Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: FRA_respect_monroe_doctine_even_if_evil_people_are_eating_latin_america_HAI
Constructs: has_government, is_ai
Source: game
File: common/ai_strategy/r56_FRA.txt

Code:
FRA_respect_monroe_doctine_even_if_evil_people_are_eating_latin_america_HAI = {
	allowed = {
		original_tag = FRA
	}
	enable = {
		threat = < 0.8
		FRA = {
			has_government = democratic
		}
		country_exists = HAI USA
		USA = {
			has_government = democratic
		}
		HAI = {
			AND = {
				is_ai = yes
				has_government = democratic
			}
		}
	}
	abort = {
		NOT = {
			country_exists = HAI
		}
	}
	ai_strategy = {
		type = befriend
		id = HAI
		value = -1500
	} {
		type = alliance
		id = HAI
		value = -150
	} {
		type = diplo_action_desire
		id = HAI
		target = guarantee
		value = -20
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_stockholm_paris_agreement
Constructs: prerequisite, completion_reward, is_subject_of, add_claim_by
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_stockholm_paris_agreement
	icon = GFX_goal_ENG_prevent_a_continental_hegemony
	prerequisite = {
		focus = SWE_swedish_french_ties
	}
	mutually_exclusive = {

	}
	relative_position_id = SWE_swedish_french_ties
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	bypass = {
		OR = {
			GER = {
				is_subject_of = SWE FRA
				exists = no
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = SWE_divide_germany_france_tt
		hidden_effect = {
			923 = {
				add_claim_by = FRA
			}
			42 = {
				add_claim_by = FRA
			}
			922 = {
				add_claim_by = FRA
			}
			989 = {
				add_claim_by = FRA
			}
			51 = {
				add_claim_by = FRA
			}
			998 = {
				add_claim_by = SWE
			}
			58 = {
				add_claim_by = SWE
			}
			61 = {
				add_claim_by = SWE
			}
			62 = {
				add_claim_by = SWE
			}
			63 = {
				add_claim_by = SWE
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: KMT_powerful_blueshirts2
Constructs: stability_factor, has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_powerful_blueshirts2 = {
	removal_cost = -1
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				has_government = neutrality fascism
			}
		}
	}
	modifier = {
		stability_factor = -0.15
		political_power_factor = 0.05
		fascism_drift = 0.02
		resistance_damage_to_garrison = -0.25
		land_reinforce_rate = 0.02
	}
}
### Entity: Character
Component: DAH_aa2
Source: game
File: common/characters/DAH.txt

Code:
DAH_aa2 = {
	advisor = {
		slot = high_command
		idea_token = DAH_aa2
		ledger = army
		allowed = {
			original_tag = DAH
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Scripted Trigger
Component: AST_random_democratic_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/AST_scripted_triggers.txt

Code:
AST_random_democratic_ai = {
	OR = {
		has_country_flag = AST_RANDOM_DEMOCRATIC_TAOG_AI
		has_game_rule = {
			rule = AST_AI_BEHAVIOR
			option = DEMOCRATIC_TAOG
		}
	}
}
### Entity: Idea
Component: JAP_day_of_infamy_2
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_day_of_infamy_2 = {
	name = JAP_day_of_infamy
	picture = generic_japanese_conflict
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	on_remove = {

	}
	modifier = {
		repair_speed_factor = -0.1
		navy_anti_air_attack_factor = -0.2
	}
	targeted_modifier = {
		tag = JAP
		spotting_chance_against = -0.25
		navy_capital_ship_attack_factor_against = -0.25
	}
}
### Entity: Doctrine
Component: rangers_2
Constructs: xp_cost, has_tech, has_dlc, unlock_subunit
Source: game
File: common/doctrines/subdoctrines/special_forces/special_forces_subdoctrines.txt

Code:
rangers_2 = {
	track = {
		special_forces_first special_forces_second
	}
	name = SUBDOCTRINE_RANGERS_2
	description = SUBDOCTRINE_RANGERS_2_DESC
	icon = GFX_rangers_jungle_training_medium
	xp_cost = 60
	xp_type = army
	xor = {
		rangers_1
	}
	mastery = {
		multiplier = 6
		categories = {
			category_rangers
		}
	}
	available = {
		has_tech = rangers_tech
	}
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 25
			OR = {
				original_tag = SIA RAJ BRM
			}
		}
	}
	effect = {
		unlock_subunit = rangers_support
	}
	rangers_special_forces_contribution_factor = -0.25
	ranger_battalion = {
		acclimatization_hot_climate_gain_factor = 0.25
		jungle = {
			attack = 0.1
			defence = 0.1
			movement = 0.05
		}
	}
	rewards = {
		reward_1 = {
			mastery = 60
			rangers_support = {
				jungle = {
					attack = 0.05
					defence = 0.05
					movement = 0.05
				}
				forest = {
					attack = 0.05
					defence = 0.05
					movement = 0.05
				}
			}
		}
		reward_2 = {
			mastery = 60
			category_rangers = {
				soft_attack = 0.1
				defense = 0.1
				max_organisation = 5
			}
		}
		reward_3 = {
			mastery = 60
			ranger_battalion = {
				supply_consumption = -0.03
			}
			special_forces_no_supply_grace = 36
		}
		reward_4 = {
			mastery = 60
			special_forces_training_time_factor = -0.1
			rangers_special_forces_contribution_factor = -0.25
		}
		reward_5 = {
			mastery = 60
			special_forces_attack_factor = 0.1
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_the_central_role_of_artillery_citadels
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_to_variable, add_dynamic_modifier
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_the_central_role_of_artillery_citadels
	icon = GFX_goal_generic_railway_artillery
	x = -1
	y = 2
	relative_position_id = CZE_complete_the_shift_towards_static_defence
	available = {
		has_full_control_of_state = 69 74 75 9
	}
	bypass = {
		NOT = {
			AND = {
				has_full_control_of_state = 69 74 75 9
			}
		}
	}
	cost = 14.3
	prerequisite = {
		focus = CZE_complete_the_shift_towards_static_defence
	}
	completion_reward = {
		custom_effect_tooltip = CZE_modify_bm_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_bm_army_core_defence_factor = 0.1
			tooltip = army_core_defence_factor_tt
		} {
			CZE_bm_max_planning_factor = 0.1
			tooltip = max_planning_factor_tt
		}
		69 = {
			add_dynamic_modifier = {
				modifier = r56_grunwald
				scope = CZE
			}
		}
		9 = {
			add_dynamic_modifier = {
				modifier = r56_stachelberg
				scope = CZE
			}
		}
		74 = {
			add_dynamic_modifier = {
				modifier = r56_dobrosov
				scope = CZE
			}
		}
		75 = {
			add_dynamic_modifier = {
				modifier = r56_berghohe
				scope = CZE
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Character
Component: SLV_leon_rupnik
Source: game
File: common/characters/SLV_cha.txt

Code:
SLV_leon_rupnik = {
	name = SLV_leon_rupnik
	portraits = {
		army = {
			small = GFX_portrait_SLV_leon_rupnik_army_small
			large = gfx/leaders/SLV/SLV_leon_rupnik.png
		}
	}
	field_marshal = {
		desc = SLV_leon_rupnik_army_chief_desc
		traits = {
			career_officer inflexible_strategist
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
	}
}
### Entity: Game Data
Component: burgundian_circle
Constructs: has_completed_focus, limit, owns_state, has_any_custom_difficulty_setting, has_global_flag
Source: game
File: common/achievements/rt56-achievements.txt

Code:
burgundian_circle = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = BEL
	}
	happened = {
		if = {
			limit = {
				has_global_flag = bel_dlc_focus_tree
			}
			has_completed_focus = BEL_burgundy_rising
		}
		else = {
			has_completed_focus = BEL_burgundian_circuit
		}
		owns_state = 17
	}
}
### Entity: Country History
Country: SKK
Component: SKK_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SKK - Sikkim.txt

Code:
# Politics & Parties for SKK
set_politics = {
	ruling_party = neutrality
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 30
	communism = 5
	neutrality = 60
	fascism = 5
}
### Entity: Character
Component: SEN_ncs
Source: game
File: common/characters/SEN.txt

Code:
SEN_ncs = {
	advisor = {
		slot = high_command
		idea_token = SEN_ncs
		ledger = navy
		allowed = {
			original_tag = SEN
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_destroy_pacific_colonialism
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_destroy_pacific_colonialism
	icon = GFX_focus_INS_liberate_malaya
	available = {

	}
	prerequisite = {
		focus = INS_enact_militarism
	}
	mutually_exclusive = {

	}
	x = 2
	y = 2
	relative_position_id = INS_enact_militarism
	cost = 10
	will_lead_to_war_with = ENG MAL
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = INS_retake_lost_british_states_tt
		hidden_effect = {
			INS_refresh_malaya_controllers = yes
		}
	}
}
### Entity: Idea
Component: SWE_sverige_forst
Constructs: war_support_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_sverige_forst = {
	picture = SWE_folkhemmet_icon
	removal_cost = -1
	modifier = {
		fascism_drift = 0.03
		stability_weekly = 0.005
		war_support_factor = 0.2
		political_power_factor = 0.15
	}
}
### Entity: Decision
Component: form_nation_mod_category
Constructs: limit, every_country, has_country_flag, fire_only_once, is_subject, is_owned_and_controlled_by, has_idea, is_core_of
Source: game
File: common/decisions/r56_recruit_generals_decisions.txt

Code:
form_nation_mod_category = {
	AUS_try_to_recruit_hungarian_officers = {
		allowed = {
			OR = {
				original_tag = AUS CRO CZE SLO
			}
		}
		icon = generic_army_support
		available = {
			is_subject = no
			43 = {
				is_owned_and_controlled_by = ROOT
			}
			HUN = {
				exists = no
			}
			NOT = {
				has_idea = generic_recent_army_unification
			}
		}
		cost = 80
		days_remove = 40
		fire_only_once = yes
		visible = {
			43 = {
				is_core_of = ROOT
			}
			has_civil_war = no
		}
		complete_effect = {
			custom_effect_tooltip = recruit_generals_tooltip
		}
		remove_effect = {

		}
		ai_will_do = {
			factor = 50
		}
	}
	AUS_try_to_recruit_austrian_officers = {
		allowed = {
			OR = {
				original_tag = HUN CRO CZE SLO
			}
		}
		icon = generic_army_support
		available = {
			is_subject = no
			43 = {
				is_owned_and_controlled_by = ROOT
			}
			AUS = {
				exists = no
			}
			NOT = {
				has_idea = generic_recent_army_unification
			}
		}
		cost = 80
		days_remove = 40
		fire_only_once = yes
		visible = {
			43 = {
				is_core_of = ROOT
			}
			has_civil_war = no
		}
		complete_effect = {
			custom_effect_tooltip = recruit_generals_tooltip
		}
		remove_effect = {

		}
		ai_will_do = {
			factor = 50
		}
	}
	AUS_try_to_recruit_croat_officers = {
		allowed = {
			OR = {
				original_tag = AUS HUN CZE SLO
			}
		}
		icon = generic_army_support
		available = {
			is_subject = no
			109 = {
				is_owned_and_controlled_by = ROOT
			}
			CRO = {
				exists = no
			}
			NOT = {
				has_idea = generic_recent_army_unification
			}
		}
		visible = {
			109 = {
				is_core_of = ROOT
			}
			has_civil_war = no
		}
		cost = 80
		days_remove = 40
		fire_only_once = yes
		complete_effect = {
			custom_effect_tooltip = recruit_generals_tooltip
		}
		remove_effect = {

		}
		ai_will_do = {
			factor = 50
		}
	}
	AUS_try_to_recruit_czech_officers = {
		allowed = {
			OR = {
				original_tag = AUS CRO HUN SLO
			}
		}
		icon = generic_army_support
		available = {
			is_subject = no
			9 = {
				is_owned_and_controlled_by = ROOT
			}
			CZE = {
				exists = no
			}
			NOT = {
				has_idea = generic_recent_army_unification
			}
		}
		visible = {
			NOT = {
				has_country_flag = CZE_annexed_peacefully
			}
		} {
			9 = {
				is_core_of = ROOT
			}
			has_civil_war = no
		}
		cost = 80
		days_remove = 40
		fire_only_once = yes
		complete_effect = {
			custom_effect_tooltip = r
# ... (truncated)
### Entity: National Focus
Tree: sov_focus
Component: SOV_article_124
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_article_124
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = SOV_beaten_but_not_defeated
	}
	x = 4
	y = 1
	relative_position_id = SOV_beaten_but_not_defeated
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = SOV_church_power_1
	}
}
### Entity: Name List
Component: YAM
Source: game
File: common/names/00_names.txt

Code:
YAM = {
	male = {
		names = {
			Ervko Igney Iriko Khasavako Koka Myusena Natena Neleyko Noley Nolyako Osi Petrako Serakone Sevtya Vavlya Vesako Keykumuo Kidipte Neriptie Nyage Numatsku Tasi Tubyaku Pitnyl Sagol Tyko Konstantin Yuri Yurii Ruslan Sergey Yuvan Ambal
		}
	}
	female = {
		names = {
			Khoni Evane Savane Yedeyne Dyamaku Munku Tsambu Kyta Anna
		}
	}
	surnames = {
		Vylka Pankov Lapsui Vella Aivseda Nerkagi Vakhrushev Shestalov Sobyanin Dentedie Provodnikov Taz Yenisei Ob
	}
	callsigns = {

	}
}
### Entity: Scripted Trigger
Component: is_literally_china_not_prc
Constructs: is_literally_china_not_prc
Source: game
File: common/scripted_triggers/CHI_scripted_triggers.txt

Code:
is_literally_china_not_prc = {
	OR = {
		original_tag = CHI GXC YUN SHX XSM SIK GDC SND SIC NXM GSM XIC KHM KUM RNG HBC
	}
}
### Entity: Unit Template
Component: equipments
Constructs: is_archetype, maximum_speed, build_cost_ic
Source: game
File: common/units/equipment/artillery.txt

Code:
equipments = {
	artillery_equipment = {
		year = 1934
		is_archetype = yes
		picture = archetype_artillery_equipment
		type = {
			artillery infantry
		}
		group_by = archetype
		interface_category = interface_category_land
		reliability = 0.8
		maximum_speed = 4
		defense = 10
		breakthrough = 6
		hardness = 0
		armor_value = 0
		soft_attack = 25
		hard_attack = 2
		ap_attack = 5
		air_attack = 0
		lend_lease_cost = 4
		build_cost_ic = 3.5
		resources = {
			tungsten = 1
			steel = 2
		}
	}
	artillery_equipment_1 = {
		year = 1934
		archetype = artillery_equipment
		priority = 50
		visual_level = 0
	}
	artillery_equipment_2 = {
		year = 1939
		archetype = artillery_equipment
		parent = artillery_equipment_1
		priority = 50
		visual_level = 1
		defense = 15
		breakthrough = 7
		soft_attack = 30
		build_cost_ic = 4
		resources = {
			tungsten = 1
			steel = 2
		}
	}
	artillery_equipment_3 = {
		year = 1942
		archetype = artillery_equipment
		parent = artillery_equipment_2
		priority = 50
		visual_level = 2
		defense = 18
		breakthrough = 8
		soft_attack = 34
		build_cost_ic = 4.5
		resources = {
			tungsten = 1
			steel = 3
		}
	}
	rocket_artillery_equipment = {
		year = 1940
		is_archetype = yes
		picture = archetype_rocket_artillery_equipment
		type = {
			artillery motorized rocket
		}
		group_by = archetype
		interface_category = interface_category_land
		reliability = 0.8
		maximum_speed = 4
		defense = 12
		breakthrough = 9
		hardness = 0
		armor_value = 0
		soft_attack = 30
		hard_attack = 1
		ap_attack = 2
		air_attack = 0
		build_cost_ic = 4
		resources = {
			tungsten = 2
			steel = 1
		}
	}
	rocket_artillery_equipment_1 = {
		year = 1940
		archetype = rocket_artillery_equipment
		priority = 60
		visual_level = 0
	}
	rocket_artillery_equipment_2 = {
		year = 1943
		archetype = rocket_artillery_equipment
		parent = rocket_artillery_equipment_1
		priority = 60
		visual_level = 1
		defense = 15
		breakthrough = 12
		soft_attack = 38
		build_cost_ic = 5
		resources = {
			tungsten = 2
			steel = 1
		}
	}
	motorized_rocket_equipment = {
		year = 1934
		is_archetype = yes
		picture = archetype_motorized_rocket_equipment
		type = {
			artillery motorized rocket
		}
		group_by = archetype
		interface_category = interface_category_land
		reliability = 0.8
		defense = 15
		breakthrough = 12
		hardness = 0
		armor_value = 0
		soft_attack = 36
		hard_attack = 1
# ... (truncated)
### Entity: National Focus
Tree: sov_focus
Component: SOV_adopt_soviet_policies_old
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_adopt_soviet_policies_old
	text = SOV_adopt_soviet_policies
	icon = GFX_goal_constitution
	prerequisite = {
		focus = SOV_in_the_name_of_the_czar_old
	}
	relative_position_id = SOV_in_the_name_of_the_czar_old
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		add_ideas = SOV_adopt_soviet_policies
	}
}
### Entity: National Focus
Tree: vic_focus
Component: VIC_prosecute_the_losers
Constructs: prerequisite, add_war_support, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/vichy_france.txt

Code:
focus = {
	id = VIC_prosecute_the_losers
	icon = GFX_goal_generic_neutrality_focus
	x = 2
	y = 1
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = VIC_the_national_revolution
	}
	relative_position_id = VIC_the_national_revolution
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
	}
}
### Entity: Idea
Component: SWE_anti_fra_cold_war
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_anti_fra_cold_war = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_war_preparation
	targeted_modifier = {
		tag = FRA
		defense_bonus_against = 0.15
	}
}
### Entity: Unit Template
Component: PAN_CL_HISTORICAL
Source: game
File: common/units/names_ships/PAN_ship_names.txt

Code:
PAN_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		PAN
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = ARP 
	fallback_name = Crucero Ligero %d
	unique = {
		Colón La Chorrera David Penonome Punta Mata
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_on_the_back
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_on_the_back
	icon = GFX_goal_LIE_defence
	mutually_exclusive = {
		focus = LIE_liechtenstein_on_the_offensive
	}
	prerequisite = {
		focus = LIE_form_the_military_budget
	}
	x = 5
	y = 1
	relative_position_id = LIE_form_the_military_budget
	cost = 5
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		add_to_variable = {
			LIE_army_defence_factor = 0.1
		}
		custom_effect_tooltip = LIE_on_the_back_tt
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_greater_commonwealth
Constructs: prerequisite, limit, completion_reward, every_state, is_core_of, add_core_of
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_greater_commonwealth
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = POL_claim_greater_lithuania
	} {
		focus = POL_claim_prussia
	}
	relative_position_id = POL_claim_prussia
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		controls_state = 96 95 94 207 206 204 241 93 199 201 198 202 203 259 193 225 221 226 197 192 242 243 224 205 223 222 220 240 194 137 5 763 67 66 68 63
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					is_core_of = LIT KSH UKR
					state = 96 95 94 207 206 204 241 93 199 201 198 202 203 259 193 225 221 226 197 192 242 243 224 205 223 222 220 240 194 137 5 763 67 66 68 63
				}
			}
			add_core_of = ROOT
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_expand_the_kings_powerbase
Constructs: prerequisite, limit, has_government, add_war_support, add_stability, completion_reward, add_political_power, has_stability
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_expand_the_kings_powerbase
	icon = GFX_focus_AFG_support_king_zahir
	prerequisite = {
		focus = AFG_support_king_zahir
	}
	x = -3
	y = 1
	relative_position_id = AFG_support_king_zahir
	mutually_exclusive = {
		focus = AFG_biding_our_time
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_stability = > 1
			}
			add_stability = -0.05
		}
		else = {
			add_war_support = -0.05
		}
		add_political_power = 100
	}
}
### Entity: Event
Component: israel.99
Constructs: is_triggered_only, has_global_flag
Source: game
File: events/israel.txt

Code:
news_event = {
	id = israel.99
	title = israel.99.t
	desc = {
		trigger = {
			has_global_flag = ISR_treaty_finish_suez_returned
		}
		text = israel.99.d.a
	} {
		trigger = {
			has_global_flag = ISR_treaty_finish_sinai_demilitarized
		}
		text = israel.99.d.b
	} {
		trigger = {
			has_global_flag = ISR_treaty_finish_sinai_returned
		}
		text = israel.99.d.c
	}
	is_triggered_only = yes
	picture = GFX_news_event_generic_sign_treaty2
	major = yes
	option = {
		name = israel.99.a
	}
}
### Entity: Event
Component: peru.7
Constructs: is_triggered_only, add_war_support
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.7
	title = peru.7.t
	desc = peru.7.d
	picture = GFX_report_event_PRU_rio_de_janeiro_announcements
	is_triggered_only = yes
	option = {
		name = peru.7.a
		ECU = {
			add_war_support = 0.2
		}
	}
}
### Entity: Character
Component: army_chief_reform_1
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_reform_1 = {
	sprite = 5
	experience_gain_army = @chief_experience_gain_low
	experience_gain_army_factor = 0.05
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Country History
Country: MIS
Component: MIS_army
Source: game
File: history/countries/MIS - Miskito.txt

Code:
# OOB & Army Setup for MIS
oob = CHL_1936
### Entity: Idea
Component: AUS_language_issue
Constructs: removal_cost, coordination_bonus
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_language_issue = {
	picture = chi_incompetent_officers
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_org_factor = -0.1
		army_morale_factor = -0.05
		coordination_bonus = -0.05
	}
}
### Entity: Modding Documentation
Construct: debug_orders_tree
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## debug_orders_tree
* Aliases: dot
* Not available in release build

Print out debug about orders chain.
### Entity: Event
Component: sweden_sca_unite.6
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_sca_unite.6
	title = sweden_sca_unite.6.t
	desc = sweden_sca_unite.6.d
	is_triggered_only = yes
	option = {
		name = sweden_sca_unite.6.a
		ai_chance = {
			base = 2
		}
		add_political_power = 50
	}
}
### Entity: Order of Battle
Component: air_wing_659
Source: game
File: history/units/ENG_1936_air_legacy.txt

Code:
air_wings = {
	659 = {
		fighter_equipment_0 = {
			owner = ENG
			amount = 24
		}
		CAS_equipment_1 = {
			owner = ENG
			amount = 16
		}
	}
}