Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: CHI_warlords.36
Constructs: is_triggered_only, clr_country_flag
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.36
	title = CHI_warlords.36.t
	desc = CHI_warlords.36.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = CHI_warlords.36.a
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.19
			}
		}
		FROM = {
			clr_country_flag = LKMT_sov_agreemnt
		}
	} {
		name = CHI_warlords.36.b
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
		PRC = {
			country_event = CHI_warlords.37
		}
	}
}
### Entity: Idea
Component: race_for_the_bomb_outclassed
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/zzz_generic.txt

Code:
race_for_the_bomb_outclassed = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		production_speed_nuclear_reactor_factor = 0.2
		political_power_factor = -0.5
		specialization_nuclear_speed_factor = 0.05
		production_speed_nuclear_facility_factor = 0.05
	}
	research_bonus = {
		nuclear = 0.05
	}
}
### Entity: Character
Component: ZIM_pot
Source: game
File: common/characters/ZIM.txt

Code:
ZIM_pot = {
	advisor = {
		slot = political_advisor
		idea_token = ZIM_pot
		allowed = {
			original_tag = ZIM
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/cv_small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/cv_small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_suicide_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: State History
Component: 1011
Constructs: add_core_of, add_claim_by, add_to_array
Source: game
File: history/states/1011-Alborz.txt

Code:
state = {
	id = 1011
	name = STATE_1011
	manpower = 827154
	resources = {
		chromium = 3
	}
	state_category = developed_rural
	history = {
		owner = AFG
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			12248 3
		} {
			12314 3
		}
		add_core_of = AFG
		add_claim_by = TAJ UZB
		add_to_array = {
			state_victory_points = 12248
		} {
			state_victory_points = 12314
		}
	}
	provinces = {
		10852 12248 10781 12314 12653 7519
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_concession_to_the_church
Constructs: prerequisite, completion_reward, has_country_leader, swap_ideas, remove_idea, add_idea, swap_country_leader_traits
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_concession_to_the_church
	icon = GFX_focus_por_concordat
	prerequisite = {
		focus = GUA_the_papal_compromise
	}
	x = 1
	y = 1
	relative_position_id = GUA_the_papal_compromise
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_country_leader = {
			character = GUA_jorge_ubico_castaneda
			ruling_only = yes
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = GUA_papal_support
			add_idea = GUA_papal_support_2
		}
		GUA_jorge_ubico_castaneda = {
			swap_country_leader_traits = {
				remove = GUA_illegitimate_pretender_1
				add = GUA_illegitimate_pretender_2
				ideology = absolute_monarchism
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_with_inspiration_from_nkvd
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, has_intelligence_agency, create_intelligence_agency, has_done_agency_upgrade
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_with_inspiration_from_nkvd
	icon = GFX_focus_JAP_learn_from_the_nkvd
	prerequisite = {
		focus = PRC_invite_otto_braun
	} {
		focus = PRC_seek_support_from_ussr
	}
	x = -2
	y = 1
	relative_position_id = PRC_invite_otto_braun
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = {
					name = Central Social Affairs Department
					icon = GFX_intelligence_agency_logo_PRC_central_social_affairs_department
				}
			}
			else_if = {
				limit = {
					NOT = {
						has_done_agency_upgrade = upgrade_passive_defense
					}
				}
				upgrade_intelligence_agency = upgrade_passive_defense
			} {
				limit = {
					NOT = {
						has_done_agency_upgrade = upgrade_interrogation_techniques
					}
				}
				upgrade_intelligence_agency = upgrade_interrogation_techniques
			}
			custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
			show_ideas_tooltip = PRC_kang_sheng
		}
	}
}
### Entity: Order of Battle
Component: Mediterranean Command
Source: game
File: history/units/ENG_1939_Naval_Legacy.txt

Code:
fleet = {
	name = Mediterranean Command
	naval_base = 4076
	task_force = {
		name = Mediterranean Fleet
		location = 4076
		ship = {
			name = HMS Glorious
			definition = carrier
			equipment = {
				carrier_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Warspite
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = ENG
					version_name = Queen Elizabeth Class
				}
			}
		} {
			name = HMS Barham
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = ENG
					version_name = Queen Elizabeth Class
				}
			}
		} {
			name = HMS Malaya
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = ENG
					version_name = Queen Elizabeth Class
				}
			}
		} {
			name = HMS Devonshire
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Shropshire
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Sussex
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Arethusa
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Amphion Class
				}
			}
		} {
			name = HMS Penelope
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Amphion Class
				}
			}
		} {
			name = HMS Galatea
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Amphion Class
				}
			}
		} {
			name = HMS Coventry
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Bulldog
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
					version_name = A/B/C/D Class
				}
			}
		} {
			name = HMS Wolsey
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Stronghold
			definition = destroyer
			equipment = {
				destroyer_1 = 
# ... (truncated)
### Entity: National Focus
Tree: sia_focus
Component: SIA_shuffle_pridi_to_the_minister_of_interior
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_game_rule, has_character, remove_trait, add_trait
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_shuffle_pridi_to_the_minister_of_interior
	icon = GFX_focus_SIA_shuffle_pridi_to_the_minister_of_interior
	prerequisite = {
		focus = SIA_the_khana_ratsadon
	}
	x = -11
	y = 1
	relative_position_id = SIA_the_khana_ratsadon
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	offset = {
		x = 3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = SIA_to_lay_the_bait
		}
	} {
		x = 3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = SIA_the_midnight_meeting
		}
	} {
		x = 3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = SIA_phibuns_premiership
		}
	}
	completion_reward = {
		SIA_increase_civilian_approval = yes
		SIA_decrease_military_approval = yes
		if = {
			limit = {
				has_character = SIA_pridi_banomyong
			}
			remove_trait = {
				character = SIA_pridi_banomyong
				trait = JUNO_minister_of_foreign_affairs
				slot = political_advisor
			}
			add_trait = {
				character = SIA_pridi_banomyong
				trait = SIA_minister_of_interior
				slot = political_advisor
			}
		}
		custom_effect_tooltip = newline_tt SIA_shuffle_pridi_to_the_minister_of_interior_tt
	}
}
### Entity: Event
Component: christian_denmark.4
Constructs: is_triggered_only
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = christian_denmark.4
	title = christian_denmark.4.t
	desc = christian_denmark.4.d
	picture = GFX_report_event_stockholm_conference
	is_triggered_only = yes
	option = {
		name = christian_denmark.4.a
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_empower_the_industrialists
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_empower_the_industrialists
	icon = GFX_focus_generic_industrialists
	relative_position_id = AUS_new_austrian_state
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_new_austrian_state
	}
	cost = 5
	completion_reward = {
		add_ideas = AUS_industrialist_support
	}
}
### Entity: Idea
Component: BUL_military_dictatorship
Constructs: has_government, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_military_dictatorship = {
	picture = generic_intel_bonus
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		war_support_weekly = 0.001
		conscription = 0.01
	}
}
### Entity: Idea
Component: MAN_manchurian_ministry_of_posts
Constructs: has_dlc, is_subject
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_manchurian_ministry_of_posts = {
	picture = MAN_manchurian_ministry_of_posts
	allowed = {
		has_dlc = Waking the Tiger
		original_tag = MAN
	}
	available = {
		is_subject = no
	}
	traits = {
		railway_company
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: TUR_fascist_plan
Constructs: has_government, has_war_with, has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/TUR_alternate_strategy_plan.txt

Code:
TUR_fascist_plan = {
	name = Turkey Fascist Plan
	desc = Recep Peker shall transition Turkey into a fascist dictatorship and attempt to join the Axis.
	enable = {
		OR = {
			has_country_flag = TUR_AI_RANDOM_FASCISM
			has_game_rule = {
				rule = TUR_ai_behavior
				option = FASCISM_TUR_AI
			}
		}
	}
	abort = {
		OR = {
			has_war_with = GER
			has_government = communism democratic
		}
	}
	ai_national_focuses = {
		SSB_expand_turkeys_military_infrastructure SSB_expand_turkish_chromium_deposits TUR_the_montreux_convention TUR_continue_the_policy_of_etatism TUR_hava_okulu TUR_ratify_the_six_arrows TUR_revive_turkish_revolutionism SSB_military_cooperation SSB_economic_cooperation TUR_rehabilitate_the_kadro_movement TUR_kemalism_and_the_modern_movement TUR_intervene_in_the_spanish_civil_war TUR_integrate_the_fascist_council TUR_continue_the_sumerbank_industrialization_scheme TUR_millet_mektebi_focus TUR_form_the_redshirts SSB_joint_military_exercises TUR_treaty_of_saadabad SSB_the_saadabad_pact TUR_assess_our_future TUR_the_hatay_issue TUR_a_common_destiny_for_all_of_turkey TUR_hunt_down_fifth_columnist_islamists SSB_expand_road_and_rail_connections SSB_coordinate_military_production TUR_fatherland_first TUR_deal_for_the_oniki_islands TUR_abuse_the_office_of_soil_products TUR_reconfigure_our_foreign_policy TUR_the_german_turkish_friendship_treaty SSB_combined_arms SSB_saadabad_research_cooperation TUR_the_clodius_agreement TUR_the_anglo_turkish_agreement TUR_host_exiled_scientists TUR_approve_the_funkplan TUR_invite_german_officers_to_izmir TUR_purchase_italian_light_tanks TUR_the_italo_turkish_naval_academy TUR_join_the_axis TUR_increase_german_military_aid TUR_cooperative_research_centers TUR_the_tuz_golu_training_facility TUR_support_the_golden_square TUR_rebuke_the_treaty_of_lausanne TUR_integrate_german_officers_into_the_army TUR_restoring_our_nations_pride TUR_victory_or_death_against_communism
	}
	research = {

	}
	ideas = {
		TUR_recep_peker = 5
		TUR_ismet_inonu = 3
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_liberate_estonia
Constructs: prerequisite, owns_state, completion_reward, add_state_claim, create_wargoal, annex_everything
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_liberate_estonia
	icon = GFX_goal_generic_attack_estonia
	prerequisite = {
		focus = LAT_rally_the_workers
	}
	relative_position_id = LAT_rally_the_workers
	x = -1
	y = 1
	cost = 5
	available_if_capitulated = yes
	available = {

	}
	ai_will_do = {
		factor = 3
	}
	bypass = {
		owns_state = 812 13 813 191 811
	}
	completion_reward = {
		add_state_claim = 812 13 813 191 811
		create_wargoal = {
			type = annex_everything
			target = EST
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: DOD_romania.83
Constructs: is_triggered_only, ai_chance, has_war, add_political_power, has_idea, set_country_flag, add_timed_idea, is_justifying_wargoal_against
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.83
	title = DOD_romania.83.t
	desc = DOD_romania.83.desc
	picture = GFX_report_event_carol_party
	is_triggered_only = yes
	trigger = {
		has_idea = ROM_king_carol_ii_hedonist
	}
	immediate = {
		set_country_flag = DOD_romania.83_fired
	}
	option = {
		name = DOD_romania.83.a
		ai_chance = {
			base = 1
			modifier = {
				add = 5
				has_war = no
				amount_taken_ideas = {
					amount = < 3
					slots = {
						political_advisor
					}
				}
			} {
				add = 5
				has_war = no
				amount_taken_ideas = {
					amount = < 2
					slots = {
						political_advisor
					}
				}
			} {
				add = 5
				has_war = no
				amount_taken_ideas = {
					amount = < 1
					slots = {
						political_advisor
					}
				}
			} {
				add = 5
				amount_taken_ideas = {
					amount = < 1
					slots = {
						army_chief
					}
				}
			}
		}
		add_timed_idea = {
			idea = ROM_king_carol_ii_consumer_penalty
			days = 90
		}
		hidden_effect = {
			country_event = {
				id = DOD_romania.80
			}
		}
	} {
		name = DOD_romania.83.b
		ai_chance = {
			base = 4
			modifier = {
				add = -2
				date = < 1937.01.02
				has_war = no
			} {
				add = 20
				OR = {
					has_war = yes
					any_other_country = {
						OR = {
							is_justifying_wargoal_against = ROOT
							has_wargoal_against = ROOT
						}
					}
				}
			} {
				add = 20
				date = > 1937.01.02
			}
		}
		add_political_power = -90
		add_timed_idea = {
			idea = ROM_king_carol_ii_paid_with_pp
			days = 90
		}
		hidden_effect = {
			country_event = {
				id = DOD_romania.80
			}
		}
	}
}
### Entity: Unit Template
Component: AFA_INF_01
Source: game
File: common/units/names_divisions/AFA_names_divisions.txt

Code:
AFA_INF_01 = {
	name = Afar Sefari
	for_countries = {
		AFA
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Afar Sefari
	ordered = {
		1 = {
			1 Aussa Yekilili Sefari
		}
		2 = {
			1 Dessie Yekilili Sefari
		}
		3 = {
			1 Qafar Yekilili Sefari
		}
		4 = {
			1 Danakil Yekilili Sefari
		}
		5 = {
			1 Adal Yekilili Sefari
		}
		6 = {
			1 Odal Yekilili Sefari
		}
		7 = {
			1 Afar Yekilili Sefari
		}
		8 = {
			1 Awsa Yekilili Sefari
		}
		9 = {
			1 Asaita Yekilili Sefari
		}
		10 = {
			1 Aysaita Yekilili Sefari
		}
	}
}
### Entity: Idea
Component: kmt_chinese_support
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
kmt_chinese_support = {
	removal_cost = -1
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	cancel = {
		OR = {
			CHI = {
				NOT = {
					has_government = democratic
				}
			}
			NOT = {
				has_government = democratic
			}
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		no_supply_grace = 24
		supply_consumption_factor = -0.05
		resistance_growth_on_our_occupied_states = 0.25
		attrition = -0.15
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_reach_to_seperatists
Constructs: every_owned_state, prerequisite, limit, completion_reward, allow_branch, add_to_variable, is_core_of, set_state_flag
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_reach_to_seperatists
	icon = GFX_focus_GER_support_the_proletarian_uprising
	prerequisite = {
		focus = PER_united_progressive_parties
	}
	x = 0
	y = 1
	relative_position_id = PER_united_progressive_parties
	cost = 5
	available = {

	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = PER_reach_to_seperatists_tt PER_modify_opposition_tt
		add_to_variable = {
			var = PER_opposition_communism_drift
			value = 0.03
			tooltip = communism_drift_tt
		}
		hidden_effect = {
			every_owned_state = {
				limit = {
					OR = {
						is_core_of = AZR KUR
					}
				}
				set_state_flag = PER_state_supports_communists
				IF = {
					limit = {
						NOT = {
							has_dynamic_modifier = {
								modifier = PER_opposition_cell
							}
						}
					}
					add_dynamic_modifier = {
						modifier = PER_opposition_cell
					}
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: 21. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_communist.txt

Code:
division = {
	name = 21. Kuva-yi Milliye Tugayi
	location = 11747
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Character
Component: ALG_aa2
Source: game
File: common/characters/ALG.txt

Code:
ALG_aa2 = {
	advisor = {
		slot = high_command
		idea_token = ALG_aa2
		ledger = army
		allowed = {
			original_tag = ALG
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_2
		}
	}
}
### Entity: Modding Documentation
Construct: logistics_skill_level
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### logistics_skill_level
* description: Compares logistics skill level of a unit leader.
Example: logistics_skill_level > 5
* (Auto generated using the trigger with same name)
### Entity: Scripted Trigger
Component: EAI_Battlecruiser_Focus_1_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Battlecruiser_Focus_1_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = FRA ENG ITA
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			always = no
		}
	}
}
### Entity: Idea
Component: IRQ_iraq_currency_board_idea_4
Constructs: removal_cost
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_iraq_currency_board_idea_4 = {
	name = IRQ_iraq_currency_board_idea
	allowed = {
		original_tag = IRQ
	}
	allowed_civil_war = {
		always = yes
	}
	picture = NOR_printing_money
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		supply_consumption_factor = -0.1
		attrition = -0.05
		production_speed_arms_factory_factor = 0.1
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_supremacy_of_defense
Constructs: prerequisite, completion_reward, has_doctrine, add_tech_bonus
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_supremacy_of_defense
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = SER_army_maneuvers
	}
	mutually_exclusive = {
		focus = SER_supremacy_of_offense
	}
	x = 0
	y = 2
	relative_position_id = SER_army_maneuvers
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		OR = {
			has_doctrine = grand_battleplan mass_assault
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = SER_supremacy_of_defense
			bonus = 1
			uses = 2
			category = cat_grand_battle_plan cat_mass_assault
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: r56.news_event.1000
Constructs: has_war, has_government, fire_only_once, is_ai
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.1000
	title = r56.news_event.1000.t
	desc = {
		text = r56.news_event.1000.d
		trigger = {
			GER = {
				has_government = fascism
			}
			SOV = {
				has_government = communism
			}
		}
	} {
		text = r56.news_event.1000.d_2
		trigger = {
			GER = {
				NOT = {
					has_government = fascism
				}
			}
			SOV = {
				has_government = communism
			}
		}
	} {
		text = r56.news_event.1000.d_3
		trigger = {
			SOV = {
				NOT = {
					has_government = communism
				}
			}
		}
	}
	picture = GFX_news_event_paris_universal_exhibition
	major = yes
	trigger = {
		date = > 1937.5.25 < 1939.1.1
		is_ai = no
		FRA = {
			exists = yes
			has_war = no
		}
	}
	mean_time_to_happen = {
		days = 10
	}
	fire_only_once = yes
	option = {
		name = r56.news_event.1000.a
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_expand_special_forces
Constructs: prerequisite, add_ideas, completion_reward, is_power_balance_in_range, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_expand_special_forces
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = SWI_fortify_sargans_gotthard_and_st_maurice
	} {
		focus = SWI_fortify_ticino
	}
	x = -1
	y = 1
	relative_position_id = SWI_fortify_ticino
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = SWI_centralization_bop_fully_cantons
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			SWI_expanded_special_forces
		}
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: Character
Component: ETH_ayalew_birru
Constructs: has_government, has_character_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_ayalew_birru = {
	name = ETH_ayalew_birru
	allowed_civil_war = {
		has_government = neutrality
	}
	portraits = {
		army = {
			large = GFX_portrait_ETH_ayalew_birru
			small = GFX_portrait_ETH_ayalew_birru_small
		}
	}
	corps_commander = {
		traits = {
			trait_mountaineer
		}
		skill = 1
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
		visible = {
			NOT = {
				has_character_flag = ETH_imprisoned_flag
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_recreate_the_persian_socialist_soviet_republic
Constructs: prerequisite, remove_ideas, completion_reward, set_politics
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_recreate_the_persian_socialist_soviet_republic
	icon = GFX_goal_PER_recreate_the_persian_socialist_soviet_republic
	cost = 6.0
	prerequisite = {
		focus = PER_acquire_soviet_support
	} {
		focus = PER_assemble_the_tudeh_party
	}
	x = 10
	y = 2
	ai_will_do = {
		factor = 75
	}
	completion_reward = {
		remove_ideas = PER_corrupted_bureaucracy
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		start_civil_war = {
			ideology = neutrality
			size = 0.3
			capital = 412
			states = {
				412 413 410 414
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}