Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: GER_treat_URG_bad_untill_they_do_something_or_if_the_time_is_good
Constructs: has_completed_focus, has_government, has_war_with, is_faction_leader, is_in_faction, has_war_together_with
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
GER_treat_URG_bad_untill_they_do_something_or_if_the_time_is_good = {
	allowed = {
		original_tag = GER
	}
	enable = {
		GER = {
			has_government = fascism
			is_faction_leader = yes
		}
		URG = {
			has_government = fascism
			is_in_faction = no
		}
		country_exists = URG
	}
	abort = {
		OR = {
			date = > 1941.12.7
			GER = {
				has_war_with = USA
			}
			URG = {
				OR = {
					has_war_together_with = GER
					has_completed_focus = URG_join_the_axis
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = URG
		value = -75
	}
}
### Entity: Idea
Component: idea_SIA_bank_of_siam
Constructs: has_completed_focus, has_dlc
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_bank_of_siam = {
	picture = SIA_bank_of_thailand
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	available = {
		has_completed_focus = SIA_the_bank_of_siam
	}
	visible = {
		NOT = {
			has_completed_focus = SIA_foreign_currency_exchange
		}
	}
	cost = 150
	traits = {
		central_bank
	}
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		consumer_goods_factor = -0.05
	}
}
### Entity: Character
Component: MZB_ncm
Source: game
File: common/characters/MZB.txt

Code:
MZB_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = MZB_ncm
		allowed = {
			original_tag = MZB
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Character
Component: BRM_democratic_guy
Constructs: has_government
Source: game
File: common/characters/BRM.txt

Code:
BRM_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = BRM_democratic_guy
		allowed = {
			original_tag = BRM
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_cruiser_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_cruiser_effort
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = SLO_large_navy SLO_flexible_navy
	}
	relative_position_id = SLO_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: Character
Component: TAH_acas
Source: game
File: common/characters/TAH.txt

Code:
TAH_acas = {
	advisor = {
		slot = high_command
		idea_token = TAH_acas
		ledger = air
		allowed = {
			original_tag = TAH
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_lead_by_example
Constructs: prerequisite, add_ideas, completion_reward, has_country_leader
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_lead_by_example
	icon = GFX_focus_research2
	relative_position_id = LIT_nationalist_education
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_nationalist_education
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_country_leader = {
				character = LIT_antanas_smetona
				ruling_only = yes
			} {
				character = LIT_augustinas_voldemaras
				ruling_only = yes
			}
		}
	}
	completion_reward = {
		add_ideas = LIT_leading_by_example
	}
}
### Entity: Technology
Component: antiair3
Constructs: has_war_with, enable_equipment_modules, research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	anti_air = {
		air_attack = 0.1
	}
	anti_air_brigade = {
		air_attack = 0.1
	}
	anti_air_battery = {
		air_attack = 0.1
	}
	mot_anti_air_brigade = {
		air_attack = 0.1
	}
	category_self_propelled_anti_air = {
		air_attack = 0.1
	}
	enable_equipment_modules = {
		tank_heavy_cannon_2
	}
	tech_air_damage_factor = -0.02
	path = {
		leads_to_tech = antiair4
		research_cost_coeff = 1
	}
	research_cost = 1
	start_year = 1941
	folder = {
		name = artillery_folder
		position = {
			x = @anti_air
			y = 8
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				tag = JAP ENG USA
			} {
				has_war_with = JAP USA ENG
			}
			factor = 5
		}
	}
	categories = {
		artillery cat_anti_air mio_cat_all_artillery_equipment
	}
	special_project_specialization = {
		specialization_land specialization_air
	}
}
### Entity: Decision
Component: SPA_preparing_the_carlist_insurrection
Constructs: has_completed_focus, has_country_flag, fire_only_once, has_state_flag, has_global_flag, cancel_if_not_visible, complete_effect, set_country_flag
Source: game
File: common/decisions/SPR.txt

Code:
SPA_preparing_the_carlist_insurrection = {
	SPA_establish_galicia_carlist_cell = {
		icon = generic_prepare_civil_war
		available = {
			controls_state = 171
			171 = {
				NOT = {
					has_state_flag = SPA_carlist_cell_flag
				}
			} {
				NOT = {
					has_state_flag = SPA_union_militar_flag
				}
			}
			NOT = {
				has_country_flag = SPA_already_establishing_carlist_cell_flag
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 171
			}
		}
		on_map_mode = map_only
		cost = 50
		fire_only_once = no
		days_remove = 90
		visible = {
			has_global_flag = spanish_civil_war
			NOT = {
				has_global_flag = scw_over
			} {
				has_global_flag = SPR_carlist_uprising_flag
			}
			has_completed_focus = SPA_prepare_the_carlist_insurrection
		}
		cancel_if_not_visible = yes
		complete_effect = {
			set_country_flag = SPA_already_establishing_carlist_cell_flag
		}
		remove_effect = {
			171 = {
				set_state_flag = SPA_carlist_cell_flag
			}
			clr_country_flag = SPA_already_establishing_carlist_cell_flag
		}
		ai_will_do = {

		}
	}
	SPA_establish_asturias_carlist_cell = {
		icon = generic_prepare_civil_war
		available = {
			controls_state = 790
			790 = {
				NOT = {
					has_state_flag = SPA_carlist_cell_flag
				}
			} {
				NOT = {
					has_state_flag = SPA_union_militar_flag
				}
			}
			NOT = {
				has_country_flag = SPA_already_establishing_carlist_cell_flag
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 790
			}
		}
		on_map_mode = map_only
		cost = 50
		fire_only_once = no
		days_remove = 90
		visible = {
			has_global_flag = spanish_civil_war
			NOT = {
				has_global_flag = scw_over
			} {
				has_global_flag = SPR_carlist_uprising_flag
			}
			has_completed_focus = SPA_prepare_the_carlist_insurrection
		}
		cancel_if_not_visible = yes
		complete_effect = {
			set_country_flag = SPA_already_establishing_carlist_cell_flag
		}
		remove_effect = {
			790 = {
				set_state_flag = SPA_carlist_cell_flag
			}
			clr_country_flag = SPA_already_establishing_carlist_cell_flag
		}
		ai_will_do = {

		}
	}
	SPA_establish_leon_carlist_cell = {
		icon = generic_prepare_civil_war
		available = {
			controls_state = 174
			174 = {
				NOT = {
					has_state_flag = SPA_carlist_cell_flag
				}
			} {
				NOT = {
					has_state_flag = SPA_union_militar_flag
				}
			}
			NOT = {
				has_country_flag = SPA_already_establis
# ... (truncated)
### Entity: Idea
Component: LIT_agrarian_society
Constructs: industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_agrarian_society = {
	picture = generic_agrarian_society
	allowed = {
		original_tag = LIT
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.06
		conscription_factor = -0.5
		industrial_capacity_factory = -0.2
	}
}
### Entity: AI Strategy
Component: generic_maritime_patrol
Constructs: is_coastal, any_of
Source: game
File: common/ai_equipment/generic_planes.txt

Code:
generic_maritime_patrol = {
	category = air
	blocked_for = {
		GER ENG USA
	}
	available_for = {

	}
	roles = {
		air_maritime_patrol
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 50
			factor = 0
		} {
			all_owned_state = {
				is_coastal = no
			}
			factor = 0
		}
	}
	maritime_patrol_1_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = large_plane_maritime_patrol_plane_airframe_1
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = empty
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_1_4x
				special_type_slot_1 = lmg_defense_turret_2x
				special_type_slot_2 = fuel_tanks_large
				special_type_slot_3 = flying_boat_large
			}
		}
		allowed_modules = {
			torpedo_mounting engine_1_4x fuel_tanks_large flying_boat_large lmg_defense_turret
		}
	}
	maritime_patrol_2_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = large_plane_maritime_patrol_plane_airframe_2
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = torpedo_mounting
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_2_4x
				special_type_slot_1 = hmg_defense_turret_2x
				special_type_slot_2 = lmg_defense_turret_2x
				special_type_slot_3 = fuel_tanks_large
				special_type_slot_4 = flying_boat_large
			}
		}
		allowed_modules = {
			torpedo_mounting engine_2_4x hmg_defense_turret_2x lmg_defense_turret_2x fuel_tanks_large flying_boat_large
		}
	}
	maritime_patrol_3_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 4000
			type = large_plane_maritime_patrol_plane_airframe_3
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = torpedo_mounting
				fixed_auxiliary_weapon_slot_2 = torpedo_mounting
				engine_type_slot = engine_4_4x
				special_type_slot_1 = cannon_defense_turret_2x
				special_type_slot_2 = {
					any_of = {
						air_ground_radar_2 air_ground_radar_1 recon_camera hmg_defense_turret_2x
					}
				}
				special_type_slot_3 = fuel_tanks_large
				special_type_slot_4 = flying_boat_large
			}
		}
		allowed_modules = {
			torpedo_mounting engine_4_4x cannon_defense_turret_2x hmg_defense_turret_2x air_ground_radar_2
# ... (truncated)
### Entity: National Focus
Tree: arg_focus
Component: ARG_nav_innovation
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_nav_innovation
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = ARG_carrier_modernization ARG_air_innovations
	}
	x = 23
	y = 4
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = ARG_nav_innovation
				technology = improved_medium_airframe
				bonus = 0.75
				uses = 1
			}
		}
		else = {
			add_tech_bonus = {
				name = ARG_nav_innovation
				bonus = 1
				ahead_reduction = 1
				uses = 1
				category = naval_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: GER_plan_z_idea
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_plan_z_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_navy_bonus
	equipment_bonus = {
		capital_ship = {
			build_cost_ic = -0.15
			instant = yes
		}
		carrier = {
			build_cost_ic = -0.1
			instant = yes
		}
		screen_ship = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: 148th Division
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 148th Division
	location = 4925
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
	officer = {
		name = SIC_chen_wanren
	}
}
### Entity: Character
Component: ETH_workneh_eshete
Constructs: has_government
Source: game
File: common/characters/ETH.txt

Code:
ETH_workneh_eshete = {
	name = ETH_workneh_eshete
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_ETH_workneh_eshete_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ETH_workneh_eshete
		allowed = {
			original_tag = ETH
		}
		available = {
			has_government = democratic
		}
		traits = {
			modernizer_and_diplomat
		}
	}
}
### Entity: Event
Component: lithuania.16
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, has_country_flag, set_politics, send_equipment
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.16
	title = lithuania.16.t
	desc = lithuania.16.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.16.a
		hidden_effect = {
			set_politics = {
				ruling_party = communism
				elections_allowed = no
			}
			start_civil_war = {
				ruling_party = communism
				ideology = neutrality
				size = 0.5
				capital = 188
				states = {
					188 189
				}
				keep_political_leader = yes
			}
		}
		if = {
			limit = {
				has_country_flag = LIT_ussr_help_generous_flag
			}
			effect_tooltip = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 2500
					producer = SOV
				} {
					type = support_equipment
					amount = 250
					producer = SOV
				} {
					type = artillery_equipment
					amount = 250
					producer = SOV
				}
			}
			hidden_effect = {
				FAK = {
					send_equipment = {
						equipment = infantry_equipment
						amount = 2500
						target = LIT
					} {
						equipment = support_equipment
						amount = 250
						target = LIT
					} {
						equipment = artillery_equipment
						amount = 250
						target = LIT
					}
				}
			}
		} {
			limit = {
				has_country_flag = LIT_ussr_help_moderate_flag
			}
			effect_tooltip = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 2000
					producer = SOV
				}
			}
			hidden_effect = {
				FAK = {
					send_equipment = {
						equipment = infantry_equipment
						amount = 2000
						target = LIT
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_malayo_polynesia
Constructs: prerequisite, completion_reward, add_state_claim
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_malayo_polynesia
	icon = GFX_focus_PHI_malayo_polynesia
	prerequisite = {
		focus = PHI_assume_the_naval_burden PHI_develop_naval_infrastructure
	}
	relative_position_id = PHI_assume_the_naval_burden
	x = 1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_state_claim = 1070 634 734 1024 334 333 673 336 672 335 667 1023 1021 979 668 669 1022 738 721 667
		custom_effect_tooltip = generic_skip_one_line_tt PHI_claim_to_core_tt
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: CZE_slovakian_nationalist
Constructs: fascism_drift, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_slovakian_nationalist = {
	random = no
	sprite = 13
	fascism_drift = 0.03
	conscription_factor = 0.1
	weekly_manpower = 100
	fascism_acceptance = 25
}
### Entity: Event
Component: AFG_industrial_events.15
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_industrial_events.15
	title = AFG_industrial_events.15.t
	desc = AFG_industrial_events.15.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_industrial_events.15.a
		ai_chance = {
			base = 10
		}
		add_stability = 0.05
		add_political_power = 100
	}
}
### Entity: Character
Component: KOR_unam
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
KOR_unam = {
	random = no
	sprite = 13
	resistance_target = -0.1
	stability_factor = -0.05
	political_power_factor = 0.1
}
### Entity: Character
Component: FIN_hilja_riipinen
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/FIN.txt

Code:
FIN_hilja_riipinen = {
	name = FIN_hilja_riipinen
	portraits = {
		civilian = {
			small = GFX_portrait_FIN_hilja_riipinen_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FIN_hilja_riipinen
		allowed = {
			original_tag = FIN
		}
		available = {
			has_completed_focus = FIN_arm_the_lotta_svard
			NOT = {
				has_government = communism democratic
			}
		}
		cost = 70
		traits = {
			hurja_hilja
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 0.1
				FIN_is_historical_ai = yes
			}
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_seize_production
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_seize_production
	icon = GFX_goal_generic_communist_economy
	x = 8
	y = 3
	cost = 10
	prerequisite = {
		focus = ALG_the_peasants_republic
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: NOR_stalin_exists
Constructs: has_government, has_country_leader
Source: game
File: common/scripted_triggers/NOR_scripted_triggers.txt

Code:
NOR_stalin_exists = {
	any_other_country = {
		has_government = communism
		has_country_leader = {
			character = SOV_iosif_stalin
			ruling_only = yes
		}
	}
}
### Entity: Unit Template
Component: equipments
Constructs: is_archetype, is_convertable, is_buildable, allow_mission_type, build_cost_ic, maximum_speed
Source: game
File: common/units/equipment/r56e_fighter_bomber.txt

Code:
equipments = {
	fighter_bomber_equipment = {
		year = 1940
		is_archetype = yes
		is_convertable = yes
		picture = archetype_fighter_equipment
		is_buildable = no
		type = fighter
		ai_type = cas
		group_by = archetype
		sprite = light_plane
		air_map_icon_frame = 1
		interface_category = interface_category_air
		interface_overview_category_index = 1
		allow_mission_type = {
			training air_superiority interception cas attack_logistics
		}
		upgrades = {
			plane_cas_upgrade plane_range_upgrade plane_engine_upgrade plane_reliability_upgrade
		}
		air_superiority = 1
		reliability = 0.8
		lend_lease_cost = 8
		build_cost_ic = 26
		resources = {
			aluminium = 3
			rubber = 1
		}
		manpower = 20
		fuel_consumption = 0.21
	}
	fighter_bomber_equipment_2 = {
		year = 1940
		archetype = fighter_bomber_equipment
		priority = 10
		is_convertable = yes
		can_convert_from = {
			fighter_equipment_0 fighter_equipment_1 fighter_equipment_2
		}
		air_range = 1000
		maximum_speed = 630
		air_agility = 60
		air_attack = 27
		air_defence = 12
		air_ground_attack = 10
		naval_strike_attack = 9
		naval_strike_targetting = 10
		surface_detection = 13
		sub_detection = 3
		build_cost_ic = 28
		resources = {
			aluminium = 3
			rubber = 1
		}
	}
	fighter_bomber_equipment_3 = {
		year = 1944
		archetype = fighter_bomber_equipment
		parent = fighter_bomber_equipment_2
		priority = 10
		is_convertable = yes
		can_convert_from = {
			fighter_bomber_equipment_2 fighter_equipment_0 fighter_equipment_1 fighter_equipment_2 fighter_equipment_3
		}
		air_range = 1200
		maximum_speed = 700
		air_agility = 75
		air_attack = 32
		air_defence = 14
		air_ground_attack = 13
		naval_strike_attack = 11
		naval_strike_targetting = 10
		surface_detection = 21
		sub_detection = 4
		build_cost_ic = 30
		resources = {
			aluminium = 4
			rubber = 1
		}
	}
}
### Entity: Idea
Component: kemalist_neutrality_idea
Constructs: stability_factor, has_war, removal_cost, send_volunteers_tension
Source: game
File: common/ideas/turkey.txt

Code:
kemalist_neutrality_idea = {
	allowed = {
		always = no
	}
	cancel = {
		has_war = yes
	}
	picture = tur_kemalist_neutrality
	removal_cost = -1
	modifier = {
		stability_factor = 0.15
		generate_wargoal_tension = 1.0
		justify_war_goal_time = 2.0
		join_faction_tension = 1.0
		lend_lease_tension = -0.25
		send_volunteers_tension = 0.25
		ai_get_ally_desire_factor = -100
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_field_piece_research
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_field_piece_research
	icon = GFX_goal_generic_army_artillery2
	relative_position_id = EGY_modernize_our_weaponry
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_modernize_our_weaponry
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_to_variable = {
			EGY_the_egyptian_army_attack_factor = 0.1
		}
		custom_effect_tooltip = EGY_field_piece_research_tt
		add_tech_bonus = {
			name = EGY_field_piece_research
			bonus = 1
			uses = 2
			category = artillery
		}
	}
}
### Entity: Event
Component: r56.ger.16
Constructs: create_country_leader, add_equipment_to_stockpile, has_war, limit, has_government, has_country_flag, is_major, fire_only_once
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.16
	title = r56.ger.16.t
	desc = r56.ger.16.desc
	picture = GFX_report_event_german_reichstag_bombed
	fire_only_once = yes
	hidden = yes
	trigger = {
		original_tag = GER
		is_ai = yes
		has_civil_war = no
		date = > 1941.9.9
		ROOT = {
			has_war = yes
			surrender_progress = > 0.88
			has_country_flag = r56_GER_endsieg_event_happened
			casualties = > 799999
			NOT = {
				has_government = democratic
			}
			OR = {
				any_enemy_country = {
					is_major = yes
					OR = {
						original_tag = ENG USA SOV FRA POL ITA
					}
				}
				has_global_flag = had_yalta_conference
				AND = {
					surrender_progress = > 0.9
					casualties = > 1200000
				}
			}
		}
	}
	mean_time_to_happen = {
		days = 3
	}
	option = {
		name = r56.ger.16.a
		if = {
			limit = {
				64 = {
					NOT = {
						is_controlled_by = GER
					}
				}
				has_global_flag = had_yalta_conference
				has_country_leader = {
					character = GER_adolf_hitler
					ruling_only = yes
				}
			}
			kill_ideology_leader = fascism
			set_global_flag = r56_we_killed_no_no_man
			create_country_leader = {
				name = Karl Donitz
				desc = 
				picture = Portrait_Germany_Karl_Donitz.dds
				expire = 1965.1.1
				ideology = nazism
				traits = {
					retired_admiral defacto_leader
				}
			}
		}
		ROOT = {
			add_manpower = 10000
			add_fuel = 250
			add_offsite_building = {
				type = arms_factory
				level = 1
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 4000
				producer = GER
			} {
				type = support_equipment
				amount = 250
				producer = GER
			} {
				type = medium_tank_chassis
				amount = 200
				producer = GER
			} {
				type = artillery_equipment
				amount = 200
				producer = GER
			} {
				type = motorized_equipment
				amount = 100
				producer = GER
			} {
				type = train_equipment
				amount = 10
			}
		}
	}
}