Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: wuw_HUN_magyar_kiralyi_csendorseg
Constructs: prerequisite, add_ideas, completion_reward, has_war_support, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_magyar_kiralyi_csendorseg
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = wuw_HUN_invest_in_ludovica_academy
	}
	x = 3
	y = 1
	relative_position_id = wuw_HUN_invest_in_ludovica_academy
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_war_support = > 0.84
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = HUN_hungarian_gendarmerie
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_right_purges
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_character, has_idea, set_variable
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_right_purges
	icon = GFX_focus_SOV_the_last_purge
	prerequisite = {
		focus = SOV_coup_detat
	}
	mutually_exclusive = {
		focus = SOV_return_democracy_to_the_party
	}
	x = -4
	y = 1
	relative_position_id = SOV_coup_detat
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = SOV_right_purges_tt SOV_left_right_purges_factionalism_tt
		IF = {
			limit = {
				has_character = SOV_lev_trotsky
			}
			SOV_lev_trotsky = {
				retire = yes
			}
		} {
			limit = {
				has_character = SOV_ivan_smirnov
			}
			SOV_ivan_smirnov = {
				retire = yes
			}
		} {
			limit = {
				has_character = SOV_ivar_smilga
			}
			SOV_ivar_smilga = {
				retire = yes
			}
		} {
			limit = {
				has_character = SOV_aleksandr_shlyapnikov
			}
			SOV_aleksandr_shlyapnikov = {
				retire = yes
			}
		} {
			limit = {
				has_idea = trotskyite_plot_nsb
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			remove_ideas = trotskyite_plot_nsb
		}
		set_variable = {
			SOV_factionalism_political_power_factor = 0
		}
	}
}
### Entity: Idea
Component: INS_kebangkitan_nasional_2
Constructs: stability_factor, war_support_factor, removal_cost, neutrality_drift, autonomy_gain
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_kebangkitan_nasional_2 = {
	name = INS_kebangkitan_nasional
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = indonesia_flag
	modifier = {
		neutrality_drift = -0.1
		autonomy_gain = 1
		stability_factor = -0.3
		war_support_factor = 0.05
		political_power_factor = -0.25
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_expand_the_iron_guard
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_expand_the_iron_guard
	icon = GFX_goal_generic_army_elite
	relative_position_id = EGY_dissolve_parliament
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_academic_sciences
	} {
		focus = EGY_dissolve_parliament
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EGY_the_iron_guard
	}
}
### Entity: Effect Reference
Construct: set_leader_description
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_leader_description

* Supported Scopes: CHARACTER
* Supported Targets: any

```
changes the description of unit leader. no tooltip is generated
set_leader_description = "DESC_KEY"

```
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/NOR_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = NOR
		}
		requested_factories = 1
		progress = 0.28
		efficiency = 100
		industrial_manufacturer = mio:NOR_kongsberg_vaapenfabrikk_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = NOR
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 100
		industrial_manufacturer = mio:NOR_norsk_spraengstofindustri_organization
	}
}
### Entity: Event
Component: confederacy.1
Constructs: is_triggered_only, set_cosmetic_tag
Source: game
File: events/CSA.txt

Code:
country_event = {
	id = confederacy.1
	title = confederacy.1.t
	desc = confederacy.1.desc
	picture = GFX_report_event_CSA_confederate_flag
	is_triggered_only = yes
	option = {
		name = confederacy.1.a
		set_cosmetic_tag = CSA_ALT1
	} {
		name = confederacy.1.b
		set_cosmetic_tag = CSA_ALT2
	} {
		name = confederacy.1.c
		drop_cosmetic_tag = yes
	}
}
### Entity: Character
Component: NOR_commisary_minister
Constructs: conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_commisary_minister = {
	sprite = 13
	random = no
	conscription_factor = 0.1
	consumer_goods_factor = -0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: imperator_absentis
Source: game
File: common/country_leader/00_traits.txt

Code:
imperator_absentis = {
	random = no
	surrender_limit = -0.2
	political_power_factor = 0.05
}
### Entity: Order of Battle
Component: air_wing_110
Source: game
File: history/units/NOR_1939_air_bba.txt

Code:
air_wings = {
	110 = {
		small_plane_airframe_0 = {
			owner = NOR
			amount = 15
			creator = ENG
			version_name = Gloster Gladiator
		}
		small_plane_cas_airframe_0 = {
			owner = NOR
			amount = 15
			creator = HOL
			version_name = Fokker C.X
		}
	}
}
### Entity: Event
Component: AFG_political_events.43
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.43
	title = AFG_political_events.43.t
	desc = AFG_political_events.43.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.43.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = AFG_political_influence_major_warning_tt
	}
}
### Entity: AI Strategy
Component: JAP_prioritize_navy_chief
Constructs: has_advisor_role, is_hired_as_advisor
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_prioritize_navy_chief = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		date = > 1936.7.1
		NOT = {
			any_character = {
				has_advisor_role = navy_chief
				is_hired_as_advisor = yes
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = pp_spend_priority
		id = navy_chief
		value = 200
	}
}
### Entity: Modding Documentation
Construct: building_health
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## building_health
* Aliases: bhealth
* Arguments: <building type>, <state or prov id>, <building level>, <health to add>

Changes specified building health
### Entity: National Focus
Component: wuw_HUN_repulo_muszaki_intezet
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_repulo_muszaki_intezet
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = wuw_HUN_make_the_magyar_legiero_known
	}
	mutually_exclusive = {
		focus = wuw_HUN_joint_air_development
	}
	x = 1
	y = 2
	relative_position_id = wuw_HUN_make_the_magyar_legiero_known
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = HUN_indigenous_designs
	}
}
### Entity: Idea
Component: BEL_monarchist_repression
Constructs: has_government, is_subject, is_puppet, fascism_drift, communism_drift
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_monarchist_repression = {
	picture = generic_secret_police
	allowed_civil_war = {
		has_government = neutrality
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
	}
	modifier = {
		fascism_drift = -0.05
		communism_drift = -0.05
		foreign_subversive_activites = -0.25
	}
}
### Entity: Unit Leader
Component: aviation_enthusiast
Constructs: has_idea
Source: game
File: common/unit_leader/00_traits.txt

Code:
aviation_enthusiast = {
	type = navy
	trait_type = personality_trait
	modifier = {

	}
	trait_xp_factor = {
		air_controller = 1
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_navy_officers_3
			}
			factor = 0
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Military Industrial Organization
Component: my_mio_with_include
Constructs: research_bonus, remove_trait, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/mio.txt

Code:
my_mio_with_include = {
	include = my_custom_mio
	icon = GFX_idea_generic_infantry_equipment_manufacturer_1
	equipment_type = {
		infantry_equipment armor cas submarine
	}
	research_bonus = 0.5
	remove_trait = {
		custom_9
	}
	add_trait = {
		token = custom_14
		icon = GFX_industrial_org_trait_placeholder
		organization_modifier = {
			military_industrial_organization_funds_gain = 0.5
		}
		position = {
			x = 2
			y = 1
		}
	}
	override_trait = {
		token = custom_1
		icon = GFX_industrial_org_trait_placeholder
	} {
		token = custom_13
		production_bonus = {
			production_cost_factor = -0.3
		}
		position = {
			x = -1
			y = 2
		}
		relative_position_id = custom_8
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_include_llamas_in_the_army
Constructs: prerequisite, add_ideas, completion_reward, set_technology
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_include_llamas_in_the_army
	icon = GFX_goal_PRU_the_llama_army
	prerequisite = {
		focus = PRU_create_the_infantry_and_cavalry_schools
	}
	x = 2
	y = 2
	relative_position_id = PRU_andean_warfare
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		hidden_effect = {
			set_technology = {
				PRU_llama_army_tech = 1
			}
		}
		add_ideas = PRU_llama_idea
	}
}
### Entity: Scripted Effect
Component: AUS_set_empire_restored_defaults
Constructs: set_variable
Source: game
File: common/scripted_effects/AUS_scripted_effects.txt

Code:
AUS_set_empire_restored_defaults = {
	set_variable = {
		AUS_empire_restored_war_support_factor = 0.05
	} {
		AUS_empire_restored_conscription_factor = 0.05
	} {
		AUS_empire_restored_stability_factor = 0.05
	} {
		AUS_empire_restored_justify_war_goal_time = 0
	} {
		AUS_empire_restored_army_attack_factor = 0
	} {
		AUS_empire_restored_compliance_growth = 0
	} {
		AUS_empire_restored_resistance_growth = 0
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_konoes_first_cabinet
Constructs: prerequisite, has_government, add_stability, completion_reward, cancel_if_invalid, add_country_leader_role
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_konoes_first_cabinet
	icon = GFX_focus_JAP_konoes_first_cabinet
	x = 0
	y = 1
	relative_position_id = JAP_the_harakiri_debate
	prerequisite = {
		focus = JAP_the_harakiri_debate
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.15
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		add_country_leader_role = {
			character = JAP_fumimaro_konoe
			promote_leader = yes
			country_leader = {
				ideology = japan_militarism_ideology
				expire = 1952.1.1.1
				traits = {
					JAP_noble_prime_minister
				}
			}
		}
		show_ideas_tooltip = JAP_mitsumasa_yonai
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_naval_support
Constructs: shared_focus, prerequisite, limit, completion_reward, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_naval_support
	icon = GFX_goal_generic_air_naval_bomber
	relative_position_id = SMB_nimble_air_force
	prerequisite = {
		focus = SMB_nimble_air_force
	}
	mutually_exclusive = {
		focus = SMB_winning_the_air_war
	}
	x = 1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_range_factor = 0.2
				tooltip = air_range_factor_tt
			} {
				JUNO_airforce_modifier_air_agility_factor = 0.1
				tooltip = air_agility_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_range_factor = 0.2
				tooltip = air_range_factor_tt
			} {
				JUNO_airforce_modifier_air_agility_factor = 0.1
				tooltip = air_agility_factor_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_range_factor = 0.2
				tooltip = air_range_factor_tt
			} {
				JUNO_airforce_modifier_air_agility_factor = 0.1
				tooltip = air_agility_factor_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_range_factor = 0.2
				tooltip = air_range_factor_tt
			} {
				JUNO_airforce_modifier_air_agility_factor = 0.1
				tooltip = air_agility_factor_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_range_factor = 0.2
				tooltip = air_range_factor_tt
			} {
				JUNO_airforce_modifier_air_agility_factor = 0.1
				tooltip = air_agility_factor_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = JUNO_modify_south_american_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_range_factor = 0.2
				tooltip = air_range_factor_tt
			} {
				JUNO_airforce_modifier_air_agility_factor = 0.1
				tooltip = air_agility_factor_tt
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_increased_research_collaboration
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject_of, modify_tech_sharing_bonus
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_increased_research_collaboration
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = COG_reinforce_colonial_government
	}
	x = 17
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				is_subject_of = BEL
			}
			COG = {
				modify_tech_sharing_bonus = {
					id = belgium_research
					bonus = 0.05
				}
			}
			else = {
				add_ideas = COG_belgo_congolese_research_cooperation
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_INS
Source: game
File: common/ai_focuses/INS.txt

Code:
ai_focus_naval_INS = {
	research = {
		naval_equipment = 10.0
		naval_doctrine = 100.0
		marine_tech = 15.0
		dd_tech = 8.0
		cl_tech = 8.0
		ca_tech = 3.0
		bc_tech = 3.0
		bb_tech = 10.0
		shbb_tech = 3.0
		tp_tech = 8.0
		cv_tech = 10.0
		ss_tech = 8.0
	}
}
### Entity: Event
Component: EAI_DM_borders.8
Constructs: limit, is_ai, is_puppet_of, is_fully_controlled_by, is_owned_by, set_state_controller
Source: game
File: events/EAI_diplomacy.txt

Code:
country_event = {
	id = EAI_DM_borders.8
	hidden = yes
	mean_time_to_happen = {
		days = 20
	}
	trigger = {
		is_ai = yes
		JAP = {
			is_ai = yes
		}
		is_puppet_of = JAP
		any_of_scopes = {
			array = controlled_states
			is_fully_controlled_by = ROOT
			NOT = {
				is_owned_by = ROOT
			}
		}
	}
	immediate = {
		for_each_scope_loop = {
			array = controlled_states
			if = {
				limit = {
					is_fully_controlled_by = ROOT
					NOT = {
						is_owned_by = ROOT
					}
				}
				JAP = {
					set_state_controller = PREV
				}
			}
		}
	}
	option = {

	}
}
### Entity: Event
Component: lithuania.114
Constructs: is_triggered_only, ai_chance, add_political_power, add_to_war, set_rule, add_timed_idea, add_popularity
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.114
	title = lithuania.114.t
	desc = lithuania.114.d
	picture = GFX_report_event_lithuanian_intervention
	is_triggered_only = yes
	option = {
		name = lithuania.114.a
		ai_chance = {
			base = 10
		}
		add_to_war = {
			targeted_alliance = GER
			enemy = D07
			hostility_reason = asked_to_join
		}
		hidden_effect = {
			diplomatic_relation = {
				country = GER
				relation = military_access
				active = yes
			}
			GER = {
				diplomatic_relation = {
					country = LIT
					relation = military_access
					active = yes
				}
			}
		}
	} {
		name = lithuania.114.b
		ai_chance = {
			base = 20
		}
		set_rule = {
			can_send_volunteers = yes
		}
		add_timed_idea = {
			idea = LIT_anti_fascist_legions_idea
			days = 185
		}
	} {
		name = lithuania.114.c
		ai_chance = {
			base = 80
		}
		add_political_power = 70
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
	}
}
### Entity: Idea
Component: rt56_USA_mobilize_the_national_guard
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_usa.txt

Code:
rt56_USA_mobilize_the_national_guard = {
	picture = generic_volunteer_expedition_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		weekly_manpower = 100
		training_time_army_factor = -0.1
		mobilization_speed = 0.1
		minimum_training_level = -0.1
	}
}
### Entity: Event
Component: GOE_RAJ.18
Constructs: is_triggered_only, ai_chance, is_major, create_wargoal, annex_everything, is_ai, has_opinion, has_war_with_major
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.18
	title = GOE_RAJ.18.t
	desc = GOE_RAJ.18.desc
	picture = GFX_report_event_german_troops_paris
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.18.a
		FROM = {
			create_wargoal = {
				type = annex_everything
				target = PREV
			}
			country_event = {
				id = GOE_RAJ.19
				hours = 2
			}
		}
		ai_chance = {
			base = 1
		}
	} {
		name = GOE_RAJ.18.b
		FROM = {
			transfer_state = var:ROOT.RAJ_demand_return_state
		} {
			country_event = {
				id = GOE_RAJ.20
				hours = 2
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				FROM = {
					is_ai = no
				}
				factor = 1.25
			} {
				has_opinion = {
					target = FROM
					value = > 65
				}
				factor = 1.5
			} {
				has_war_with_major = yes
				factor = 2
			} {
				has_capitulated = yes
				factor = 3
			} {
				is_major = yes
				factor = 0.75
			}
		}
	}
}
### Entity: Character
Component: SIC_liu_xiang
Constructs: has_dlc
Source: game
File: common/characters/SIC.txt

Code:
SIC_liu_xiang = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = SIC_liu_xiang
		portraits = {
			army = {
				large = GFX_portrait_SIC_liu_xiang
				small = GFX_portrait_SIC_liu_xiang_small
			}
		}
		field_marshal = {
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
		}
		advisor = {
			slot = army_chief
			idea_token = SIC_liu_xiang
			allowed = {
				original_tag = SIC
			}
			traits = {
				army_chief_morale_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		country_leader = {
			ideology = despotism
			traits = {
				SIC_reckless_commander
			}
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = SIC_liu_xiang
		portraits = {
			army = {
				large = gfx/leaders/CHI/r56_portrait_CHI_Liu_Xiang.dds
			}
		}
		field_marshal = {
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
		}
		advisor = {
			slot = army_chief
			idea_token = SIC_liu_xiang
			allowed = {
				original_tag = SIC
			}
			traits = {
				army_chief_morale_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		country_leader = {
			ideology = despotism
			traits = {
				SIC_reckless_commander
			}
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C02
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C02 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^2 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C02
		value = 15000
	} {
		type = invade
		id = C02
		value = 200
	}
}
### Entity: State History
Component: 23
Constructs: add_core_of
Source: game
File: history/states/23-Poitou.txt

Code:
state = {
	id = 23
	name = STATE_23
	manpower = 1603100
	state_category = town
	resources = {
		steel = 12
	}
	history = {
		owner = FRA
		victory_points = {
			6657 5
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			6657 = {
				naval_base = 3
			}
		}
		add_core_of = FRA
	}
	provinces = {
		595 629 655 3659 6657 9597 9631 11582 11596 11600
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_reach_out_to_trujillo
Constructs: prerequisite, has_government, has_war_with, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_reach_out_to_trujillo
	icon = GFX_goal_generic_befriend_dominica
	cost = 5
	prerequisite = {
		focus = CUB_secure_united_states_political_support
	}
	relative_position_id = CUB_secure_united_states_political_support
	x = 0
	y = 1
	available = {
		country_exists = DOM
		NOT = {
			has_war_with = DOM
		}
		DOM = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		DOM = {
			country_event = {
				id = cuba.23
				hours = 6
			}
		}
		custom_effect_tooltip = if_they_accept
		effect_tooltip = {
			diplomatic_relation = {
				country = DOM
				relation = non_aggression_pact
				active = yes
			} {
				country = DOM
				relation = guarantee
				active = yes
			}
			DOM = {
				diplomatic_relation = {
					country = CUB
					relation = guarantee
					active = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}