Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: POL_stanislaw_pawluc
Source: game
File: common/characters/POL.txt

Code:
POL_stanislaw_pawluc = {
	name = POL_stanislaw_pawluc
	portraits = {
		army = {
			small = GFX_idea_POL_stanislaw_pawluc
		}
	}
	advisor = {
		slot = high_command
		idea_token = POL_stanislaw_pawluc
		ledger = air
		allowed = {
			original_tag = POL
		}
		traits = {
			air_air_superiority_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Country History
Country: LIE
Component: LIE_politics
Constructs: set_stability, add_ideas, set_politics, set_popularities
Source: game
File: history/countries/LIE - LICH.txt

Code:
# Politics & Parties for LIE
add_ideas = {
	neutrality_idea disarmed_nation
}
set_politics = {
	ruling_party = neutrality
	last_election = 1935.6.9
	election_frequency = 12
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
set_stability = 0.95
### Entity: Idea
Component: PRC_first_ministry_of_machine_building_material
Constructs: has_completed_focus, removal_cost, research_bonus
Source: game
File: common/ideas/prc.txt

Code:
PRC_first_ministry_of_machine_building_material = {
	allowed = {
		tag = PRC
	}
	available = {
		has_completed_focus = PRC_ndcprc
	}
	picture = generic_electronics_concern_1
	cost = 150
	removal_cost = 10
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
}
### Entity: Order of Battle
Component: Nederlands-Indië Marine
Source: game
File: history/units/HOL_1939_naval_legacy.txt

Code:
fleet = {
	name = Nederlands-Indië Marine
	naval_base = 7381
	task_force = {
		name = Nederlands-Indië Eskader
		location = 7381
		ship = {
			name = HrMs Soerabaja
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Tromp
			definition = light_cruiser
			equipment = {
				light_cruiser_3 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs De Ruyter
			definition = light_cruiser
			equipment = {
				light_cruiser_2 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Java
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Sumatra
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Van Ghent
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Evertsen
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Kortenaer
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Piet Hein
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Witte de With
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Banckert
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Van Nes
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = HOL
				}
			}
		}
	} {
		name = Nederlands-Indië Onderzeeboot Smaldeel
		location = 13403
		ship = {
			name = HrMs K-VII
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs K-VIII
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs K-X
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs K-XVII
			definition = submarine
			equipment = {
				submarine_1 = {
					amo
# ... (truncated)
### Entity: Idea
Component: SAF_cheap_labor_2
Constructs: industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/south_africa.txt

Code:
SAF_cheap_labor_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		industrial_capacity_factory = 0.03
		industrial_capacity_dockyard = 0.03
		consumer_goods_factor = -0.1
		conscription_factor = -0.05
	}
}
### Entity: Character
Component: manikongo_of_kongo
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
manikongo_of_kongo = {
	random = no
	sprite = 13
	neutrality_drift = 0.05
	army_core_defence_factor = 0.1
	political_power_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Scripted Effect
Component: EAI_PC_build_air_facility
Constructs: limit, has_country_flag, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_build_air_facility = {
	set_temp_variable = {
		_project_building_type = global.EAI_PC_AFACILITY
	} {
		_project_type_id = @EAI_PC_build_air_facility_TYPE_ID
	} {
		_project_priority = @EAI_PC_build_air_facility_PRIO
	} {
		_project_cancel_unbuildable = 1
	}
	EAI_PC_build_air_facility_STRATEGIES = yes
	if = {
		limit = {
			check_variable = {
				EAI_PC_build_air_facility_STRATEGIES = 1
			} {
				queued_type_num_ = < 1
			}
			set_temp_variable = {
				_get_queued_num_building_type = _project_building_type
			}
			EAI_PC_get_total_queued_num = yes
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_construction_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_PC_build_air_facility
		} {
			limit = {
				check_variable = {
					EAI_has_air_facility_scores = 0
				}
			}
			EAI_get_air_facility_scores = yes
		}
		for_each_scope_loop = {
			array = EAI_air_facility_scores
			if = {
				limit = {
					EAI_PC_can_build_project = yes
					NOT = {
						EAI_PC_has_same_type_project_here = yes
					}
				}
				EAI_PC_start_project = yes
				set_temp_variable = {
					break = 1
				}
			}
		}
	}
	EAI_PC_clear_project_inputs = yes
}
### Entity: Scripted Effect
Component: EAI_MAP_pacific_islands_theatre
Constructs: limit, clear_array, every_state, is_on_continent, add_to_array
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_pacific_islands_theatre = {
	clear_array = EAI_MAP_pacific_islands_theatre
	every_state = {
		limit = {
			OR = {
				region = 79 106 218 118 105 172 95 180 97 178 179 84 94 83 167 78 188 73 72 75 187 159 80 160 154 90 158 91 83
			}
			NOT = {
				is_on_continent = australia
			}
		}
		add_to_array = {
			global.EAI_MAP_pacific_islands_theatre = THIS.id
		}
	}
}
### Entity: Decision
Component: USA_war_plan_blue_cat
Constructs: has_completed_focus, army_defence_factor, division_template, add_equipment_to_stockpile, has_war, limit, war_support_factor, has_country_flag
Source: game
File: common/decisions/r56_USA_decisions.txt

Code:
USA_war_plan_blue_cat = {
	r56_USA_unite_congress = {
		icon = generic_political_discourse
		cost = 25
		days_remove = 30
		allowed = {
			original_tag = USA
		}
		available = {
			has_completed_focus = USA_war_plan_blue
			congress_low_support_trigger = yes
			any_state = {
				is_core_of = ROOT
				NOT = {
					is_controlled_by = ROOT
				}
			}
		}
		visible = {
			has_completed_focus = USA_war_plan_blue
		}
		fire_only_once = yes
		remove_effect = {
			USA_congress_large_support = yes
		}
	}
	r56_USA_sieze_cilivian_firearms = {
		icon = generic_prepare_civil_war
		ai_hint_pp_cost = 25
		custom_cost_trigger = {
			command_power = > 24
			has_political_power = > 24
		}
		custom_cost_text = decision_cost_CP_25_pp_25
		days_remove = 30
		allowed = {
			original_tag = USA
		}
		available = {
			has_completed_focus = USA_war_plan_blue
			congress_low_support_trigger = yes
			any_state = {
				is_core_of = ROOT
				NOT = {
					is_controlled_by = ROOT
				}
			}
		}
		visible = {
			has_completed_focus = USA_war_plan_blue
		}
		fire_only_once = yes
		modifier = {
			war_support_factor = -0.05
		}
		remove_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 1400
				producer = ROOT
			}
		}
	}
	r56_USA_desperate_measures = {
		icon = GFX_decision_generic_military
		ai_hint_pp_cost = 25
		custom_cost_trigger = {
			command_power = > 24
			has_political_power = > 24
		}
		custom_cost_text = decision_cost_CP_25_pp_25
		days_remove = 30
		allowed = {
			original_tag = USA
		}
		available = {
			has_completed_focus = USA_war_plan_blue
			congress_low_support_trigger = yes
			any_state = {
				is_core_of = ROOT
				NOT = {
					is_controlled_by = ROOT
				}
			}
		}
		visible = {
			has_completed_focus = USA_war_plan_blue
		}
		fire_only_once = yes
		modifier = {
			minimum_training_level = -0.1
			org_loss_when_moving = -0.1
		}
		remove_effect = {
			custom_effect_tooltip = r56_USA_desperate_measures_tt
			set_country_flag = r56_usa_desperate_measures_flag
		}
	}
	USA_staggered_retreat = {
		icon = GFX_decision_generic_military
		ai_will_do = {
			base = 0.5
		}
		allowed = {
			original_tag = USA
		}
		available = {
			surrender_progress = > 0.05
			hidden_trigger = {
				has_country_flag = r56_usa_desperate_measures_flag
			}
		}
		visible = {
			has_country_flag = r56_usa_desperate_measures_flag
		}
		ai_hint_pp_cost = 15
		cus
# ... (truncated)
### Entity: Event
Component: mtg_news.21
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.21
	title = mtg_news.21.t
	desc = mtg_news.21.desc
	picture = GFX_news_event_generic_sign_treaty2
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.21.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.21.b
		trigger = {
			original_tag = GER
		}
	} {
		name = mtg_news.21.c
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				original_tag = GER
			}
		}
	}
}
### Entity: Character
Component: GNB_aa2
Source: game
File: common/characters/GNB.txt

Code:
GNB_aa2 = {
	advisor = {
		slot = high_command
		idea_token = GNB_aa2
		ledger = army
		allowed = {
			original_tag = GNB
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Event
Component: siam.35
Constructs: is_triggered_only, has_completed_focus, limit, fire_only_once, add_dynamic_modifier, add_to_variable, set_variable
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.35
	title = siam.35.t
	desc = siam.35.desc
	picture = GFX_report_event_japanese_siam_politicians
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = siam.35.a
		add_dynamic_modifier = {
			modifier = idea_SIA_printing_money
		}
		add_to_variable = {
			SIA_printing_money_consumer_goods_factor = 0.05
			tooltip = consumer_goods_factor_tt
		}
		JAP = {
			add_dynamic_modifier = {
				modifier = idea_SIA_printing_money_JAP
			}
			add_to_variable = {
				SIA_printing_money_JAP_industrial_capacity_factory = 0.05
				tooltip = industrial_capacity_factory_tt
			}
		}
		hidden_effect = {
			if = {
				limit = {
					has_completed_focus = SIA_thai_rice_company
				}
				set_variable = {
					var = idea_SIA_printing_money_monthly_change
					value = 0.005
				}
			}
			else = {
				set_variable = {
					var = idea_SIA_printing_money_monthly_change
					value = 0.01
				}
			}
		}
		custom_effect_tooltip = {
			localization_key = SIA_printing_money_monthly_increase_set
			VALUE = [?idea_SIA_printing_money_monthly_change]
		}
	}
}
### Entity: Idea
Component: FIN_commitment_from_construction_workers
Constructs: removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_commitment_from_construction_workers = {
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		industry_free_repair_factor = 1
		industry_repair_factor = 0.5
		consumer_goods_factor = -0.1
	}
}
### Entity: Event
Component: naw_norway.81
Constructs: is_triggered_only, limit, add_political_power, set_state_name, is_core_of, add_core_of, remove_core_of
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.81
	title = naw_norway.81.t
	desc = naw_norway.81.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = naw_norway.81.a
		100 = {
			set_state_name = Island
		} {
			if = {
				limit = {
					NOT = {
						is_core_of = ROOT
					}
				}
				add_core_of = ROOT
			} {
				limit = {
					is_core_of = DEN
				}
				remove_core_of = DEN
			}
		}
		add_political_power = 30
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_enhanced_training
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_enhanced_training
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = SWI_prolonged_service
	}
	x = 0
	y = 1
	relative_position_id = SWI_prolonged_service
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_SWI_MILITARY_READINESS
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SWI_upgrade_template_and_divisions = yes
		SWI_mr_high_increase = yes
		SWI_max_mr_medium_increase = yes
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_cooperation_with_the_ussr
Constructs: prerequisite, has_government, has_war_with, completion_reward, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_cooperation_with_the_ussr
	icon = GFX_focus_generic_stalinist_industry
	cost = 5
	relative_position_id = CZE_gottwald_faction
	x = 0
	y = 2
	prerequisite = {
		focus = CZE_gottwald_faction CZE_kohler_faction
	} {
		focus = CZE_nationalize_key_industries
	}
	mutually_exclusive = {
		focus = CZE_ally_with_moderate_socialists
	}
	dynamic = yes
	available = {
		SOV = {
			exists = yes
			has_government = communism
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		SOV = {
			OR = {
				exists = no
				NOT = {
					has_government = communism
				}
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		swap_ideas = {
			add_idea = CZE_widespread_nationalization
			remove_idea = CZE_nationalized_key_industries
		}
	}
}
### Entity: Character
Component: socialist_economist
Source: game
File: common/country_leader/00_traits.txt

Code:
socialist_economist = {
	sprite = 10
	random = no
	consumer_goods_factor = -0.1
	production_factory_max_efficiency_factor = 0.05
}
### Entity: Idea
Component: CHI_hyper_inflation_2
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_hyper_inflation_2 = {
	picture = chi_hyper_inflation2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.2
		industrial_capacity_factory = -0.1
	}
}
### Entity: Country History
Country: WAF
Component: WAF_misc
Constructs: limit, set_technology, set_convoys, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/WAF - Cingdom of Cat.txt

Code:
# Misc for WAF
capital = 678
set_convoys = 10
set_research_slots = 4
set_grand_doctrine = new_strategic_destruction mass_assault new_fleet_in_being
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		iw_small_airframe = 1
		iw_medium_airframe = 1
		iw_large_airframe = 1
		engines_1 = 1
		aa_lmg = 1
		early_bombs = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
			fighter1 = 1
			early_bomber = 1
			tactical_bomber1 = 1
			strategic_bomber1 = 1
			CAS1 = 1
			naval_bomber1 = 1
		}
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
### Entity: Character
Component: mico_titi_designer
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
mico_titi_designer = {
	random = no
	equipment_bonus = {
		light_tank_chassis = {
			maximum_speed = 0.05
			reliability = 0.1
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_invest_anti_air
Constructs: has_completed_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_invest_anti_air
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = POL_plan_west
	}
	x = 2
	y = 1
	relative_position_id = POL_plan_west
	cost = 10
	available = {
		NOT = {
			has_completed_focus = POL_complete_plan_west
		}
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = POL_invest_anti_air
			bonus = 0.5
			uses = 3
			category = cat_anti_air
		}
	}
}
### Entity: State History
Component: 196
Constructs: add_core_of
Source: game
File: history/states/196-Kherson.txt

Code:
state = {
	id = 196
	name = STATE_196
	manpower = 728363
	state_category = rural
	resources = {
		chromium = 15
	}
	history = {
		owner = SOV
		add_core_of = SOV UKR CRI
		victory_points = {
			721 1
		}
		buildings = {
			infrastructure = 3
			air_base = 3
		}
	}
	provinces = {
		568 721 737 767 3573 6771 9712 11715
	}
	local_supplies = 0.0
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_focus_on_synthetic_processing
Constructs: shared_focus, prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_focus_on_synthetic_processing
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = GEN_reveal_mineral_wealth
	} {
		focus = GEN_new_schools_and_modern_teaching
	}
	x = -2
	y = 1
	relative_position_id = GEN_reveal_mineral_wealth
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_RESOURCES
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	available = {
		num_of_controlled_states = > 0
		has_tech = synth_oil_experiments
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = JAP_coal_liquification
			bonus = 1
			uses = 1
			category = synth_resources
		}
	}
}
### Entity: Idea
Component: idea_RAJ_partition_chaos_bad
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_partition_chaos_bad = {
	picture = RAJ_partition_chaos_bad
	modifier = {
		stability_weekly = -0.02
		war_support_weekly = -0.02
		compliance_growth = -0.15
		resistance_target = 0.4
	}
}
### Entity: Idea
Component: WES_ncs
Source: game
File: common/ideas/western_sahara.txt

Code:
WES_ncs = {
	ledger = navy
	picture = generic_navy_african_2
	allowed = {
		original_tag = WES
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: BOS_acr
Source: game
File: common/ideas/bosnia.txt

Code:
BOS_acr = {
	picture = generic_air_europe_3
	allowed = {
		original_tag = BOS
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: CHL_juan_gomez_millas
Constructs: has_completed_focus, has_country_leader
Source: game
File: common/characters/CHL.txt

Code:
CHL_juan_gomez_millas = {
	name = CHL_juan_gomez_millas
	portraits = {
		civilian = {
			large = GFX_portrait_CHL_juan_gomez_millas
			small = GFX_portrait_CHL_juan_gomez_millas_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_juan_gomez_millas
		allowed = {
			original_tag = CHL
		}
		available = {
			has_completed_focus = CHL_commence_the_counter_revolution
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = CHL_juan_gomez_millas
				}
			}
		}
		visible = {
			has_completed_focus = CHL_commence_the_counter_revolution
			NOT = {
				OR = {
					has_completed_focus = CHL_endorse_the_constitution CHL_look_to_tradition
				}
			}
		}
		traits = {
			harsh_propagandist
		}
	}
}
### Entity: AI Strategy
Component: r56_GER_market_management_for_SA_before_1937_ARG
Constructs: has_completed_focus, has_war, has_government, has_country_leader_with_trait
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
r56_GER_market_management_for_SA_before_1937_ARG = {
	allowed = {
		original_tag = GER
	}
	enable = {
		ROOT = {
			has_government = fascism
			has_war = no
			NOT = {
				has_completed_focus = GER_demand_sudetenland
			}
		}
		ARG = {
			has_country_leader_with_trait = nationalistic_tendencies
		}
		date = < 1937.5.5
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = ARG
		target = market_access_rights
		value = 50
	} {
		type = equipment_market_trade_desire
		id = ARG
		value = 75
	} {
		type = support
		id = ARG
		value = 10
	}
}
### Entity: Character
Component: SHX_sun_li
Source: game
File: common/characters/SHX.txt

Code:
SHX_sun_li = {
	name = SHX_sun_li
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_1
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = SHX_sun_li
		allowed = {
			original_tag = SHX
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_long_range_aircraft
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_long_range_aircraft
	icon = GFX_SOV_long_range_aircraft_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_increase_aircraft_production SOV_intensify_pilot_training_program
	}
	x = 0
	y = 1
	relative_position_id = SOV_intensify_pilot_training_program
	cost = 10
	mutually_exclusive = {
		focus = SOV_ground_support
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_variable = {
			SOV_soviet_airforce_strategic_bomb_visibility = -0.1
		}
		custom_effect_tooltip = SOV_long_range_aircraft_ns_tt
		add_tech_bonus = {
			name = SOV_long_range_aircraft
			bonus = 0.75
			uses = 2
			category = cat_heavy_fighter tactical_bomber cat_strategic_bomber
		}
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_mimic_the_marine_nationale
Constructs: prerequisite, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_mimic_the_marine_nationale
	icon = GFX_goal_generic_navy_cruiser
	cost = 10
	prerequisite = {
		focus = FRI_focus_on_the_vietnamese_ports
	}
	x = 1
	y = 3
	relative_position_id = FRI_invite_investors_to_kouang_tcheou_wan
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			uses = 1
			category = cl_tech ca_tech
		} {
			name = capital_ships_bonus
			bonus = 1
			uses = 1
			category = bb_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Construct: invasion_preparation
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## invasion_preparation

* Number with 1 decimal places
* **Categories**: naval, unit_leader