Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: IRQ_USA_attack_bonus
Constructs: removal_cost
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_USA_attack_bonus = {
	allowed = {
		original_tag = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_usa_conflict
	targeted_modifier = {
		tag = USA
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: check_variable
Source: game
File: common/scripted_localisation/Indochina_scripted_localisation.txt

Code:
defined_text = {
	name = GetCuongDeInfluence
	text = {
		trigger = {
			original_tag = VIN
			check_variable = {
				var = VIN.cuong_de_influence
				value = 0
				compare = equals
			}
		}
		localization_key = INDOCHINA_NON_EXISTENT_KEY
	} {
		trigger = {
			original_tag = VIN
			check_variable = {
				var = VIN.cuong_de_influence
				value = 1
				compare = equals
			}
		}
		localization_key = INDOCHINA_LOW_KEY
	} {
		trigger = {
			original_tag = VIN
			check_variable = {
				var = VIN.cuong_de_influence
				value = 2
				compare = equals
			}
		}
		localization_key = INDOCHINA_MODERATE_KEY
	} {
		trigger = {
			original_tag = VIN
			check_variable = {
				var = VIN.cuong_de_influence
				value = 3
				compare = equals
			}
		}
		localization_key = INDOCHINA_HIGH_KEY
	} {
		trigger = {
			original_tag = VIN
			check_variable = {
				var = VIN.cuong_de_influence
				value = 4
				compare = equals
			}
		}
		localization_key = INDOCHINA_VERY_HIGH_KEY
	} {
		localization_key = INDOCHINA_ERROR_KEY
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_sway_the_aristocrats
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_sway_the_aristocrats
	icon = GFX_goal_generic_aristocratic_cooperation
	prerequisite = {
		focus = TIB_free_the_sage
	}
	relative_position_id = TIB_free_the_sage
	x = 0
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = TIB_pandastang_rapga
	}
}
### Entity: Event
Component: denmark.71
Constructs: is_triggered_only, has_completed_focus, every_owned_state, limit, has_country_flag, add_opinion_modifier, every_other_country, is_core_of
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.71
	title = denmark.71.t
	desc = denmark.71.d
	picture = GFX_report_event_danish_liberation2
	is_triggered_only = yes
	option = {
		name = denmark.71.a
		every_other_country = {
			limit = {
				has_country_flag = den_scandinavia_plan_target
			}
			every_owned_state = {
				limit = {
					is_core_of = ROOT
				}
				add_claim_by = DEN
			}
			DEN = {
				declare_war_on = {
					target = PREV
					type = annex_everything
				}
			}
			if = {
				limit = {
					DEN = {
						NOT = {
							has_completed_focus = DEN_Defy_Russia
						}
					}
				}
				SOV = {
					add_to_war = {
						targeted_alliance = DEN
						enemy = PREV
						hostility_reason = asked_to_join
					}
				}
			}
		}
	} {
		name = denmark.71.b
		DEN = {
			add_opinion_modifier = {
				target = SOV
				modifier = den_denied_scandinavia
			}
			country_event = denmark.72
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_war_plan_crimson
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_war_plan_crimson
	icon = GFX_focus_attack_canada
	x = 1
	y = 1
	prerequisite = {
		focus = USA_intervention_in_the_americas
	}
	relative_position_id = USA_intervention_in_the_americas
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_tooltip = {
			decision = USA_execute_war_plan_crimson
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_red_volunteers
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_red_volunteers
	icon = GFX_focus_GRE_red_victory
	relative_position_id = LIT_peoples_army
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = LIT_peoples_army
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = BEL_volunteer_corps
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_wahlen
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_wahlen
	icon = GFX_goal_generic_construction2
	cost = 10
	ai_will_do = {
		factor = 13
	}
	prerequisite = {
		focus = SWI_shadow
	} {
		focus = SWI_stock
	}
	available = {
		controls_state = 3 151
	}
	x = 39
	y = 4
	completion_reward = {
		if = {
			limit = {
				has_idea = SWI_shadow_org
			}
			swap_ideas = {
				remove_idea = SWI_shadow_org
				add_idea = SWI_shadow_org_2
			}
		}
		else_if = {
			limit = {
				has_idea = SWI_shadow_org_3
			}
			swap_ideas = {
				remove_idea = SWI_shadow_org_3
				add_idea = SWI_shadow_org_4
			}
		} {
			limit = {
				has_idea = SWI_shadow_org_5
			}
			swap_ideas = {
				remove_idea = SWI_shadow_org_5
				add_idea = SWI_shadow_org_6
			}
			else = {
				swap_ideas = {
					remove_idea = SWI_shadow_org_7
					add_idea = SWI_shadow_org_8
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: CHL_political_events.21
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_stability, add_opinion_modifier, fire_only_once, add_political_power
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.21
	title = CHL_political_events.21.t
	desc = CHL_political_events.21.desc
	picture = GFX_report_event_spr_falange_troops2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.21.a
		ai_chance = {
			base = 25
		}
		IF = {
			limit = {
				947 = {
					is_owned_by = PRU
				}
			}
			947 = {
				add_claim_by = ROOT
			}
		}
		PRU = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
		add_war_support = 0.05
		add_political_power = -25
	} {
		name = CHL_political_events.21.b
		ai_chance = {
			base = 75
		}
		add_political_power = 75
		add_stability = 0.05
	}
}
### Entity: Scripted Trigger
Component: SWI_has_any_spirit_of_helvetia
Constructs: has_idea
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_has_any_spirit_of_helvetia = {
	OR = {
		has_idea = SWI_spirit_of_helvetia_passive_peace SWI_spirit_of_helvetia_passive_war SWI_spirit_of_helvetia_defensive_peace SWI_spirit_of_helvetia_defensive_war SWI_spirit_of_helvetia_aggressive_peace SWI_spirit_of_helvetia_aggressive_war
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_revere_the_emperor_destroy_the_traitors
Constructs: has_completed_focus, limit, has_country_flag, completion_reward, has_game_rule, allow_branch, has_dlc, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_revere_the_emperor_destroy_the_traitors
	icon = GFX_focus_JAP_revere_the_emperor_destroy_the_traitors
	mutually_exclusive = {
		focus = JAP_sea_purge_the_kodoha_faction JAP_okadas_military_purge_speech
	}
	x = 27
	y = 0
	relative_position_id = JAP_okadas_military_purge_speech
	offset = {
		x = -34
		y = 0
		trigger = {
			AND = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = JAP_revere_the_emperor_destroy_the_traitors
			}
		}
	}
	cost = 0
	ai_will_do = {
		factor = 2
	}
	allow_branch = {
		has_dlc = No Compromise, No Surrender
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = JAP_sea_purge_the_kodoha_faction JAP_okadas_military_purge_speech
			}
		}
	}
	available = {
		has_country_flag = JAP_aizawas_trial_over_flag
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_COMPLETED_BY_EVENT FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_IMPERIAL_INFLUENCE
	}
	completion_reward = {
		JAP_add_or_modify_imperial_way = yes
		add_to_variable = {
			JAP_the_imperial_way_war_support_factor = 0.05
			tooltip = war_support_factor_tt
		} {
			JAP_the_imperial_way_drift_defence_factor = 0.1
			tooltip = drift_defence_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
			long_name = JAP_neutrality_party_kodoha_long
			name = JAP_neutrality_party_kodoha
		}
		add_popularity = {
			ideology = fascism
			popularity = -0.1
		} {
			ideology = democratic
			popularity = -0.1
		}
		JAP_big_army_faction_gain = yes
		activate_mission = JAP_kwantung_army_impatience
		hidden_effect = {
			set_cosmetic_tag = JAP_kodoha
			country_event = {
				id = SEA_japan_popup_events.4
				days = 7
				random_days = 4
			}
			set_global_flag = {
				flag = JAP_marco_polo_remaining_days
				days = 725
			}
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
			news_event = {
				id = wtt_news.27
				days = 4
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_5/modern_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/modern_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_destroyer_chassis = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: Character
Component: ENG_random_communist_minister_12
Constructs: has_country_flag
Source: game
File: common/characters/ENG.txt

Code:
ENG_random_communist_minister_12 = {
	portraits = {
		army = {
			small = GFX_idea_generic_communist_revolutionary_western_european_2d
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ENG_random_communist_minister_12
		visible = {
			has_country_flag = ENG_trade_unions_demand_minister_appointment_12
		}
		allowed = {
			original_tag = ENG
		}
		traits = {
			armaments_aficionado
		}
	}
}
### Entity: Unit Template
Component: MAL_CL_HISTORICAL
Source: game
File: common/units/names_ships/MAL_ship_names.txt

Code:
MAL_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		MAL
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = KD 
	fallback_name = Light Cruiser %d
	unique = {
		Jebat Lekiu Kuala Lumpur Kuantan Mersing Kulai Skudai Kluang Balok Chukai Kuala Dungun Georgetown Butterworth Jelutong Bukit Mertajam Kuching Sibu Bintulu Miri Tawau Sandakan Lahad Datu Kudat Ipoh Kota Barhu
	}
}
### Entity: Order of Battle
Component: 2. Infantry Division
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/NIR_infantry.txt

Code:
division = {
	name = 2. Infantry Division
	location = 3379
	division_template = Infantry Division
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = ENG
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: Character
Component: SUD_nccr
Source: game
File: common/characters/SUD.txt

Code:
SUD_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = SUD_nccr
		allowed = {
			original_tag = SUD
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Idea
Component: DEN_securing_sweden_ns
Constructs: removal_cost
Source: game
File: common/ideas/denmark.txt

Code:
DEN_securing_sweden_ns = {
	name = DEN_securing_sweden_ns
	removal_cost = -1
	picture = generic_infantry_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	available = {
		SWE = {
			exists = yes
		}
	}
	targeted_modifier = {
		tag = SWE
		attack_bonus_against = 0.1
		defense_bonus_against = 0.05
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_bomber_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_bomber_focus
	icon = GFX_goal_generic_air_bomber
	mutually_exclusive = {
		focus = FRA_fighter_focus
	}
	prerequisite = {
		focus = FRA_air_focus
	}
	x = 1
	y = 1
	relative_position_id = FRA_air_focus
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = FRA_bomber_focus
			bonus = 1.0
			uses = 1
			category = tactical_bomber
		}
	}
}
### Entity: Idea
Component: KMT_no_aid_famine_demo
Constructs: removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_no_aid_famine_demo = {
	name = KMT_no_aid_famine_comm
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = raj_risk_of_famine
	modifier = {
		democratic_drift = 0.05
	}
}
### Entity: Name List
Component: CHI
Source: game
File: common/names/00_names.txt

Code:
CHI = {
	male = {
		names = {
			Wang Li Zhang Liu Chen Huang Liang Luo Kwong Hsia Zhu Mao Hu Liao Tan Deng Cheng Yang Gao Xie Ma Kong Dong Pan Yu
		}
	}
	female = {
		names = {
			Li Bao Mulan Lanfen Mingzhu Qingling Mei Yingtai Feng Zhi Ruo Fei Ru Shi Yuying Yuantong Yanxiang Xiurong Shouying Fuyuan Luzhen Ruirong Suzhen Xiaoying Xiaoyuan Xiaoji Xiaolou
		}
	}
	surnames = {
		Zhao Wu Sun Ma Hu Peng Dong Ye Lü Tian Jiang Wei Ting Shen Fang Jin Qiu
	}
	callsigns = {

	}
}
### Entity: Character
Component: BRI_pot
Source: game
File: common/characters/BRI.txt

Code:
BRI_pot = {
	advisor = {
		slot = political_advisor
		idea_token = BRI_pot
		allowed = {
			original_tag = BRI
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}
### Entity: Scripted Trigger
Component: CHI_indo_chinese_states
Source: game
File: common/scripted_triggers/CHI_scripted_triggers.txt

Code:
CHI_indo_chinese_states = {
	OR = {
		state = 741 286 670 1017 671 1066 1067 1068 1069
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_capital_ships_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_capital_ships_effort
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = RUT_cruiser_effort
	}
	relative_position_id = RUT_foreign_port
	x = 2
	y = 3
	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 = {
		navy_experience = 25
		add_tech_bonus = {
			name = capital_ships_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = bb_tech bc_tech cv_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: JAP_imperial_influence_demands_ready
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_imperial_influence_demands_ready = {
	NOT = {
		has_country_flag = JAP_faction_demands_cooldown_flag
	}
}
### Entity: Country Tag
Component: NAZ
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/r56_tag_aliases.txt

Code:
NAZ = {
	original_tag = GER
	has_country_flag = GER_nazi_civil_war_flag
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_claim_the_spanish_mantle
Constructs: prerequisite, limit, add_ideas, completion_reward, every_state, add_claim_by, create_wargoal, take_state_focus
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_claim_the_spanish_mantle
	icon = GFX_focus_spa_strengthen_the_supreme_reality_of_spain
	prerequisite = {
		focus = PHI_subsidize_anscor
	}
	relative_position_id = PHI_militarize_the_society
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 647 684 638 646 524
				}
			}
			add_claim_by = ROOT
			owner = {
				ROOT = {
					create_wargoal = {
						type = take_state_focus
						target = PREV
						expire = 0
					}
				}
			}
		}
		add_ideas = PHI_spanish_imperial_glory
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: GEN_Intervene_I
Constructs: has_government, removal_cost, send_volunteers_tension, send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_Intervene_I = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	modifier = {
		ai_focus_aggressive_factor = 0.05
		resistance_damage_to_garrison = -0.05
		send_volunteers_tension = -0.5
		lend_lease_tension = -0.5
		send_volunteer_divisions_required = -0.5
		send_volunteer_size = 1
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_natural_build_up
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_natural_build_up
	icon = GFX_focus_generic_military_industry
	cost = 5
	x = 3
	y = 1
	relative_position_id = CYP_urban_investments
	prerequisite = {
		focus = CYP_urban_investments CYP_coastal_investments
	}
	mutually_exclusive = {
		focus = CYP_national_industries
	}
	completion_reward = {
		add_ideas = r56_CYP_growing_economy
		custom_effect_tooltip = r56_newline
		add_tech_bonus = {
			name = CYP_natural_build_up
			category = industry
			bonus = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: DEN_light_market_regulation_research_bonus
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/denmark.txt

Code:
DEN_light_market_regulation_research_bonus = {
	name = DEN_light_market_regulation_research_bonus
	picture = SOV_third_five_year_plan
	removal_cost = -1
	allowed = {
		original_tag = DEN
	}
	research_bonus = {
		industry = 0.05
	}
}
### Entity: Event
Component: wtt_prc.23
Constructs: is_triggered_only, limit, is_subject_of, has_cosmetic_tag, random_owned_state
Source: game
File: events/WTT_PRC.txt

Code:
country_event = {
	id = wtt_prc.23
	title = wtt_prc.23.t
	desc = wtt_prc.23.desc
	picture = GFX_report_event_generic_train
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			FROM = {
				country_event = {
					id = wtt_prc.31
					days = 2
				}
			}
		}
	}
	option = {
		name = wtt_prc.21.a
		country_event = {
			id = wtt_prc.20
			days = 2
		}
		if = {
			limit = {
				MAN = {
					is_subject_of = JAP
					has_cosmetic_tag = MAN_kwantung_army
				}
			}
			MAN = {
				random_owned_state = {
					damage_building = {
						type = infrastructure
						damage = 1
					}
				}
			}
		}
		else_if = {
			limit = {
				OR = {
					controls_state = 525 527
				}
			}
			random_owned_state = {
				prioritize = {
					525 527
				}
				damage_building = {
					type = infrastructure
					damage = 0.8
				}
			}
		}
	}
}
### Entity: Event
Component: r56.news_event.7
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.7
	title = r56.news_event.7.t
	desc = r56.news_event.7.d
	picture = GFX_news_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = r56.news_event.7.a
		trigger = {
			NOT = {
				tag = BRA
			}
		}
	} {
		name = r56.news_event.7.b
		trigger = {
			tag = BRA
		}
	}
}
### Entity: Idea
Component: ADU_acd2
Source: game
File: common/ideas/andalusia.txt

Code:
ADU_acd2 = {
	picture = generic_army_arab_1
	allowed = {
		original_tag = ADU
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_soviet-ethiopian_trade_agreement
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, has_dlc, add_mio_size, is_subject_of
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_soviet-ethiopian_trade_agreement
	prerequisite = {
		focus = ETH_mytishchi-ababa_plant ETH_send_home_advisors
	}
	icon = GFX_focus_ETH_soviet-ethiopian_trade_agreement
	mutually_exclusive = {
		focus = ETH_seek_new_trading_partners
	}
	relative_position_id = ETH_mytishchi-ababa_plant
	x = 0
	y = 1
	cost = 10
	available = {
		SOV = {
			has_government = communism
		}
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		SOV = {
			add_opinion_modifier = {
				target = ETH
				modifier = ETH_SOV_trade
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = invites_mio_tt
			show_mio_tooltip = SOV_rubin_design_bureau_organization SOV_mig_design_bureau_organization SOV_gaz_organization
			mio:SOV_rubin_design_bureau_organization = {
				add_mio_size = 1
			}
			mio:SOV_mig_design_bureau_organization = {
				add_mio_size = 1
			}
			mio:SOV_gaz_organization = {
				add_mio_size = 1
			}
		} {
			limit = {
				is_subject_of = SOV
			}
			add_autonomy_score = {
				value = -100
				localization = ETH_soviet-ethiopian_trade_agreement
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = SOV_rubin_design_bureau SOV_mig_design_bureau SOV_gaz
		}
		custom_effect_tooltip = available_industrial_concern ETH_stalingrad_tractor_factory_tt
		ETH_BOP_centralization_large_effect = yes
	}
}
### Entity: Event
Component: soviet.75
Constructs: is_triggered_only, ai_chance, add_stability
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.75
	title = soviet.75.t
	desc = soviet.75.d
	picture = GFX_report_event_SOV_demands
	is_triggered_only = yes
	option = {
		name = soviet.75.a
		ai_chance = {
			base = 1
		}
		add_stability = 0.05
	}
}