Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: AUS_eisenstadt_conference_category
Constructs: has_completed_focus, limit, add_ideas, has_government, has_war_with, has_country_flag, fire_only_once, is_good
Source: game
File: common/decisions/r56_AUS.txt

Code:
AUS_eisenstadt_conference_category = {
	AUS_conference_ongoing = {
		icon = GFX_decision_eng_trade_unions_support
		days_mission_timeout = 30
		available = {
			OR = {
				has_war_with = HUN
				has_country_flag = AUS_eisenstadt_failed
			}
		}
		allowed = {
			always = no
		}
		is_good = yes
		complete_effect = {
			if = {
				limit = {
					has_war_with = HUN
				}
				unlock_national_focus = AUS_destroy_the_compromise
			}
			else = {
				complete_national_focus = AUS_destroy_the_compromise
				effect_tooltip = {
					declare_war_on = {
						target = HUN
					}
				}
			}
		}
		timeout_effect = {
			if = {
				limit = {
					has_country_flag = AUS_conference_will_collapse
				}
				country_event = austria.90
			}
			else = {
				country_event = austria.100
			}
		}
		war_with_on_timeout = HUN
	}
	AUS_propose_economical_linking = {
		icon = GFX_decision_hol_attract_foreign_investors
		fire_only_once = yes
		ai_will_do = {
			base = 100
		}
		available = {
			NOT = {
				has_country_flag = AUS_proposed_past_week
			}
		}
		complete_effect = {
			if = {
				limit = {
					OR = {
						has_country_flag = AUS_conference_will_collapse
						AND = {
							NOT = {
								has_country_flag = AUS_HUN_got_burgenland
							}
							OR = {
								has_country_flag = AUS_hungary_accepted_trade AUS_hungary_accepted_mil
							}
						} {
							has_country_flag = AUS_HUN_got_burgenland AUS_hungary_accepted_trade AUS_hungary_accepted_mil
						}
					}
				}
				custom_effect_tooltip = AUS_will_lead_to_negotiations_collapse
			}
			HUN = {
				country_event = austria.91
			} {
				add_ideas = AUS_integrated_economies
			}
			custom_effect_tooltip = AUS_accept_and_conference_succeed
			set_country_flag = {
				flag = AUS_proposed_past_week
				days = 7
				value = 1
			}
		}
	}
	AUS_propose_military_linking = {
		icon = GFX_decision_generic_industry
		fire_only_once = yes
		available = {
			NOT = {
				has_country_flag = AUS_proposed_past_week
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 100
				OR = {
					has_country_flag = AUS_AI_RANDOM_EMPIRE
					has_game_rule = {
						rule = AUS_ai_behavior_r56
						option = AUS_DESTROY_COMPROMISE
					}
					AND = {
						OR = {
							has_country_flag = AUS_AI_RANDOM_AUSHUN
							has_game_rule = {
								rule = AUS_ai_behavior_r56
								option = AUS_AUSTRIA_HUNGARY
							}
						}
						NOT = {
							
# ... (truncated)
### Entity: Idea
Component: BAS_mt
Source: game
File: common/ideas/british_antilles.txt

Code:
BAS_mt = {
	ledger = army
	picture = generic_army_african_6
	allowed = {
		original_tag = BAS
	}
	traits = {
		military_theorist
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_demand_italian_alps
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, is_alpine_state, is_fully_controlled_by, every_core_state, add_claim_by
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_demand_italian_alps
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = SWI_pre_empt_anschluss
	}
	relative_position_id = SWI_pre_empt_anschluss
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = < 0.6
		fascism = < 0.15
		SWI_is_fully_centralized = yes
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		hidden_effect = {
			ITA = {
				SWI_demand_alps = yes
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					ITA = {
						exists = yes
						any_core_state = {
							is_alpine_state = yes
							is_fully_controlled_by = ITA
						}
					}
				}
				ITA = {
					country_event = {
						id = BBA_swiss_expansion.12
						hours = 4
					}
					every_core_state = {
						limit = {
							is_fully_controlled_by = ITA
							is_alpine_state = yes
						}
						PREV = {
							add_claim_by = ROOT
						}
					}
				}
			} {
				limit = {
					RDS = {
						exists = yes
						any_core_state = {
							is_alpine_state = yes
							is_fully_controlled_by = RDS
						}
					}
				}
				RDS = {
					country_event = {
						id = BBA_swiss_expansion.12
						hours = 4
					}
					every_core_state = {
						limit = {
							is_alpine_state = yes
							is_fully_controlled_by = RDS
						}
						PREV = {
							add_claim_by = ROOT
						}
					}
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			ITA = {
				every_core_state = {
					limit = {
						is_alpine_state = yes
					}
					transfer_state_to = ROOT
				}
			}
		}
		custom_effect_tooltip = SWI_size_and_opinion_chance_tooltip
	}
}
### Entity: Event
Component: CHL_political_events.66
Constructs: is_triggered_only, ai_chance, has_war_with, add_war_support, add_stability, fire_only_once, add_political_power, random_days
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.66
	title = CHL_political_events.66.t
	desc = CHL_political_events.66.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.66.a
		ai_chance = {
			base = 60
			modifier = {
				factor = 0
				has_war_with = FROM
			}
		}
		add_stability = 0.02
		FROM = {
			country_event = {
				id = CHL_political_events.67
				days = 2
				random_days = 3
			}
		}
	} {
		name = CHL_political_events.66.b
		ai_chance = {
			base = 40
		}
		add_political_power = -25
		add_war_support = 0.03
		FROM = {
			country_event = {
				id = CHL_political_events.68
				days = 2
				random_days = 5
			}
		}
	}
}
### Entity: Character
Component: liberal_professor
Constructs: research_speed_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
liberal_professor = {
	random = no
	sprite = 13
	democratic_drift = 0.05
	political_power_factor = 0.1
	research_speed_factor = 0.02
}
### Entity: National Focus
Tree: ger_focus
Component: GER_agricultural_reforms
Constructs: prerequisite, limit, completion_reward, has_tech, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_agricultural_reforms
	icon = GFX_focus_generic_farmland
	prerequisite = {
		focus = GER_industrial_expansion
	} {
		focus = GER_workers_rights
	}
	x = 1
	y = 1
	relative_position_id = GER_industrial_expansion
	cost = 10
	available = {
		has_tech = advanced_machine_tools
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				909 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			909 = {
				add_extra_state_shared_building_slots = 1
			}
		} {
			limit = {
				61 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			61 = {
				add_extra_state_shared_building_slots = 1
			}
		} {
			limit = {
				62 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			62 = {
				add_extra_state_shared_building_slots = 1
			}
		} {
			limit = {
				63 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			63 = {
				add_extra_state_shared_building_slots = 1
			}
		} {
			limit = {
				5 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			5 = {
				add_extra_state_shared_building_slots = 1
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: Character
Component: DEN_venstre
Source: game
File: common/country_leader/00_traits.txt

Code:
DEN_venstre = {
	random = no
	sprite = 13
	party_popularity_stability_factor = 0.05
	political_advisor_cost_factor = -0.15
	consumer_goods_factor = -0.1
	economy_cost_factor = 0.15
	trade_laws_cost_factor = -0.15
}
### Entity: Event
Component: bftb_greece.56
Constructs: is_triggered_only, limit, add_war_support, add_stability, is_owned_by, add_core_of, every_unit_leader, set_nationality
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.56
	title = bftb_greece.56.t
	desc = bftb_greece.56.desc
	picture = GFX_report_event_gre_enosis
	is_triggered_only = yes
	option = {
		name = bftb_greece.56.a
		183 = {
			if = {
				limit = {
					is_owned_by = CYP
				}
				add_core_of = GRE
			}
		}
		CYP = {
			every_unit_leader = {
				set_nationality = GRE
			}
		}
		annex_country = {
			target = CYP
			transfer_troops = yes
		}
		add_war_support = 0.1
		add_stability = 0.05
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Philippines.html

Doc:
This article is considered accurate for the current version of the game.

|
Please help improve this article or section by expanding it. |

Philippines

Capital province

Government type

Faction

The Philippines is a chain of 7,000 Pacific islands in Asia, and begins as a puppet of the United States.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Order of Battle
Component: Bayerlische Panzer Division
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/BAY_1936.txt

Code:
division = {
	name = Bayerlische Panzer Division
	location = 692
	division_template = Panzer-Division
	start_experience_factor = 0.3
	force_equipment_variants = {
		light_tank_equipment_1 = {
			owner = BAY
		}
	}
}
### Entity: Event
Component: wtt_japan.118
Constructs: is_triggered_only, ai_chance, set_country_flag, add_manpower, remove_resource_rights
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.118
	title = wtt_japan.118.t
	desc = wtt_japan.118.desc
	picture = GFX_report_event_japan_europe_pact
	is_triggered_only = yes
	option = {
		name = wtt_japan.118.a
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = wtt_japan.119
				hours = 6
			}
		}
		hidden_effect = {
			set_country_flag = sent_volunteers_to_JAP
		}
		add_manpower = -105000
		effect_tooltip = {
			transfer_state = 537
			JAP = {
				remove_resource_rights = 655
			}
		}
	} {
		name = wtt_japan.118.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = wtt_japan.120
				hours = 6
			}
		}
		custom_effect_tooltip = wtt_japan_118_TT
	}
}
### Entity: Idea
Component: idea_RAJ_armed_peasantry_2
Constructs: equipment_bonus, build_cost_ic, removal_cost, conscription_factor, mobilization_speed
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_armed_peasantry_2 = {
	allowed = {
		original_tag = RAJ
	}
	name = idea_RAJ_armed_peasantry
	picture = HUN_the_rakosi_battalion_idea
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.15
		mobilization_speed = 0.2
		army_org_factor = -0.05
		army_strength_factor = -0.05
	}
}
### Entity: Country History
Country: RWA
Component: RWA_misc
Constructs: recruit_character, limit, set_technology, set_convoys, has_dlc, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/RWA - Rwanda.txt

Code:
# Misc for RWA
capital = 768
set_convoys = 0
IF = {
	limit = {
		has_dlc = Gotterdammerung
	}
	recruit_character = RWA_mutara_rudahigwa
}
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Modifier Reference
Construct: floating_harbor_duration
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## floating_harbor_duration

* Number with 0 decimal places
* **Categories**: country
### Entity: National Focus
Tree: por_focus
Component: POR_the_red_army_of_the_west
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_the_red_army_of_the_west
	prerequisite = {
		focus = POR_portugals_path_to_marxism_leninism
	}
	icon = GFX_focus_SOV_builder_of_the_red_army
	cost = 8
	x = 2
	y = 1
	relative_position_id = POR_portugals_path_to_marxism_leninism
	available = {
		has_government = communism
	}
	completion_reward = {
		add_ideas = POR_integrating_socialist_militias
		custom_effect_tooltip = CHL_skip_one_line_tt POR_the_red_army_of_the_west_tt
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_darzhavna_samoletna_fabrika
Constructs: prerequisite, completion_reward, is_owned_by, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_darzhavna_samoletna_fabrika
	prerequisite = {
		focus = BUL_darzhavna_aeroplanna_rabotilnitsa
	}
	icon = GFX_goal_expand_the_luftwaffe
	relative_position_id = BUL_darzhavna_aeroplanna_rabotilnitsa
	x = 0
	y = 1
	cost = 10
	available = {
		801 = {
			is_owned_by = BUL
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		801 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = BUL_darzhavna_samoletna_fabrika
			bonus = 0.5
			uses = 2
			category = cas_bomber naval_bomber
		}
	}
}
### Entity: Event
Component: SEA_china_warlords.3
Constructs: is_triggered_only, limit, has_country_flag, add_political_power, is_pressing_warlord, clr_country_flag
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_warlords.3
	title = SEA_china_warlords.3.t
	desc = SEA_china_warlords.3.desc
	picture = GFX_report_event_chinese_soldiers_running
	is_triggered_only = yes
	option = {
		name = SEA_china_warlords.3.a
		if = {
			limit = {
				has_country_flag = is_pressing_warlord
			}
			clr_country_flag = is_pressing_warlord
		}
		add_political_power = 40
	}
}
### Entity: Operation
Component: steal_blueprints_steal_prototype
Source: game
File: common/operation_phases/lar_steal_blueprints.txt

Code:
steal_blueprints_steal_prototype = {
	name = steal_blueprints_steal_prototype
	desc = steal_blueprints_steal_prototype_desc
	outcome = steal_blueprints_steal_prototype_outcome
	picture = GFX_phase_steal_blueprints_steal_prototype
	icon = GFX_phase_steal_blueprints_steal_prototype_small
	equipment = {
		small_plane_airframe = 10
	}
}
### Entity: Character
Component: AFG_anti_imperialist
Constructs: fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_anti_imperialist = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	fascism_drift = 0.03
	fascism_acceptance = 35
	drift_defence_factor = 0.25
}
### Entity: Event
Component: AUS_political_events.109
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, set_country_flag, add_ai_strategy
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.109
	title = AUS_political_events.109.t
	desc = AUS_political_events.109.desc
	picture = GFX_report_event_soldiers_parade
	is_triggered_only = yes
	option = {
		name = AUS_political_events.109.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_decrease
		}
		set_country_flag = AUS_armed_guards_on_border_flag
		add_ai_strategy = {
			type = prepare_for_war
			id = FROM
			value = 25
		}
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_solidify_the_military_government
Constructs: prerequisite, add_ideas, has_government, add_war_support, completion_reward, add_popularity, add_country_leader_trait
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_solidify_the_military_government
	icon = GFX_focus_generic_military_dictatorship
	prerequisite = {
		focus = KAL_the_kalmyk_flag_organization
	}
	x = -1
	y = 1
	relative_position_id = KAL_the_kalmyk_flag_organization
	cost = 5
	available = {
		has_government = fascism
	}
	completion_reward = {
		add_war_support = 0.1
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_ideas = TRK_military_government_idea
		KAL_chamba_balinov = {
			add_country_leader_trait = authoritarian_centralizer
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = KAL_stepanov
	}
}
### Entity: State History
Component: 1000
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1000-Piaui.txt

Code:
state = {
	id = 1000
	name = STATE_1000
	manpower = 618106
	state_category = town
	history = {
		owner = BRA
		victory_points = {
			5153 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = BRA
		add_to_array = {
			state_victory_points = 5153
		}
	}
	provinces = {
		2228 5153 10984 5204 13337
	}
	local_supplies = 0.0
}
### Entity: Event
Component: naw_norway.17
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.17
	title = naw_norway.17.t
	desc = naw_norway.17.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = naw_norway.17.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Idea
Component: SMB_dreadnought_debt_usa
Constructs: removal_cost
Source: game
File: common/ideas/TOA_shared_ideas.txt

Code:
SMB_dreadnought_debt_usa = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ger_mefo_bills_payment
	modifier = {
		consumer_goods_factor = 0.05
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_raise_import_duties
Constructs: prerequisite, add_ideas, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_raise_import_duties
	icon = GFX_focus_RAJ_issue_bonds_on_the_stock_market
	prerequisite = {
		focus = RAJ_curtail_the_zamindars
	}
	x = -1
	y = 1
	relative_position_id = RAJ_curtail_the_zamindars
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = RAJ_high_import_duties
		custom_effect_tooltip = generic_skip_one_line_tt
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = RAJ_high_import_duties
			}
		}
	}
}
### Entity: Idea
Component: WES_aa2
Source: game
File: common/ideas/western_sahara.txt

Code:
WES_aa2 = {
	ledger = army
	picture = generic_army_african_2
	allowed = {
		original_tag = WES
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: JAP_modern_tank_destroyer
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/JAP_tank.txt

Code:
JAP_modern_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		JAP
	}
	roles = {
		land_modern_tank_destroyer
	}
	priority = {
		factor = 20
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_modern_tank_destroyer_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = modern_tank_destroyer_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_3 tank_heavy_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_modern_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_gas_turbine_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = smoke_launchers
				special_type_slot_3 = stabilizer
				special_type_slot_4 = sloped_armor
			}
			upgrades = {
				tank_nsb_engine_upgrade = 18
				tank_nsb_armor_upgrade = {
					base = 8
					modifier = {
						add = 5
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 5
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_modern_tank_turret tank_torsion_bar_suspension tank_cast_armor tank_gas_turbine_engine sloped_armor smoke_launchers stabilizer tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_recover_the_kuril_islands
Constructs: prerequisite, limit, remove_ideas, every_country, has_war_with, completion_reward, has_civil_war, is_in_faction_with
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_recover_the_kuril_islands
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = SOV_prepare_a_war_with_japan
	}
	x = 1
	y = 1
	relative_position_id = SOV_prepare_a_war_with_japan
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	mutually_exclusive = {
		focus = SOV_end_the_khalkhin_gol_conflict
	}
	available = {
		surrender_progress = < 0.01
		country_exists = JAP
		NOT = {
			JAP = {
				is_in_faction_with = ROOT
			}
		} {
			has_war_with = JAP
		}
		JAP = {
			controls_state = 555
		}
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = JAP
			expire = 0
			generator = {
				537 555
			}
		}
		if = {
			limit = {
				has_idea = SOV_preparations_for_soviet_japanese_war
			}
			remove_ideas = SOV_preparations_for_soviet_japanese_war
			every_country = {
				limit = {
					is_in_faction_with = ROOT
					has_idea = SOV_preparations_for_soviet_japanese_war_china
				}
				remove_ideas = SOV_preparations_for_soviet_japanese_war_china
			}
		}
		add_timed_idea = {
			idea = SOV_soviet_japanese_reckoning
			days = 180
		}
		every_country = {
			limit = {
				is_in_faction_with = ROOT ROOT
				SOV_is_chinese_tag = yes
			}
			hidden_effect = {
				country_event = NSB_soviet_foreign_politics_events.252
			}
			effect_tooltip = {
				add_timed_idea = {
					idea = SOV_soviet_japanese_reckoning_china
					days = 180
				}
			}
		}
		custom_effect_tooltip = SOV_recover_the_kuril_islands_decisions_tt
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_extract_aluminium
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_resource
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_extract_aluminium
	icon = GFX_focus_generic_aluminum
	prerequisite = {
		focus = SER_prospect_for_resources
	}
	relative_position_id = SER_prospect_for_resources
	x = 1
	y = 1
	cost = 10
	available = {
		has_full_control_of_state = 963
	}
	bypass = {

	}
	completion_reward = {
		963 = {
			add_resource = {
				type = aluminium
				amount = 12
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ALUMINIUM
	}
	ai_will_do = {
		factor = 3
	}
}
### Entity: Character
Component: PHI_revolutionary_hero
Constructs: stability_factor, war_support_factor, conscription_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_revolutionary_hero = {
	random = no
	sprite = 13
	conscription_factor = 0.05
	political_power_factor = 0.05
	stability_factor = 0.05
	war_support_factor = 0.05
	neutrality_drift = 0.05
}