Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_MILITARY_japan_invasions_INVASION_init
Constructs: limit, has_country_flag, set_country_flag, clear_array, add_to_array, set_temp_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_INVASION_japan_invasions.txt

Code:
EAI_MILITARY_japan_invasions_INVASION_init = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_MILITARY_INVASION_init
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_invasion_operations_logging
			}
			log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_japan_invasions_INVASION_init
		}
		set_country_flag = EAI_MILITARY_INVASION_init
		clear_array = EAI_MILITARY_INVASION_operation_start_days
		add_to_array = {
			EAI_MILITARY_INVASION_operation_start_days = @EAI_MILITARY_operation_australia_INVASION_start_year
		}
		for_each_loop = {
			array = EAI_MILITARY_INVASION_operation_start_days
			set_temp_variable = {
				tmp = v
			}
			subtract_from_temp_variable = {
				tmp = 1936
			}
			multiply_temp_variable = {
				tmp = 365
			}
			set_variable = {
				EAI_MILITARY_INVASION_operation_start_days^i = tmp
			}
			if = {
				limit = {
					has_country_flag = EAI_invasion_operations_logging
				}
				log = op_start_day=[?tmp]
			}
		}
	}
}
### Entity: Event
Component: news.110
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.110
	title = news.110.t
	desc = news.110.d
	picture = GFX_news_event_soldiers_marching
	major = yes
	trigger = {
		361 = {
			is_controlled_by = GER
		} {
			is_owned_by = USA
		}
		GER = {
			has_war_with = USA
		}
		NOT = {
			has_global_flag = fall_of_washington
		}
	}
	immediate = {
		set_global_flag = fall_of_washington
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = GER USA
			}
		}
	} {
		name = news.100.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.100.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: Modifier Reference
Component: r56_concentrated_armament_program
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_concentrated_armament_program = {
	enable = {
		always = yes
	}
	remove_trigger = {
		ROOT = {
			NOT = {
				CONTROLLER = {
					tag = FROM
				}
			}
		}
	}
	icon = GFX_decision_eng_trade_unions_support
	local_building_slots_factor = 0.05
	state_production_speed_arms_factory_factor = 0.05
	state_repair_speed_arms_factory_factor = -0.05
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_ask_for_georgia
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_georgia
	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 = 720
		}
		is_in_faction_with = ENG
	}
	bypass = {
		owns_state = 720
	}
	completion_reward = {
		ENG = {
			country_event = {
				id = argentina.17
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_defense_of_the_fatherland
Constructs: prerequisite, limit, completion_reward, add_political_power, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_defense_of_the_fatherland
	icon = GFX_focus_BRA_for_the_fatherland
	prerequisite = {
		focus = BRA_domination_of_the_americas
	}
	x = -2
	y = 1
	relative_position_id = BRA_domination_of_the_americas
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 100
		random_core_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
				NOT = {
					OR = {
						state = 961 962 963 964 965 966 967 968
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: AST_R56_the_economic_state_idea_2
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_the_economic_state_idea_2 = {
	name = AST_R56_the_economic_state_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		consumer_goods_factor = -0.08
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		global_building_slots_factor = 0.1
	}
}
### Entity: Idea
Component: PRC_top_command_air
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/prc.txt

Code:
PRC_top_command_air = {
	name = PRC_top_command
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		experience_gain_army = 0.05
		experience_gain_air = 0.05
		planning_speed = 0.05
		max_planning = 0.1
		air_night_penalty = -0.15
		army_bonus_air_superiority_factor = 0.1
	}
}
### Entity: Event
Component: denmark_protection_event.120
Constructs: is_triggered_only, ai_chance, has_war, has_government, has_country_flag, add_opinion_modifier, fire_only_once, has_opinion
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_protection_event.120
	title = denmark_protection_event.120.t
	desc = denmark_protection_event.120.desc
	picture = GFX_report_event_generic_sign_treaty1
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_protection_event.120.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 2
				has_country_flag = DEN_danish_trading_partner_flag
			} {
				factor = 5
				has_government = FROM
			} {
				factor = 5
				has_war = no
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 75
				}
			}
		}
		effect_tooltip = {
			DEN_alliance_tech_sharing = yes
			ROOT = {
				add_opinion_modifier = {
					modifier = DEN_deepening_partnership
					target = FROM
				}
			}
			FROM = {
				add_opinion_modifier = {
					modifier = DEN_deepening_partnership
					target = ROOT
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_protection_event.121
				days = 2
			}
		}
	} {
		name = denmark_protection_event.120.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_civil_war = yes
			} {
				factor = 5
				has_capitulated = yes
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_protection_event.122
				days = 2
			}
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.86
Constructs: is_triggered_only, limit, has_country_flag, clr_country_flag
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.86
	title = wuw_GER_diplomacy.86.t
	desc = wuw_GER_diplomacy.86.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.86.a
		IF = {
			limit = {
				ROOT = {
					has_country_flag = SOV_got_slo_from_ger
				}
			}
			effect_tooltip = {
				transfer_state = 70 664 71 73
			}
			clr_country_flag = SOV_got_slo_from_ger
		}
		ELSE_IF = {
			limit = {
				ROOT = {
					has_country_flag = SOV_got_east_pol_from_ger
				}
			}
			effect_tooltip = {
				transfer_state = 89 91 93 94 95 96 97
			}
			clr_country_flag = SOV_got_east_pol_from_ger
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: limit, has_dlc, add_equipment_production
Source: game
File: history/units/PHI_1936.txt

Code:
instant_effect = {
	if = {
		limit = {
			has_dlc = No Compromise, No Surrender
		}
		add_equipment_production = {
			equipment = {
				type = infantry_equipment_0
				creator = PHI
			}
			requested_factories = 1
			progress = 0.4
			efficiency = 100
		} {
			equipment = {
				type = convoy_1
				creator = PHI
				version_name = Casco Convoy
			}
			requested_factories = 1
			progress = 0.55
			amount = 50
			industrial_manufacturer = mio:PHI_compania_maritima_de_cebu_organization
		}
		else = {
			add_equipment_production = {
				equipment = {
					type = infantry_equipment_0
					creator = PHI
				}
				requested_factories = 1
				progress = 0.4
				efficiency = 100
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_local_arms_development
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_local_arms_development
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = CHI_local_arms_production
	}
	x = 1
	y = 2
	relative_position_id = CHI_industrial_investment
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = CHI_local_arms_development
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_trade_with_germany
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, is_subject, add_offsite_building, unlock_decision_category_tooltip
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_trade_with_germany
	icon = GFX_focus_generic_german_trade
	prerequisite = {
		focus = DEN_devalue_the_krone
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_devalue_the_krone
	x = 1
	y = 1
	cost = 10
	bypass = {

	}
	available = {
		NOT = {
			has_war_with = GER
		}
		is_subject = no
		GER = {
			exists = yes
		}
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		GER = {
			country_event = {
				id = denmark_trade_deal.1
				days = 1
			}
		}
		custom_effect_tooltip = if_they_accept_tt war_will_cancel_deal_tt
		effect_tooltip = {
			ROOT = {
				add_offsite_building = {
					type = industrial_complex
					level = 1
				}
				DEN_trade_deal_effects = yes
			}
			GER = {
				add_ideas = DEN_danish_produce_export_ns
			}
		}
		unlock_decision_category_tooltip = DEN_trade_deal_category
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_order_destroyers
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_order_destroyers
	icon = GFX_goal_generic_navy_anti_submarine
	prerequisite = {
		focus = CHI_investment_into_shipbuilding
	}
	x = 0
	y = 1
	relative_position_id = CHI_investment_into_shipbuilding
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			USA_will_support = yes
			JAP_will_support = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CHI_order_destroyers
			bonus = 1.0
			uses = 2
			category = dd_tech
		}
	}
}
### Entity: Scripted Effect
Component: calculate_claimant_effect
Constructs: limit, has_country_flag, check_variable, add_to_variable, set_state_flag, clr_state_flag, is_claimed_by, add_claim_by
Source: game
File: common/scripted_effects/ROM_scripted_effects.txt

Code:
calculate_claimant_effect = {
	if = {
		limit = {
			check_variable = {
				claim_strength_@PREV = < 2
			}
		}
		add_to_variable = {
			var = claim_strength_@PREV
			value = 1
		}
		custom_effect_tooltip = romania_add_claims_tt
	} {
		limit = {
			check_variable = {
				claim_strength_ROM = > claim_strength_HUN
			} {
				claim_strength_ROM = > claim_strength_ITA
			} {
				claim_strength_ROM = > claim_strength_GER
			}
		}
		set_state_flag = strongest_claimant_ROM
		clr_state_flag = strongest_claimant_GER strongest_claimant_ITA strongest_claimant_HUN
	} {
		limit = {
			check_variable = {
				claim_strength_GER = > claim_strength_HUN
			} {
				claim_strength_GER = > claim_strength_ITA
			} {
				claim_strength_GER = > claim_strength_ROM
			}
		}
		set_state_flag = strongest_claimant_GER
		clr_state_flag = strongest_claimant_ROM strongest_claimant_ITA strongest_claimant_HUN
	} {
		limit = {
			check_variable = {
				claim_strength_ITA = > claim_strength_HUN
			} {
				claim_strength_ITA = > claim_strength_ROM
			} {
				claim_strength_ITA = > claim_strength_GER
			}
		}
		set_state_flag = strongest_claimant_ITA
		clr_state_flag = strongest_claimant_GER strongest_claimant_ROM strongest_claimant_HUN
	} {
		limit = {
			check_variable = {
				claim_strength_HUN = > claim_strength_ROM
			} {
				claim_strength_HUN = > claim_strength_ITA
			} {
				claim_strength_HUN = > claim_strength_GER
			}
		}
		set_state_flag = strongest_claimant_HUN
		clr_state_flag = strongest_claimant_GER strongest_claimant_ITA strongest_claimant_ROM
	}
	else_if = {
		limit = {
			NOT = {
				any_country = {
					has_country_flag = invited_to_split_yugo
					PREV = {
						is_claimed_by = PREV
					}
				}
			}
		}
		add_to_variable = {
			var = claim_strength_@PREV
			value = 1
		}
		custom_effect_tooltip = newline_tt
		add_claim_by = PREV
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_hispanidad_filipina
Constructs: prerequisite, limit, has_government, completion_reward, has_global_flag, has_dlc
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_hispanidad_filipina
	icon = GFX_focus_PHI_hispanidad_filipina
	prerequisite = {
		focus = PHI_election_overturned
	}
	relative_position_id = PHI_election_overturned
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		base = 4
	}
	available = {
		has_global_flag = spanish_civil_war
		if = {
			limit = {
				has_global_flag = spanish_civil_war
				has_dlc = La Resistance
			}
			OR = {
				country_exists = SPA SPD
			}
		}
		NOT = {
			has_global_flag = scw_over
		}
		has_government = neutrality
	}
	bypass = {
		if = {
			limit = {
				has_global_flag = spanish_civil_war
			}
			OR = {
				AND = {
					NOT = {
						country_exists = SPA
					} {
						country_exists = SPD
					}
				}
				has_global_flag = scw_over
			}
		}
		else = {
			has_global_flag = scw_over
		}
		has_government = neutrality
	}
	available_if_capitulated = no
	completion_reward = {
		country_event = SEA_PHI_political_events.62
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/LAND/infantry_design
Constructs: limit, has_country_flag, random_list, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/LAND/infantry_design = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_infantry_design_A = yes
							NOT = {
								EAI_infantry_design_A = yes
								EAI_infantry_design_B = yes
								EAI_infantry_design_C = yes
							}
						}
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/infantry_design = global.EAI_A_INF_DESIGN
			}
			set_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_A_INF_DESIGN
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_infantry_design_B = yes
							NOT = {
								EAI_infantry_design_A = yes
								EAI_infantry_design_B = yes
								EAI_infantry_design_C = yes
							}
						}
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/infantry_design = global.EAI_B_INF_DESIGN
			}
			set_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_B_INF_DESIGN
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_infantry_design_C = yes
					}
				}
			} {
				factor = 1
			} {
				factor = 4
				EAI_prefer_artillery_design = yes
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/infantry_design = global.EAI_C_INF_DESIGN
			}
			set_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_C_INF_DESIGN
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design_OVERRIDE = global.EAI_HISTORICAL
			}
		}
		set_variable = {
			EAI_FOCUS/LAND/infantry_design = global.EAI_HISTORICAL
		}
	}
}
### Entity: Character
Component: artillery_producer_mass_2
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
artillery_producer_mass_2 = {
	random = no
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.15
		}
		rocket_artillery_equipment = {
			build_cost_ic = -0.15
		}
		anti_tank_equipment = {
			build_cost_ic = -0.15
		}
		anti_air_equipment = {
			build_cost_ic = -0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Own_Naval_Bomber
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Own_Naval_Bomber
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = GEN_Own_Design
	}
	x = 1
	y = 2
	relative_position_id = GEN_Own_Design
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = medium_airframe
				bonus = 1
				uses = 1
				ahead_reduction = 1
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = nav_bomber_bonus
				bonus = 1
				uses = 1
				category = naval_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_polymer_effort
Constructs: prerequisite, limit, completion_reward, set_technology, has_tech, set_country_flag, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_polymer_effort
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = GRE_further_development
	}
	x = 1
	y = 7
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = synth_oil_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = synthetic_refinery
					size = < 0
					include_locked = yes
				}
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = available_materiel_manufacturer
		show_ideas_tooltip = chropei
		if = {
			limit = {
				NOT = {
					has_tech = synth_oil_experiments
				}
			}
			set_technology = {
				synth_oil_experiments = 1
			}
			set_country_flag = GRE_polymer_corporation_unlock
			effect_tooltip = {
				random_owned_controlled_state = {
					prioritize = {
						47
					}
					limit = {

					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = synthetic_refinery
						level = 1
						instant_build = yes
					}
					set_state_flag = GRE_polymer_corporation_1
				} {
					prioritize = {
						186
					}
					limit = {

					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = synthetic_refinery
						level = 1
						instant_build = yes
					}
					set_state_flag = CAN_polymer_corporation_2
				}
			}
			else = {
				add_tech_bonus = {
					name = industrial_bonus
					ahead_reduction = 1
					bonus = 1
					uses = 1
					category = synth_resources
				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				47
			}
			limit = {
				free_building_slots = {
					building = synthetic_refinery
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
			set_state_flag = GRE_polymer_corporation_1
		} {
			prioritize = {
				186
			}
			limit = {
				free_building_slots = {
					building = synthetic_refinery
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
			set_state_flag = GRE_polymer_corporation_2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3APeace_conference.jpeg.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
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The following pages link to File:Peace conference.jpeg:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Peace conference (file link) ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Peace_conference.jpeg"
### Entity: Event
Component: bftb_turkey.81
Constructs: is_triggered_only, add_war_support
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.81
	title = bftb_turkey.81.t
	desc = bftb_turkey.81.desc
	picture = GFX_report_event_tur_politician_march
	is_triggered_only = yes
	option = {
		name = bftb_turkey.81.a
		add_war_support = 0.05
	}
}
### Entity: Idea
Component: lithgow_saf
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
lithgow_saf = {
	picture = generic_infantry_equipment_manufacturer_1
	allowed = {
		original_TAG = AST
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_amend_the_maori_affairs_act
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_amend_the_maori_affairs_act
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = NZL_the_manpower_act
	}
	mutually_exclusive = {
		focus = NZL_waitangi_tribunal
	}
	x = -1
	y = 3
	relative_position_id = NZL_ratana_alliance
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		284 = {
			add_extra_state_shared_building_slots = 2
		}
		723 = {
			add_extra_state_shared_building_slots = 2
		}
		add_stability = -0.05
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_the_fight_overseas
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_the_fight_overseas
	icon = GFX_goal_generic_freedom
	x = 1
	y = 1
	prerequisite = {
		focus = PAL_the_fight_for_liberty
	}
	cost = 5
	relative_position_id = PAL_the_fight_for_liberty
	completion_reward = {
		swap_ideas = {
			remove_idea = PAL_fight_for_liberty
			add_idea = PAL_fight_for_liberty2
		}
	}
}