tsr_manchukuo_news.1.d
		trigger = {
			NOT = {
				original_tag = MAN JAP
				is_literally_china = yes
			}
		}
	}
}
### Entity: Define
Component: NDefines_Graphics.NInterface
Source: game
File: common/defines/00_graphics.lua

Code:
NDefines_Graphics.NInterface = {
MAX_NO_FACTION_FILTER_BUTTONS = 40
LOGISTICS_PAST_WEEK = 7
COMBAT_SOME_PIERCING = 0.25
COMBAT_GOOD_PIERCING = 0.6
COMBAT_SOME_ARMOR = 0.25
COMBAT_GOOD_ARMOR = 0.6
MIN_FOCUS_TREE_ZOOM = 0.2
MAX_FOCUS_TREE_ZOOM = 1.0
FOCUS_TREE_ZOOM_SPEED = 0.16
FOCUS_TREE_ZOOM_FACTOR = 0.5
TOOLTIP_SCREEN_LEFT_OFFSET_X = 0
TOOLTIP_SCREEN_RIGHT_OFFSET_X = 0
TOOLTIP_SCREEN_TOP_OFFSET_Y = 0
TOOLTIP_SCREEN_BOTTOM_OFFSET_Y = 0
NO_COMBATS_COLOR = {
	0.0 , 0.0 , 0.8
}
SUCCESFUL_COMBATS_COLOR = {
	120.0 /360.0, 0.95 , 0.86
}
MIN_NON_SUCCESSFUL_COMBAT_COLOR = {
	100.0 /360.0, 0.95 , 0.86
}
MID_NON_SUCCESSFUL_COMBAT_COLOR = {
	50.0 /360.0, 0.95 , 0.86
}
MAX_NON_SUCCESSFUL_COMBAT_COLOR = {
	0.0 /360.0, 0.95 , 0.86
}
UNIT_SELECT_DOUBLE_CLICK_TIME = 0.1
SHIP_SELECT_DOUBLE_CLICK_TIME = 1.0
MINIMAP_TOGGLE_DURATION = 0.5
MINIMAP_TOGGLE_SHIFT = 270
TIMED_MESSAGE_TIMEOUT = 0.35
MINIMAP_PING_DURATION = 12.0
MINIMAP_PING_SPEEDUP_ON_SCREEN = 2.0
MINIMAP_PING_DELAY_BETWEEN_PINGS = 0.3
DRAG_AND_DROP_SCROLLING_SENSITIVITY = 12.5
GRIDBOX_ELEMENTS_INTERPOLATION_SPEED = 0.5
ARMY_GROUP_PORTRAIT_SPACING = 6
ARMY_GROUP_FIRST_MEMBER_SPACING = 5
ARMY_GROUP_COLLAPSE_EXTRA_SPACING = 5
ARMY_LIST_BOTTOM_PADDING = 165
ARMY_LIST_BOTTOM_PADDING_WITH_EXPEDITIONARIES = 240
MILITARY_FACTORIES_SCALE = {
	1 , 5 , 10
}
FLEET_BOTTOM_BAR_HEIGHT = 110
FLEET_BOTTOM_BAR_PADDING_RIGHT = 110
PICKED_UP_NAVY_OFFSET_X = 26
PICKED_UP_NAVY_OFFSET_Y = -14
TASK_FORCE_ENTRY_OFFSET_Y = -2
TASK_FORCE_COMPOSITION_EDITOR_PADDING_TO_NAVIES_VIEW = 20
FUEL_STOCKPILE_DURATION_MAX = 365
 = *5
SHIP_REFIT_TOOLTIP_MAX_DIFF_LINES = 20
DEFAULT_TASKFORCE_ICON = 6
DEFAULT_FLEET_ICON = 4
DEFAULT_NAVAL_EQUIPMENT_ROLE_ICON = 1
FUEL_GRAPH_COLOR = {
	0.8 , 0.8 , 0.8 0.8 , 0.0 , 0.0 0.0 , 0.8 , 0.0 0.0 , 0.0 , 0.8 0.0 , 0.8 , 0.8 0.8 , 0.8 , 0.0 0.8 , 0.8 , 0.8
}
PRODUCTION_SHIP_FILTERS_ROLE_SELECTION_WINDOW_OFFSET_X = 4
PRODUCTION_SHIP_FILTERS_ROLE_SELECTION_WINDOW_OFFSET_Y = -8
SHIP_FUEL_EFFICIENCY_WARNING_THRESHOLD = 60.0
NAVAL_STRIKE_FORCE_ATTACK_LIKELYHOOD_THR_VERY_LIKELY = 0.8
NAVAL_STRIKE_FORCE_ATTACK_LIKELYHOOD_THR_LIKELY = 0.6
NAVAL_STRIKE_FORCE_ATTACK_LIKELYHOOD_THR_UNLIKELY = 0.3
CONVOY_ESCORT_PRESENCE_WARNING_THRESHOLD = 0.95
MISSION_PATROL_SOFT_REQ_THRESHOLD_SURFACE_DETECTION = 22
MISSION_PATROL_SOFT_REQ_THRESHOLD_SPEED = 30
MISSION_PATROL_SOFT_REQ_THRESHOLD_SURFACE_VISIBILITY = 1.4
MISSION_CONVOY_ESCORT_SOFT_RE
# ... (truncated)
### Entity: Idea
Component: MEX_hispanic_culture
Constructs: removal_cost, send_volunteers_tension, send_volunteer_divisions_required, mobilization_speed
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_hispanic_culture = {
	name = MEX_hispanic_culture
	picture = generic_morale_bonus
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		lend_lease_tension = -1
		send_volunteers_tension = -1
		send_volunteer_divisions_required = -0.6
		mobilization_speed = 0.1
	}
}
### Entity: Idea
Component: MEX_church_power_4
Constructs: removal_cost
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_church_power_4 = {
	name = MEX_church_power_4
	picture = chi_war_of_resistance3
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.08
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_german_hegemony_in_the_middle_east
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, add_country_leader_trait, is_ally_with, is_guaranteed_by
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_german_hegemony_in_the_middle_east
	icon = {
		GFX_focus_GER_german_hegemony_in_the_middle_east_demcoratic = {
			has_government = democratic
		}
		GFX_focus_GER_german_hegemony_in_the_middle_east_neutrality = yes
	}
	prerequisite = {
		focus = GER_conquer_italy GER_european_confederation GER_align_italy GER_prepare_italian_coup_ww
	}
	mutually_exclusive = {
		focus = GER_bring_turkey_into_the_fold
	}
	x = -1
	y = 1
	relative_position_id = GER_align_italy
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		IF = {
			limit = {
				has_government = neutrality
			}
			add_country_leader_trait = GER_sword_of_islam_trait
		} {
			limit = {
				TUR = {
					exists = yes
					NOT = {
						is_ally_with = ROOT
					} {
						is_guaranteed_by = ROOT
					} {
						has_non_aggression_pact_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = TUR
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		every_other_country = {
			limit = {
				any_controlled_state = {
					OR = {
						region = 129 28 232 237 196 236 238 240 116 239 241
					}
				}
				capital_scope = {
					NOT = {
						OR = {
							region = 129 28 232 237 196 236 238 240 116 239 241
						}
					}
				}
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_guaranteed_by = ROOT
				} {
					has_non_aggression_pact_with = ROOT
				} {
					GER = {
						has_wargoal_against = PREV
					}
				}
			}
			ROOT = {
				create_wargoal = {
					type = liberate_wargoal
					target = PREV
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt GER_sway_the_middle_east_decisions_tt
	}
}
### Entity: Unit Template
Component: RAJ_BC_HISTORICAL
Source: game
File: common/units/names_ships/RAJ_ship_names.txt

Code:
RAJ_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		RAJ
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = HMIS 
	fallback_name = Battlecruiser %s
	unique = {
		India Raj Empress Emperor Hindustan Revenge Retribution Vengeance Nemesis
	}
}
### Entity: Character
Component: VIN_ngo_dinh_diem
Source: game
File: common/characters/VIN.txt

Code:
VIN_ngo_dinh_diem = {
	name = VIN_ngo_dinh_diem
	portraits = {
		civilian = {
			large = GFX_portrait_Ngo_Đinh_Diem
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			the_vietnamese_third_way
		}
		expire = 1960.1.1.1
		id = -1
	}
}
### Entity: Misc Config
Component: china_core_states_controlled_by_faction_leader_ideology
Constructs: has_government, limit, is_core_of
Source: game
File: common/collections/collections.txt

Code:
china_core_states_controlled_by_faction_leader_ideology = {
	input = game:scope
	operators = {
		 = faction_members controlled_states
		limit = {
			OR = {
				is_core_of = CHI PRC
			}
			controller = {
				faction_leader = {
					has_government = PREV
				}
			}
		}
	}
	name = COLLECTION_CHINA_CORE_STATES_CONTROLLED_BY_FACTION_LEADER_IDEOLOGY
}
### Entity: Idea
Component: BUL_defender_of_the_balkans
Constructs: is_subject_of, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_defender_of_the_balkans = {
	picture = YUG_federal_defense_council
	allowed = {
		always = no
	}
	allowed_civil_war = {
		is_subject_of = BUL
	}
	removal_cost = -1
	modifier = {
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
		production_speed_bunker_factor = 0.1
		production_speed_coastal_bunker_factor = 0.1
		production_speed_radar_station_factor = 0.1
		production_speed_naval_base_factor = 0.1
		production_speed_air_base_factor = 0.1
	}
}