Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mtg_usa_civil_war_fascists.2
Constructs: is_triggered_only, has_completed_focus, limit, has_country_flag, add_stability, fire_only_once, set_country_flag
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_fascists.2
	title = mtg_usa_civil_war_fascists.2.t
	desc = mtg_usa_civil_war_fascists.2.desc
	picture = GFX_report_event_generic_riot
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		not = {
			has_country_flag = mtg_usa_civil_war_fascists_2
		}
	}
	option = {
		name = mtg_usa_civil_war_fascists.2.a
		add_stability = -0.2
		set_country_flag = mtg_usa_civil_war_fascists_2
		custom_effect_tooltip = fascists_uprising_tt
		hidden_effect = {
			country_event = {
				id = mtg_usa_civil_war_fascists.20
				days = 200
			} {
				id = mtg_usa_civil_war_fascists.3
				days = 15
			}
			if = {
				limit = {
					OR = {
						has_completed_focus = USA_union_representation_act USA_democratic_socialism
					}
				}
				country_event = {
					id = mtg_usa_civil_war_fascists.4
					days = 15
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_legalize_the_agrarian_party
Constructs: prerequisite, limit, has_government, add_war_support, has_country_flag, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_legalize_the_agrarian_party
	prerequisite = {
		focus = BUL_democratic_principles
	}
	icon = GFX_goal_generic_improve_relations
	relative_position_id = BUL_democratic_principles
	x = -1
	y = 2
	cost = 10
	mutually_exclusive = {
		focus = BUL_seek_cooperation_with_the_tsar
	}
	bypass = {
		has_country_flag = BUL_bzns_integrated_flag
	}
	available = {
		NOT = {
			has_country_flag = BUL_bzns_destroyed_flag
		} {
			has_country_flag = BUL_bzns_media_banned_flag
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_political_power = 120
		add_stability = 0.1
		add_war_support = -0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		BUL_bzns_medium_loyalty_increase_effect = yes
		BUL_bzns_medium_popularity_increase_effect = yes
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_bzns_legalized_flag
				}
			}
			set_country_flag = BUL_bzns_legalized_flag
			custom_effect_tooltip = BUL_legalize_the_agrarian_party_legalize_bzns_tt
		}
		hidden_effect = {
			if = {
				limit = {
					has_government = democratic
				}
				set_country_leader_ideology = socialism
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_mongol_autonomous_state
Constructs: prerequisite, limit, add_war_support, completion_reward, add_political_power, has_subject, cancel_if_invalid, set_cosmetic_tag
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_mongol_autonomous_state
	icon = GFX_focus_generic_attack_mongolia
	x = 0
	y = 1
	relative_position_id = JAP_mengjiang_united_autonomous_government
	prerequisite = {
		focus = JAP_mengjiang_united_autonomous_government
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_subject = MEN
		JAP_army_faction_is_at_least_influential = yes
	}
	bypass = {

	}
	will_lead_to_war_with = MON
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		MEN = {
			country_event = {
				id = SEA_japan_foreign_policy.27
				hours = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			MEN = {
				drop_cosmetic_tag = yes
				set_cosmetic_tag = MEN_mongol_autonomy
				add_political_power = 150
				add_war_support = 0.1
			}
			MON = {
				every_core_state = {
					limit = {
						NOT = {
							is_core_of = MEN
							is_claimed_by = MEN
						}
					}
					add_claim_by = MEN
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			create_wargoal = {
				type = annex_everything
				target = MON
				expire = 0
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_7/super_heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/super_heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: Name List
Component: POK
Source: game
File: common/names/00_names.txt

Code:
POK = {
	male = {
		names = {
			Joko Fauzi Prabowo Ali Soemarno Henk Widji Teuku Hadi Azwar Mustafa Zaini Abdul Anak Ida Dewa Budi Sutrisno Rahmat Syamsul Basri Harun Saiful Ridwan Sulaiman Yusuf Hasan Mahmud Kamil Iskandar Usman Latief Karno Suratman Wahab Tarmizi Ismail Mursalin Ahmad Fachri Sapto Suwandi Kartono Marwan Suyono Waluyo Rasjid Nasir Sutopo Darwis Ruslan Abidin Paiman Jumadi Kasman Sunaryo Kamto Martono Sumarno Widodo Partono Sukimin Darmo Suparno Tarno Handoyo Jumari Saelan Rukman Rauf Imran Muchtar Rais Gani Latif Sabri Yasin Khotib Said Zubair Umar Jalal Masduki Kasmuri Karyo Saidi Darman Waskito Wibowo Sutiman Suprapto Juwono Samsi Samin Taryo Sugeng Rasmadi Karjono Sukirno Sarjono Teuku Hasan Ali Usman Mahmud Yusuf Harun Basri Ridwan Sulaiman Budi Santoso
		}
	}
	female = {
		names = {
			Siti Aisyah Nur Aminah Sri Rahayu Kartini Mawar Rukiyah Halimah Zubaedah Dewi Ratna Nani Sulastri Marni Rasmiah Wati Tuti Hayati Rukmini Salmah Ida Ayu Hasanah Siti Maryam Sarinah Munah Rohani
		}
	}
	surnames = {
		Prabowo Santoso Wibowo  Wijaya Saputra Wicaksono Hartono  Suryono Kartasasmita Hidayat Purnomo  Setiawan Suryani Darmawan Suprapto  Suryadi Riyadi Kurniawan Sastranegara  Hadipranoto Prawiro Sumarto Sumarno  Subagyo Suharto Suroyo Sudarsono  Partowiryo Atmadja Kartonegoro Sarwono  Darmadi Nasution Siregar Harahap  Lubis Pane Daulay Hutabarat  Simanjuntak Hutagalung 
	}
	callsigns = {

	}
}
### Entity: Idea
Component: r56_CAN_merchant_fleet_idea
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_merchant_fleet_idea = {
	name = r56_CAN_merchant_fleet_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_coastal_navy
	equipment_bonus = {
		convoy = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_6/modern_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/modern_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_destroyer_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_shipbuilding_contacts
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_shipbuilding_contacts
	icon = GFX_focus_naval_defense_fund
	prerequisite = {
		focus = QUE_marine_industries
	}
	relative_position_id = QUE_marine_industries
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		navy_experience = 10
		add_ideas = SCO_idea_shipbuilding_contacts
	}
}
### Entity: Idea
Component: LBA_coi
Source: game
File: common/ideas/libya.txt

Code:
LBA_coi = {
	picture = generic_political_advisor_arab_1
	allowed = {
		original_tag = LBA
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/YEM_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = YEM
		}
		requested_factories = 1
		progress = 0.36
		efficiency = 100
	}
}
### Entity: Idea
Component: den_workplace_discipline
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_workplace_discipline = {
	removal_cost = -1
	picture = r56_can_royal_twenty_centers
	modifier = {
		stability_factor = 0.05
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
	}
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_bulldozer_experiments
Constructs: prerequisite, completion_reward, add_tech_bonus, armor_bonus
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_bulldozer_experiments
	icon = GFX_focus_NZL_bob_semple_tank
	prerequisite = {
		focus = EFR_secret_military_researches
	}
	mutually_exclusive = {
		focus = EFR_contact_renault
	}
	relative_position_id = EFR_secret_military_researches
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = armor_bonus
			bonus = 0.5
			uses = 1
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_introduce_new_taxes
Constructs: prerequisite, limit, add_ideas, has_government, add_stability, completion_reward, add_popularity, has_power_balance
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_introduce_new_taxes
	icon = GFX_focus_DEN_no_regulations
	x = -1
	y = 1
	cost = 8
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_backtrack_on_reforms
	}
	relative_position_id = AFG_backtrack_on_reforms
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = -0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_ideas = AFG_heavy_taxation
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Decision
Component: ENG_imperial_conference_decision
Constructs: has_completed_focus, has_war, limit, every_country, has_country_flag, fire_only_once, cancel_if_not_visible, is_good
Source: game
File: common/decisions/ENG.txt

Code:
ENG_imperial_conference_decision = {
	ENG_imperial_conference_decision = {
		icon = generic_political_discourse
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 60
		fire_only_once = yes
		activation = {
			tag = ENG
			has_country_flag = ENG_imperial_conference_timer_flag
		}
		visible = {
			tag = ENG
			has_country_flag = ENG_imperial_conference_timer_flag
		}
		cancel_if_not_visible = no
		is_good = yes
		complete_effect = {

		}
		timeout_effect = {
			custom_effect_tooltip = imperial_conference_ends_tt
			every_country = {
				limit = {
					OR = {
						AND = {
							is_subject_of = ENG
							tag = CAN
						} {
							is_subject_of = ENG
							tag = SAF
						} {
							is_subject_of = ENG
							tag = RAJ
						} {
							is_subject_of = ENG
							tag = AST
						} {
							is_subject_of = ENG
							tag = NZL
						}
					}
				}
				remove_opinion_modifier = {
					target = ENG
					modifier = ENG_imperial_conference_opinion
				} {
					target = ENG
					modifier = ENG_imperial_conference_approved_resolution
				}
			}
		}
	}
	ENG_discuss_imperial_defense = {
		icon = eng_trade_unions_support
		allowed = {
			tag = ENG
		}
		available = {
			NOT = {
				has_country_flag = ENG_imperial_conference_discussion_in_progress
			}
		}
		cost = 50
		fire_only_once = yes
		visible = {
			has_completed_focus = ENG_imperial_conference
			has_country_flag = ENG_imperial_conference_timer_flag
		}
		complete_effect = {
			country_event = {
				id = mtg_britain.83
				hours = 6
			}
			set_country_flag = ENG_imperial_conference_discussion_in_progress
		}
		ai_will_do = {
			factor = 100
		}
	}
	ENG_discuss_imperial_trade = {
		icon = eng_trade_unions_support
		allowed = {
			tag = ENG
		}
		available = {
			NOT = {
				has_country_flag = ENG_imperial_conference_discussion_in_progress
			}
		}
		cost = 50
		fire_only_once = yes
		visible = {
			has_completed_focus = ENG_imperial_conference
			has_country_flag = ENG_imperial_conference_timer_flag
		}
		complete_effect = {
			country_event = {
				id = mtg_britain.87
				hours = 6
			}
			set_country_flag = ENG_imperial_conference_discussion_in_progress
		}
		ai_will_do = {
			factor = 100
		}
	}
	ENG_discuss_imperial_economy = {
		icon = eng_trade_unions_support
		allowed = {
			tag = ENG
		}
		available = {
			NOT = {
				has_country_flag = ENG_imperial_conference_discus
# ... (truncated)
### Entity: Idea
Component: AUS_memories_of_februarkampfe_5
Constructs: removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_memories_of_februarkampfe_5 = {
	picture = SPR_political_violence
	name = AUS_memories_of_februarkampfe
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.1
		drift_defence_factor = -0.2
	}
}
### Entity: Idea
Component: EAI_DD_7/light_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/light_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_air_HON
Source: game
File: common/ai_focuses/HON.txt

Code:
ai_focus_naval_air_HON = {
	research = {
		naval_air = 1.0
		naval_bomber = 1.0
	}
}
### Entity: Unit Leader
Component: BALTIC_ex_russian
Constructs: gain_xp
Source: game
File: common/unit_leader/NSB_traits.txt

Code:
BALTIC_ex_russian = {
	type = all
	trait_type = personality_trait
	gain_xp = {
		always = no
	}
	allowed = {
		FROM = {
			tag = LIT
		}
	}
	modifier = {

	}
	ai_will_do = {
		factor = 1
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Character
Component: MLD_ncs
Source: game
File: common/characters/MLD.txt

Code:
MLD_ncs = {
	advisor = {
		slot = high_command
		idea_token = MLD_ncs
		ledger = navy
		allowed = {
			original_tag = MLD
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}
### Entity: Country History
Country: EST
Component: EST_technology
Constructs: set_technology
Source: game
File: history/countries/EST - Estonia.txt

Code:
# Starting Technologies for EST
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	gw_artillery = 1
	interwar_antiair = 1
	tech_support = 1
	basic_train = 1
}
### Entity: Idea
Component: SWI_trading_idea
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_trading_idea = {
	allowed_civil_war = {
		always = yes
	}
	picture = can_wartime_prices_and_trade_board
	modifier = {
		trade_opinion_factor = 0.15
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_armored_support_vehicle_6
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_armored_support_vehicle_6 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_armored_support_vehicle_6
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = armored_support_vehicle
		value = 1
	}
}
### Entity: Unit Template
Component: SAU_CV_HISTORICAL
Source: game
File: common/units/names_ships/SAU_ship_names.txt

Code:
SAU_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		SAU
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = HMS 
	fallback_name = Carrier %d
	unique = {
		Al 'Arabiyah as Su'udiyah Aziz ibn Saud
	}
}
### Entity: Character
Component: PAK_ar
Source: game
File: common/characters/PAK.txt

Code:
PAK_ar = {
	advisor = {
		slot = high_command
		idea_token = PAK_ar
		ledger = army
		allowed = {
			original_tag = PAK
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Decision
Component: MEX_foreign_affairs
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/MEX_Categories.txt

Code:
MEX_foreign_affairs = {
	icon = generic_crisis
	allowed = {
		original_tag = MEX
	}
	visible = {
		has_completed_focus = MEX_lay_down_the_cooperative_basis
	}
}
### Entity: Order of Battle
Component: 1. Troupes du Katanga
Constructs: division_template
Source: game
File: history/units/COG_1936.txt

Code:
division = {
	name = 1. Troupes du Katanga
	location = 191
	division_template = Troupes du Katanga
	start_experience_factor = 0.1
	start_equipment_factor = 0.6
}
### Entity: Event
Component: AUS_political_events.14
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.14
	title = AUS_political_events.14.t
	desc = AUS_political_events.14.desc
	picture = GFX_report_event_generic_sign_treaty1
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = AUS_political_events.14.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = took_stand_for_us
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_strengthen_existing_industrial_contracts
Constructs: prerequisite, completion_reward, add_offsite_building, unlock_decision_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_strengthen_existing_industrial_contracts
	icon = GFX_goal_generic_bills
	x = 1
	y = 1
	relative_position_id = MON_limited_research_cooperation
	cost = 10
	prerequisite = {
		focus = MON_limited_research_cooperation
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 1
		} {
			type = arms_factory
			level = 1
		}
		MON_mongol_bank_funds_decrease = yes
		MON_soviet_low_influence_increase_effect = yes
		MON_jap_low_influence_increase_effect = yes
		MON_chi_low_influence_increase_effect = yes
		unlock_decision_tooltip = MON_study_foreign_machinery MON_study_foreign_electronics
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = Mongolneft
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_INFLUENCE_INCREASE
	}
}
### Entity: Event
Component: austria.78
Constructs: is_triggered_only, ai_chance, is_ai, create_wargoal, puppet_wargoal_focus
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.78
	title = austria.78.t
	desc = austria.78.d
	picture = GFX_report_event_LIE_otto_schaedler_speech
	is_triggered_only = yes
	option = {
		name = austria.78.a
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				LIE = {
					is_ai = no
				}
			}
		}
	} {
		name = austria.78.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				LIE = {
					is_ai = no
				}
			}
		}
		create_wargoal = {
			target = LIE
			type = puppet_wargoal_focus
		}
	}
}
### Entity: National Focus
Component: r56_arctic_focus
Constructs: shared_focus
Source: game
File: common/national_focus/r56_arctic_minor.txt

Code:
focus_tree = {
	id = r56_arctic_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			OR = {
				original_tag = OVO YAM NEN KOM KAR TAY YAK GRN SMI CKK INU
			}
		}
	}
	default = no
	reset_on_civilwar = no
	shared_focus = ARCTIC_sharpshooting_tradition GEN_Aviation_Effort GEN_Naval_Effort GEN_begin_industrial_buildup GEN_industrial_boom GEN_State_Matter
	continuous_focus_position = {
		x = 0
		y = 900
	}
}
### Entity: Event
Component: portugal.50
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, add_state_claim, set_politics
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.50
	title = portugal.50.t
	desc = portugal.48.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = portugal.48.a
		ai_chance = {
			base = 100
		}
		transfer_state = 721
		if = {
			limit = {
				original_tag = INS
			}
			add_state_claim = 721
		}
	} {
		name = portugal.50.b
		ai_chance = {
			base = 0
		}
		TML = {
			transfer_state = 721
			hidden_effect = {
				if = {
					limit = {
						exists = no
					}
					set_politics = {
						ruling_party = communism
						elections_allowed = no
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: FRA_industrialist_connections
Constructs: has_government, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_industrialist_connections = {
	picture = man_five_year_plan_industry
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		compliance_growth_on_our_occupied_states = -0.15
	}
}
### Entity: Event
Component: palestine.27
Constructs: is_triggered_only, add_building_construction, swap_ideas, remove_idea, add_idea
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.27
	picture = GFX_report_event_gre_officers_chatting
	title = palestine.27.t
	desc = palestine.27.d
	is_triggered_only = yes
	option = {
		name = palestine.27.a
		966 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 7985
			}
		}
		1016 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 1086
			}
		}
		454 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 4206
			}
		}
		swap_ideas = {
			remove_idea = PAL_fawzi_leadership_idea
			add_idea = PAL_hajj_leadership
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_end_the_strike
Constructs: prerequisite, limit, remove_ideas, has_country_flag, completion_reward, is_subject
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_end_the_strike
	icon = GFX_focus_spr_torchbearers_of_tomorrow
	relative_position_id = MPL_peel_commision
	x = 0
	y = 5
	prerequisite = {
		focus = MPL_development_haifa MPL_development_nablus
	}
	available = {
		if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_PAL
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_PAL
			}
		}
		else_if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_ISR
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_ISR
			}
		}
	}
	bypass = {
		is_subject = no
	}
	cost = 8
	completion_reward = {
		remove_ideas = MPL_arab_revolt_3
		custom_effect_tooltip = generic_skip_one_line_tt MPL_cannot_go_back
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_national_museum
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_national_museum
	icon = GFX_focus_PER_national_museum
	prerequisite = {
		focus = PER_adult_literacy
	}
	x = 0
	y = 1
	relative_position_id = PER_adult_literacy
	cost = 5
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor CHL_skip_one_line_tt
		show_ideas_tooltip = PER_andre_godard
		266 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_the_international_crisis
Constructs: prerequisite, add_ideas, completion_reward, has_war_support, set_rule
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_the_international_crisis
	icon = GFX_focus_BRA_international_crisis
	x = 0
	y = 4
	relative_position_id = BRA_tech_slot_2
	prerequisite = {
		focus = BRA_address_labor_disputes
	}
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {
		OR = {
			has_war_support = > 0.6
			has_War = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = BRA_international_crisis
		set_rule = {
			can_send_volunteers = yes
		}
	}
}