Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: AUS_make_crownland_category
Constructs: fire_only_once, has_political_power, is_controlled_by, is_core_of, has_dynamic_modifier, remove_effect, add_dynamic_modifier
Source: game
File: common/decisions/r56_AUS.txt

Code:
AUS_make_crownland_category = {
	AUS_make_crownland = {
		icon = GFX_decision_generic_form_nation
		allowed = {
			original_tag = AUS
		}
		cost = 25
		on_map_mode = map_only
		fire_only_once = yes
		days_remove = 90
		ai_will_do = {
			base = 5
			modifier = {
				factor = 2
				has_political_power = > 50
			} {
				factor = 3
				political_power_daily = > 2
			}
		}
		state_target = yes
		target_trigger = {
			FROM = {
				is_controlled_by = AUS
				NOT = {
					is_core_of = AUS
				} {
					has_dynamic_modifier = {
						modifier = r56_AUS_crownland
					}
				}
				OR = {
					state = 9 69 74 75 72 88 89 91 80 102 956 853 850 66 67 762 70 71 73 664 155 1104 43 154 913 109 736 852 958 103 163 961 804 962 104 959 952 764 959 82 83 84 75 80 89 45 76 996
				}
			}
		}
		modifier = {
			political_power_cost = 0.1
		}
		remove_effect = {
			FROM = {
				add_dynamic_modifier = {
					modifier = r56_AUS_crownland
				}
			}
		}
	}
}
### Entity: Idea
Component: POL_lrl
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/poland.txt

Code:
POL_lrl = {
	allowed = {
		has_dlc = Poland: United and Ready
		original_TAG = POL
	}
	picture = generic_motorized_equipment_manufacturer_3
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: Character
Component: COL_eduardo_santos
Source: game
File: common/characters/COL.txt

Code:
COL_eduardo_santos = {
	name = Eduardo Santo
	portraits = {
		civilian = {
			large = GFX_portrait_Eduardo_Santo
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Scripted Effect
Component: CHI_show_state_uprising_effect_after_infiltration_level_down
Constructs: limit, is_potentially_communist_china, has_state_flag
Source: game
File: common/scripted_effects/CHI_scripted_effects.txt

Code:
CHI_show_state_uprising_effect_after_infiltration_level_down = {
	custom_effect_tooltip = CHI_removed_infiltration
	if = {
		limit = {
			any_country = {
				is_potentially_communist_china = yes
				PREV = {
					has_state_flag = {
						flag = PRC_infiltration_@PREV
						value = < 3
					}
				}
			}
		}
		custom_effect_tooltip = CHI_infiltration_not_detected
	}
	else_if = {
		limit = {
			any_country = {
				is_potentially_communist_china = yes
				PREV = {
					has_state_flag = {
						flag = PRC_infiltration_@PREV
						value = > 2
					}
				}
			}
		}
		custom_effect_tooltip = PRC_infiltrate_uprising_header PRC_infiltrate_uprising_effect_1
	}
}
### Entity: AI Strategy
Component: SWE_join_allies
Constructs: has_dlc, check_variable, has_wargoal_against, is_government_in_exile
Source: game
File: common/ai_strategy/SWE.txt

Code:
SWE_join_allies = {
	allowed = {
		original_tag = SWE
		has_dlc = By Blood Alone
	}
	enable = {
		check_variable = {
			ETH.host_nation = SWE
		}
		has_wargoal_against = ITA
	}
	abort = {
		NOT = {
			country_exists = ETH
		} {
			country_exists = ITA
		} {
			ETH = {
				is_government_in_exile = yes
			}
		}
	}
	ai_strategy = {
		type = alliance
		id = ENG
		value = 400
	} {
		type = alliance
		id = USA
		value = 400
	}
}
### Entity: Event
Component: poland.164
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_Poland.txt

Code:
news_event = {
	id = poland.164
	title = poland.164.t
	desc = poland.164.d
	picture = GFX_Polish_Infantry_Intervention
	major = yes
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = poland.164.a
	}
}
### Entity: AI Strategy
Component: EAI_ENG_somaliland_DEPLOY
Constructs: has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_somaliland_DEPLOY = {
	allowed = {
		tag = ENG
	}
	enable = {
		is_historical_focus_on = yes
		has_war_with = VIC
		NOT = {
			EAI_MILITARY_home_threatened_TRIGGER = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		value = 75
		area = east_africa
	} {
		type = front_unit_request
		value = 100
		state = 268
	} {
		type = put_unit_buffers
		ratio = 0.05
		states = {
			908 269 835
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Event
Component: r56_eng.27
Constructs: is_triggered_only
Source: game
File: events/r56_ENG.txt

Code:
country_event = {
	id = r56_eng.27
	title = r56_eng.27.t
	desc = r56_eng.27.d
	picture = GFX_report_event_stalin_01
	is_triggered_only = yes
	option = {
		name = r56_eng.27.a
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_liechtenstein_naval_academy
Constructs: prerequisite, completion_reward, add_to_variable, add_doctrine_cost_reduction
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_liechtenstein_naval_academy
	icon = GFX_goal_generic_navy_doctrines_tactics
	mutually_exclusive = {
		focus = LIE_the_rhine_gunboat
	}
	prerequisite = {
		focus = LIE_liechtenstein_on_the_offensive LIE_on_the_back
	}
	x = -3
	y = 1
	relative_position_id = LIE_on_the_back
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_variable = {
			LIE_naval_doctrine_cost_factor = -0.1
		}
		custom_effect_tooltip = LIE_liechtenstein_naval_academy_tt
		navy_experience = 10
		add_doctrine_cost_reduction = {
			name = LIE_liechtenstein_naval_academy
			uses = 1
			cost_reduction = 0.5
			category = naval_doctrine
		}
	}
}
### Entity: Idea
Component: KMT_loyal_army
Constructs: stability_factor, war_support_factor, army_attack_factor, removal_cost, has_country_leader, planning_speed
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_loyal_army = {
	removal_cost = -1
	picture = generic_armor
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_chiang_kaishek
			}
		}
	}
	modifier = {
		experience_gain_army = 0.05
		drift_defence_factor = 0.05
		planning_speed = 0.05
		command_power_gain = 0.25
		stability_factor = 0.125
		army_org_factor = 0.05
		army_attack_factor = -0.025
		war_support_factor = 0.05
	}
}
### Entity: Idea
Component: PHI_spanish_imperial_glory
Constructs: war_support_factor, army_attack_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/philipines.txt

Code:
PHI_spanish_imperial_glory = {
	picture = SPA_fet_y_de_las_jons
	allowed = {
		original_tag = PHI
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.25
		fascism_drift = 0.05
		army_attack_factor = 0.05
		non_core_manpower = 0.05
		training_time_army_factor = -0.15
		war_support_factor = 0.15
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Category%3ACandidates_for_deletion.html

Doc:
This category contains pages which have been marked with
```
{{Delete}}
```
. Please review these articles and discuss the pros and cons of deleting them on their talk pages.
### Entity: Event
Component: kmt.139
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.139
	title = kmt.139.t
	desc = kmt.139.d
	picture = GFX_report_event_second_vienna_award_pact
	is_triggered_only = yes
	option = {
		name = kmt.139.a
		create_wargoal = {
			target = FROM
			type = take_state_focus
			generator = {
				729
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_cement_our_rule_with_an_iron_fist
Constructs: prerequisite, has_government, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_cement_our_rule_with_an_iron_fist
	prerequisite = {
		focus = BUL_concessions_to_lukov
	}
	relative_position_id = BUL_concessions_to_lukov
	icon = GFX_goal_centralize_power
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		has_government = fascism
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = BUL_feeble_grip
			add_idea = BUL_stable_grip
		}
	}
}
### Entity: Faction
Component: war_declaration_rule_any_country
Source: game
File: common/factions/rules/war_declaration_rules.txt

Code:
war_declaration_rule_any_country = {
	type = war_declaration_rules
	ai_will_do = {
		base = 0
	}
}
### Entity: Idea
Component: BOS_nt
Source: game
File: common/ideas/bosnia.txt

Code:
BOS_nt = {
	ledger = navy
	picture = generic_navy_europe_3
	allowed = {
		original_tag = BOS
	}
	traits = {
		naval_theorist
	}
}
### Entity: Character
Component: MRT_pot
Source: game
File: common/characters/MRT.txt

Code:
MRT_pot = {
	advisor = {
		slot = political_advisor
		idea_token = MRT_pot
		allowed = {
			original_tag = MRT
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Character
Component: PAN_enrico_fabrego_paz
Source: game
File: common/characters/PAN.txt

Code:
PAN_enrico_fabrego_paz = {
	advisor = {
		slot = army_chief
		idea_token = PAN_enrico_fabrego_paz
		allowed = {
			original_tag = pan
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Enrico Fabrego Páz
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_3
		}
	}
}
### Entity: State History
Component: 899
Constructs: add_core_of
Source: game
File: history/states/899-Monaco.txt

Code:
state = {
	id = 899
	name = Monaco
	provinces = {
		13314
	}
	history = {
		owner = MNC
		victory_points = {
			13314 10
		}
		buildings = {
			infrastructure = 4
			industrial_complex = 1
			13314 = {
				naval_base = 5
			}
		}
		add_core_of = MNC FRA
	}
	manpower = 21147
	state_category = rural
	buildings_max_level_factor = 1.0
	local_supplies = 5.0
}
### Entity: Scripted Effect
Component: DEN_advisor_low_BOP_increase_effect
Constructs: limit, is_subject
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_advisor_low_BOP_increase_effect = {
	if = {
		limit = {
			is_subject = no
		}
		DEN_bop_low_increase_effect = yes
	}
}
### Entity: Idea
Component: EAI_DD_19/modern_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/modern_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_aa_chassis = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MAP_japanese_homeland_theatre
Constructs: limit, clear_array, every_state, add_to_array
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_japanese_homeland_theatre = {
	clear_array = global.EAI_MAP_japanese_homeland_theatre
	every_state = {
		limit = {
			OR = {
				region = 154
			}
		}
		add_to_array = {
			global.EAI_MAP_japanese_homeland_theatre = THIS.id
		}
	}
}
### Entity: Character
Component: SPA_ramon_serrano_suner
Constructs: has_completed_focus, has_dlc, has_idea
Source: game
File: common/characters/SPR.txt

Code:
SPA_ramon_serrano_suner = {
	name = SPA_ramon_serrano_suner
	portraits = {
		army = {
			small = GFX_idea_SPA_ramon_serrano_suner
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SPA_ramon_serrano_suner
		name = SPA_ramon_serrano_suner
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPD SPC
			}
		}
		available = {
			NOT = {
				has_completed_focus = SPA_no_compromise_on_carlist_ideals
			} {
				has_idea = SPA_raimundo_fernandez_cuesta
			}
			custom_trigger_tooltip = {
				tooltip = SPA_not_republican_spain_tt
				NOT = {
					tag = SPD
				}
			}
		}
		traits = {
			silent_workhorse
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_form_peasant_militias
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_form_peasant_militias
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = ROM_a_deal_with_the_devil
	}
	x = -1
	y = 1
	relative_position_id = ROM_a_deal_with_the_devil
	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_MANPOWER FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = ROM_a_deal_with_the_devil_2
	}
}
### Entity: Event
Component: IRQ_political_events.14
Constructs: is_triggered_only, ai_chance, has_war_with, is_in_faction, create_wargoal, take_claimed_state, random_days
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.14
	title = IRQ_political_events.14.t
	desc = IRQ_political_events.14.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.14.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				is_in_faction = no
			} {
				factor = 0.1
				is_in_faction = no
				FROM = {
					is_in_faction = yes
				}
			} {
				factor = 0
				OR = {
					has_war_with = ENG SOU
				}
			}
		}
		create_wargoal = {
			target = FROM
			type = take_claimed_state
		}
	} {
		name = IRQ_political_events.14.b
		ai_chance = {
			base = 2
		}
		FROM = {
			country_event = {
				id = IRQ_political_events.15
				days = 14
				random_days = 4
			}
		}
	}
}
### Entity: State History
Component: 653
Constructs: add_core_of
Source: game
File: history/states/653-Sov state 7.txt

Code:
state = {
	id = 653
	name = STATE_653
	manpower = 2161650
	state_category = city
	history = {
		owner = SOV
		victory_points = {
			1821 5
		}
		buildings = {
			infrastructure = 3
			arms_factory = 2
			industrial_complex = 1
			air_base = 1
		}
		add_core_of = SOV
		1939.1.1 = {
			buildings = {
				arms_factory = 3
			}
		}
	}
	provinces = {
		307 1543 1704 1750 1771 1808 1821 1841 4813 7228 7778 9553 10133 10189 10648 10716 10720 12102 12567 12696
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_international
Constructs: completion_reward, add_political_power
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_international
	icon = GFX_goal_generic_foreign_diplomacy
	cost = 10
	ai_will_do = {
		factor = 5
	}
	x = 20
	y = 0
	completion_reward = {
		add_political_power = 120
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Wiki Documentation
Construct: debug_nogui
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
debug_nogui
|
Toggles GUI on/off
|

|

debug_volume [<Volume Delta>]
|
Modifies music volume
|

|
### Entity: Idea
Component: BALTIC_restore_workers_republic_idea_1
Constructs: has_government, removal_cost, communism_drift, conscription_factor
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_restore_workers_republic_idea_1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		communism_drift = 0.1
		conscription_factor = 0.1
	}
}
### Entity: Event
Component: sweden_auth.22
Constructs: is_triggered_only, annex_country, add_core_of
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_auth.22
	title = sweden_auth.22.t
	desc = sweden_auth.22.d
	picture = GFX_report_event_danish_liberation2
	is_triggered_only = yes
	option = {
		name = sweden_auth.22.a
		SWE = {
			annex_country = {
				target = FROM
				transfer_troops = yes
			}
			37 = {
				add_core_of = SWE
			}
			99 = {
				add_core_of = SWE
			}
			964 = {
				add_core_of = SWE
			}
			337 = {
				add_core_of = SWE
			}
			puppet = ICE
		}
	}
}
### Entity: Unit Template
Component: KUR_GAR_02
Constructs: is_puppet_of
Source: game
File: common/units/names_divisions/KUR_names_divisions.txt

Code:
KUR_GAR_02 = {
	name = Garrison Division
	for_countries = {
		KUR
	}
	can_use = {
		is_puppet_of = FRA
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		KUR_INF_02
	}
	fallback_name = %dème Division de Garnison
	ordered = {
		1 = {
			%dère Div. d'Inf. de Garnison
		}
		2 = {
			%dème Div. d'Inf. de Garnison
		}
		3 = {
			%dème Div. d'Inf. de Garnison
		}
		4 = {
			%dème Div. d'Inf. de Garnison
		}
		5 = {
			%dème Div. d'Inf. de Garnison
		}
		6 = {
			%dème Div. d'Inf. de Garnison
		}
		7 = {
			%dème Div. d'Inf. de Garnison
		}
		8 = {
			%dème Div. d'Inf. de Garnison
		}
		9 = {
			%dème Div. d'Inf. de Garnison
		}
		10 = {
			%dème Div. d'Inf. de Garnison
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_night_time_training
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_night_time_training
	icon = GFX_focus_SIA_night_time_training
	x = 0
	y = 1
	relative_position_id = SIA_specialized_warfare
	prerequisite = {
		focus = SIA_specialized_warfare
	}
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = idea_SIA_the_army_of_siam_tt
		add_to_variable = {
			SIA_army_of_siam_supply_consumption_factor = -0.03
			tooltip = supply_consumption_factor_tt
		} {
			SIA_army_of_siam_no_supply_grace = 30
			tooltip = SIA_no_supply_grace_tt
		} {
			SIA_army_of_siam_land_night_attack = 0.1
			tooltip = land_night_attack_tt
		}
	}
}
### Entity: Idea
Component: MAN_mamc_medium
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_mamc_medium = {
	picture = generic_air_manufacturer_1
	available = {
		hidden_trigger = {
			OR = {
				has_completed_focus = MAN_mamc MAN_tsr_mamc
			}
		}
		custom_trigger_tooltip = {
			tooltip = MAN_mamc_tt
			OR = {
				has_completed_focus = MAN_mamc MAN_tsr_mamc
			}
		}
	}
	allowed = {
		original_tag = MAN
		has_dlc = Waking the Tiger
	}
	cost = 75
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: CZE_skoda_tanks_focus_optimization_3_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, maximum_speed, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_tanks_focus_optimization_3_idea = {
	name = CZE_skoda_tanks_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		armor = 0.06
	}
	equipment_bonus = {
		light_tank_chassis = {
			armor_value = 0.06
			maximum_speed = 0.06
			instant = yes
		}
		medium_tank_chassis = {
			armor_value = 0.06
			reliability = 0.06
			instant = yes
		}
		heavy_tank_chassis = {
			armor_value = 0.06
			breakthrough = 0.06
			instant = yes
		}
		train_equipment = {
			build_cost_ic = 0.06
			instant = yes
		}
	}
	modifier = {
		tank_manufacturer_cost_factor = -0.06
		production_speed_arms_factory_factor = 0.06
		production_speed_industrial_complex_factor = -0.06
		production_factory_efficiency_gain_factor = 0.06
		equipment_conversion_speed = -0.06
		truck_attrition_factor = 0.06
		factory_energy_consumption = 0.06
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_madras_ship_repair_factories
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, is_coastal, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_madras_ship_repair_factories
	icon = GFX_focus_generic_refit_civilian_ships
	prerequisite = {
		focus = RAJ_indian_marine_corps
	}
	x = 1
	y = 1
	relative_position_id = RAJ_indian_marine_corps
	cost = 5
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				423
			}
			limit = {
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Unit Leader
Component: 6
Source: game
File: common/unit_leader/00_logistics_skills.txt

Code:
6 = {
	cost = 3200
	type = corps_commander
	modifier = {
		supply_consumption_factor = -0.15
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_establish_majlis
Constructs: prerequisite, completion_reward, add_political_power, retire_ideology_leader
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_establish_majlis
	icon = GFX_goal_PAL_establish_majlis
	x = 2
	y = 1
	prerequisite = {
		focus = PAL_operation_intisar
	}
	cost = 5
	relative_position_id = PAL_operation_intisar
	completion_reward = {
		retire_ideology_leader = fascism
		add_political_power = 150
	}
}
### Entity: Character
Component: MLD_acas
Source: game
File: common/characters/MLD.txt

Code:
MLD_acas = {
	advisor = {
		slot = high_command
		idea_token = MLD_acas
		ledger = air
		allowed = {
			original_tag = MLD
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: Idea
Component: ITA_re_fake_ns
Constructs: removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_re_fake_ns = {
	name = ITA_regio_esercito_dynamic_modifier
	removal_cost = -1
	picture = ITA_regio_esercito_1
	allowed = {
		always = no
	}
	modifier = {
		max_dig_in_factor = 0.1
		land_doctrine_cost_factor = 0.1
		army_speed_factor = -0.1
		army_org_factor = -0.1
		org_loss_when_moving = 0.15
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_kiruna_mine
Constructs: prerequisite, limit, completion_reward, set_technology, has_tech, add_tech_bonus, industrial_bonus, random_owned_controlled_state
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_kiruna_mine
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = SWE_refurbish_duved
	}
	relative_position_id = SWE_refurbish_duved
	x = 1
	y = 1
	cost = 5
	available = {
		666 = {
			controls_or_subject_of = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = steel_production_1
				}
			}
			set_technology = {
				steel_production_1 = 1
			}
			else = {
				add_tech_bonus = {
					name = industrial_bonus
					ahead_reduction = 2
					bonus = 1
					uses = 1
					category = steel_tech
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 2
					include_locked = no
				}
				is_core_of = ROOT
			}
			prioritize = {
				666
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = steel_mill
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STEEL FOCUS_FILTER_HISTORICAL
	}
}