Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: lat_focus
Component: LAT_baltic_economic_union
Constructs: prerequisite, limit, add_ideas, completion_reward, is_faction_leader, add_offsite_building, every_other_country, is_baltic_country
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_baltic_economic_union
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = LAT_formalize_baltic_entente
	} {
		focus = LAT_renew_the_constitution
	}
	x = -2
	y = 1
	relative_position_id = LAT_formalize_baltic_entente
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		add_ideas = {
			BALTIC_economic_union_1
		}
		every_other_country = {
			limit = {
				is_baltic_country = yes
				is_in_faction_with = ROOT
			}
			hidden_effect = {
				country_event = BALTIC_entente_events.1
			}
			add_ideas = {
				BALTIC_economic_union_1
			}
		}
	}
}
### Entity: Idea
Component: idea_SIA_defenders_of_constitutional_liberty
Constructs: research_speed_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_defenders_of_constitutional_liberty = {
	picture = generic_constitutional_guarantees
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.15
		research_speed_factor = 0.1
		democratic_drift = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_industrial_complex_factor = 0.05
		political_advisor_cost_factor = -0.2
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_join_the_allies_r56
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, is_major, completion_reward, has_capitulated
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_join_the_allies_r56
	text = ARG_join_the_allies
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = ARG_uk_industrial_coop
	} {
		focus = ARG_uk_naval_coop
	}
	relative_position_id = ARG_uk_industrial_coop
	x = 1
	y = 1
	cost = 10
	available = {
		OR = {
			ENG = {
				NOT = {
					has_war_with = ROOT
				} {
					OR = {
						has_completed_focus = ENG_a_change_in_course ENG_visit_germany
					}
				}
				has_government = democratic
				has_capitulated = no
				is_faction_leader = yes
			}
			any_other_country = {
				is_major = yes
				has_government = democratic
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {
		is_in_faction_with = ENG
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ENG
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = argentina.25
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_german_equipment
Constructs: prerequisite, limit, has_war_with, completion_reward, has_idea, has_dlc
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_german_equipment
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = ETH_ferenghi
	}
	mutually_exclusive = {
		focus = ETH_japanese_assistance
	}
	x = 7
	y = 4
	cost = 10
	available = {
		has_idea = second_italo_ethiopian_war
		NOT = {
			GER = {
				has_war_with = ETH
			}
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		country_event = {
			id = ethiopia.10011
			days = 1
		}
		if = {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			custom_effect_tooltip = available_materiel_manufacturer available_tank_designer
			show_ideas_tooltip = ETH_mauser ETH_henschel
		}
	}
}
### Entity: Event
Component: SEA_warlords.71
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, fire_only_once, is_historical_focus_on, is_ai, add_relation_rule_override, add_ai_strategy
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.71
	title = SEA_warlords.71.t
	desc = SEA_warlords.71.desc
	picture = GFX_report_event_tur_machine_gunners
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_warlords.71.a
		ai_chance = {
			base = 25
			modifier = {
				factor = 0
				is_historical_focus_on = yes
				KHM = {
					is_ai = yes
				}
			}
		}
		add_relation_rule_override = {
			target = KHM
			can_send_volunteers = yes
		}
		hidden_effect = {
			add_ai_strategy = {
				type = send_volunteers_desire
				id = KHM
				value = 100
			} {
				type = protect
				id = KHM
				value = 25
			}
			add_timed_idea = {
				idea = CHI_intervention_for_khm_idea
				days = 364
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -500
				producer = ROOT
			}
			add_manpower = -1000
			custom_effect_tooltip = generic_skip_one_line_tt
			KHM = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 500
					producer = ROOT
				}
				add_manpower = 1000
			}
		}
		FROM = {
			country_event = {
				id = SEA_warlords.72
				hours = 6
			}
		}
	} {
		name = SEA_warlords.71.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = SEA_warlords.73
				hours = 6
			}
		}
	}
}
### Entity: Character
Component: cheap_fighter_manufacturer
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
cheap_fighter_manufacturer = {
	random = no
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.1
			reliability = -0.05
		}
	}
}
### Entity: National Focus
Component: production_effort_2
Constructs: prerequisite, limit, completion_reward, is_in_array, is_subject_of, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = production_effort_2
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = production_effort
	}
	x = 0
	y = 1
	relative_position_id = production_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 6
			original_tag = SIA
		} {
			factor = 5
			is_in_array = {
				array = RAJ.raj_releasables
				value = THIS
			}
			is_subject_of = RAJ
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	complete_tooltip = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: VIN_deploy_the_dan_quan_hoang_gia
Constructs: removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_deploy_the_dan_quan_hoang_gia = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = chi_army_corruption3
	modifier = {
		conscription = 0.02
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_cruiser_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_cruiser_effort
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = BHU_large_navy BHU_flexible_navy
	}
	relative_position_id = BHU_large_navy
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = cl_tech ca_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_ask_for_malvinas
Constructs: prerequisite, owns_state, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_ask_for_malvinas
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = ARG_join_the_allies_r56
	}
	relative_position_id = ARG_join_the_allies_r56
	x = -1
	y = 1
	cost = 2.86
	available = {
		ENG = {
			owns_state = 299
		}
		is_in_faction_with = ENG
	}
	bypass = {
		owns_state = 299
	}
	completion_reward = {
		ENG = {
			country_event = {
				id = argentina.16
			}
		}
	}
}
### Entity: Decision
Component: SWE_obtain_plane_schematics_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_SWE_decision_categories.txt

Code:
SWE_obtain_plane_schematics_category = {
	icon = generic_air
	allowed = {
		original_tag = SWE
	}
	visible = {
		has_completed_focus = SWE_foreign_aircraft_designs
	}
	priority = {
		base = 10
	}
}
### Entity: Character
Component: PER_deposed_shah_trait
Constructs: stability_factor, autonomy_gain
Source: game
File: common/country_leader/goe_traits.txt

Code:
PER_deposed_shah_trait = {
	sprite = 5
	autonomy_gain = 0.1
	stability_factor = 0.1
	ai_will_do = {
		factor = 2
	}
}
### Entity: Idea
Component: JAP_army_faction_tier_2_equal_navy
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_army_faction_tier_2_equal_navy = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		army_fuel_capacity_factor = -0.025
	}
	equipment_bonus = {
		mio_cat_eq_all_infantry_and_support_equipment = {
			build_cost_ic = 0.025
			instant = yes
		}
		mio_cat_eq_all_artillery = {
			build_cost_ic = 0.025
			instant = yes
		}
		mio_cat_eq_only_light_fighter_and_CAS_no_cv = {
			build_cost_ic = 0.025
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_set_up_polish_puppet_state
Constructs: prerequisite, owns_state, has_war_with, completion_reward, add_core_of, release_puppet_on_controlled
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_set_up_polish_puppet_state
	icon = GFX_focus_GRE_a_land_of_mountains
	prerequisite = {
		focus = CZE_negotiate_sphere_of_influence
	}
	cost = 5
	relative_position_id = CZE_negotiate_sphere_of_influence
	x = 0
	y = 1
	available = {
		OR = {
			AND = {
				has_war_with = 88
				 = .owner
				controls_state = 88
			}
			owns_state = 88
		}
	}
	completion_reward = {
		88 = {
			add_core_of = GAL
		}
		release_puppet_on_controlled = GAL
	}
}
### Entity: Scripted Effect
Component: EAI_PC_sort_projects_by_priority
Constructs: limit, has_country_flag, set_temp_variable, clear_temp_array, check_variable, is_in_array, add_to_temp_array, set_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_sort_projects_by_priority = {
	if = {
		limit = {
			has_country_flag = EAI_priority_construction_detailed_logging
		}
		log = [GetYear] [GetMonth] | AI | [PREV.GetName] | PC: EAI_PC_sort_projects_by_priority
	}
	set_temp_variable = {
		_sort_mode = 1
	}
	clear_temp_array = projects_to_be_sorted_pos projects_to_be_sorted_id projects_to_be_sorted_val _sort_projects_by_priority_TYPES
	for_each_loop = {
		array = EAI_PC_queue
		value = _project_id
		if = {
			limit = {
				if = {
					limit = {
						check_variable = {
							_sort_projects_by_priority_TYPES^num = > 0
						}
					}
					is_in_array = {
						_sort_projects_by_priority_TYPES = EAI_PC_building_type^_project_id
					}
				}
				check_variable = {
					EAI_PC_build_time^_project_id = > 0
				}
			}
			add_to_temp_array = {
				projects_to_be_sorted_pos = i
			} {
				projects_to_be_sorted_id = _project_id
			} {
				projects_to_be_sorted_val = EAI_PC_priority^_project_id
			}
		}
	} {
		array = projects_to_be_sorted_pos
		set_variable = {
			EAI_PC_queue^v = projects_to_be_sorted_id^i
		}
	}
	EAI_PC_sort_projects_by_sort_val = yes
}
### Entity: Event
Component: AAT_finland_political.05
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_political.05
	title = AAT_finland_political.05.t
	desc = AAT_finland_political.05.desc
	picture = GFX_report_event_FIN_kallio_president
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_political.05.a
		FIN_ryti_becomes_country_leader = yes
	}
}
### Entity: Event
Component: wtt_britain_lease_azores.3
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/WTT_Britain.txt

Code:
country_event = {
	id = wtt_britain_lease_azores.3
	title = wtt_britain_lease_azores.3.t
	desc = wtt_britain_lease_azores.3.desc
	picture = GFX_report_event_french_british_officers
	is_triggered_only = yes
	option = {
		name = wtt_britain_lease_azores.3.a
		add_opinion_modifier = {
			target = FROM
			modifier = POR_rejected_lease
		}
	}
}
### Entity: Scripted Effect
Component: TUR_agitate_kurdish_state_random_target_effect
Constructs: limit, random_owned_state, has_dynamic_modifier, save_event_target_as, add_resistance, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_agitate_kurdish_state_random_target_effect = {
	custom_effect_tooltip = TUR_agitate_kurdish_state_effect_tt
	hidden_effect = {
		random_owned_state = {
			limit = {
				OR = {
					has_dynamic_modifier = {
						modifier = kurdish_agitation
					} {
						modifier = kurdish_separatism
					} {
						modifier = kurdish_rebellion
					}
				}
			}
			save_event_target_as = TUR_kurdish_state_event_target
		}
		event_target:TUR_kurdish_state_event_target = {
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = kurdish_rebellion
					}
				}
				add_resistance = 20
			}
			else_if = {
				limit = {
					has_dynamic_modifier = {
						modifier = kurdish_separatism
					}
				}
				remove_dynamic_modifier = {
					modifier = kurdish_separatism
				}
				add_dynamic_modifier = {
					modifier = kurdish_rebellion
				}
				add_resistance = -20
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = kurdish_agitation
					}
				}
				remove_dynamic_modifier = {
					modifier = kurdish_agitation
				}
				add_dynamic_modifier = {
					modifier = kurdish_separatism
				}
				add_resistance = -20
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AEquipment.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Equipment.png &#8206;(22 × 18 pixels, file size: 19 KB, MIME type: image/png)
### Entity: Event
Component: new_ger.29
Constructs: is_triggered_only, set_state_owner_to, has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, limit, add_ideas
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.29
	title = new_ger.29.t
	desc = new_ger.29.d
	picture = GFX_report_event_ger_civil_war
	is_triggered_only = yes
	option = {
		name = new_ger.29.a
		effect_tooltip = {
			start_civil_war = {
				keep_all_characters = yes
				ruling_party = communism
				ideology = neutrality
				size = 0.6
				capital = 64
				states = {
					64 61 52 53 54 60 65 66 67 68 62 63 5
				}
			}
		}
		hidden_effect = {
			set_cosmetic_tag = GER_kpd_cosmetic
			delete_unit_template_and_units = {
				division_template = Infantry Division
			} {
				division_template = Division d'Infanterie
			} {
				division_template = Strelkovaya Diviziya
			} {
				division_template = Freikorps Division
			} {
				division_template = SA
			}
			multiply_variable = {
				GER_kpd_civil_war_size = -0.01
			}
			add_to_variable = {
				GER_kpd_civil_war_size = 1
			}
			set_capital = {
				state = 989
			}
			create_dynamic_country = {
				original_tag = GER
				GER = {
					every_controlled_state = {
						limit = {
							NOT = {
								has_state_flag = GER_state_kpd_controlled
							}
						}
						transfer_state_to = PREV.PREV
					}
					transfer_units_fraction = {
						target = PREV
						size = var:GER_kpd_civil_war_size
						keep_unit_leaders_trigger = {
							has_trait = trait_SPA_nationalist_sympathies
						}
					}
				} {
					every_owned_state = {
						limit = {
							NOT = {
								has_state_flag = GER_state_kpd_controlled
							}
						}
						set_state_owner_to = PREV.PREV
					}
				}
				set_popularities = {
					fascism = 10
					neutrality = 60
					democratic = 20
					communism = 10
				}
				set_politics = {
					ruling_party = neutrality
					elections_allowed = no
				}
				hidden_effect = {
					set_cosmetic_tag = GER_provisional_gvt
				}
				every_other_country = {
					limit = {
						original_tag = GER
						has_war_with = ROOT
					}
					declare_war_on = {
						target = PREV
						type = annex_everything
					}
					add_civil_war_target = PREV
				}
				set_country_flag = GER_authoritarian_civil_war_flag GER_operation_valkyre_flag GER_sideline_goerdeler_flag
				set_variable = {
					NRAF_seats = 25
				} {
					DNVP_seats = 60
				} {
					DVP_seats = 15
				} {
					DSTP_seats = 20
				} {
					Zentrum_seats = 65
				} {
					SPD_seats = 70
				} {
					KPD_seats = 25
				} {
					GER_mil_inf = 7
				} {
					GER_mil_opinio
# ... (truncated)
### Entity: Character
Component: CAY_justin_catayee
Source: game
File: common/characters/CAY.txt

Code:
CAY_justin_catayee = {
	name = Justin Catayée
	portraits = {
		civilian = {
			large = gfx/leaders/kr_generic/kr_portrait_africa_generic_8.dds
		}
	}
	country_leader = {
		ideology = socialism
		traits = {

		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Order of Battle
Component: Penang Fortress
Constructs: division_template
Source: game
File: history/units/ENG_1936.txt

Code:
division = {
	name = Penang Fortress
	location = 13408
	division_template = Colonial Garrison
	start_experience_factor = 0.2
	start_equipment_factor = 0.15
}
### Entity: National Focus
Tree: hon_focus
Component: HON_spanish_millitary_mission
Constructs: has_completed_focus, prerequisite, completion_reward, has_global_flag, is_subject
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_spanish_millitary_mission
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = HON_reform_the_spanish_empire
	}
	x = 32
	y = 10
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_global_flag = scw_over
		SPB = {
			exists = yes
			is_subject = no
			has_completed_focus = SPA_unite_the_requetes
		}
	}
	completion_reward = {
		SPB = {
			country_event = hon.71
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: koc_ticaret_as_shipyard
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/turkey.txt

Code:
koc_ticaret_as_shipyard = {
	picture = tur_koc_ticaret_as
	allowed = {
		original_tag = TUR
		has_dlc = Battle for the Bosporus
	}
	research_bonus = {
		naval_equipment = 0.1
	}
	cost = 75
	traits = {
		mediterranean_naval_manufacturer
	}
}
### Entity: Unit Template
Component: SPR_CL_HISTORICAL
Source: game
File: common/units/names_ships/SPR_ship_names.txt

Code:
SPR_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		SPR
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = ARE 
	fallback_name = Crucero Ligero %d
	unique = {
		República Méndez Núñez Almirante Cervera Libertad Miguel de Cervantes Galicia Blas de Lezo Sevilla Huelva Vizcaya Granada Baleares Canarias
	}
}
### Entity: Technology
Component: aircraft_construction
Constructs: enable_equipment_modules, research_cost
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipment_modules = {
		dive_brakes_small non_strategic_materials_small floats non_strategic_materials_medium flying_boat_medium non_strategic_materials_large flying_boat_large
	}
	research_cost = 1
	start_year = 1936
	folder = {
		name = bba_air_techs_folder
		position = {
			x = -2
			y = 2
		}
	}
	categories = {
		air_equipment plane_modules_tech mio_cat_all_light_fighter_and_modules mio_cat_all_cas_and_modules mio_cat_all_naval_bomber_and_modules mio_cat_all_medium_aircraft_and_modules mio_cat_all_heavy_aircraft_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 5
	}
}
### Entity: State History
Component: 735
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/735-Savoy.txt

Code:
state = {
	id = 735
	name = STATE_735
	state_category = town
	manpower = 907500
	history = {
		owner = FRA
		add_core_of = OCC FRA
		add_claim_by = SPM
		victory_points = {
			778 1
		} {
			9909 5
		}
		buildings = {
			infrastructure = 2
			9909 = {
				naval_base = 2
			}
		}
	}
	provinces = {
		764 778 3764 3959 6609 6975 9603 9736 9745 9909 11573
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Unit Template
Component: BRA_BB_HISTORICAL
Source: game
File: common/units/names_ships/BRA_ship_names.txt

Code:
BRA_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		BRA
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = NRB 
	fallback_name = Couraçado %d
	unique = {
		Minas Gerais São Paulo Santa Catarina Espirito Santo Rio de Janeiro Maranhão Goiás Rio Grande do Sul Pará Alagoas Pernambuco Roraima Tocantins Santa Catarina Rio Grande do Norte Paraná Acre Mato Grosso Amazona Rondonia Amapá Piaui Ceará Sergipe Paraíba Mato Grosso do Sul
	}
}
### Entity: Character
Component: stalin_heart_of_steel
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
stalin_heart_of_steel = {
	random = no
	stability_factor = -0.1
	war_support_factor = 0.05
	political_power_factor = 0.05
	opinion_gain_monthly_factor = -0.05
	subjects_autonomy_gain = -0.1
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_british_cooperation
Constructs: prerequisite, add_ideas, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_british_cooperation
	icon = GFX_focus_ARG_british_influences
	prerequisite = {
		focus = ARG_defense_and_democracy
	}
	x = 0
	y = 2
	relative_position_id = ARG_defense_and_democracy
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_ideas = ARG_british_cooperation_idea
		ROOT = {
			add_opinion_modifier = {
				target = ENG
				modifier = ARG_improved_cooperation_idea
			}
		}
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = ARG_improved_cooperation_idea
			}
		}
	}
}