Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: NOR_allied_research
Constructs: is_in_tech_sharing_group, is_subject_of, is_in_faction_with, remove_effect, add_to_tech_sharing_group
Source: game
File: common/decisions/NaW_NOR_decisions.txt

Code:
NOR_allied_research = {
	NOR_invite_country_into_allied_research = {
		icon = generic_research
		allowed = {
			original_tag = NOR
		}
		available = {
			is_in_tech_sharing_group = NOR_allied_research
			FROM = {
				NOT = {
					is_in_tech_sharing_group = NOR_allied_research
				}
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
		visible = {
			FROM = {
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
				NOT = {
					is_in_tech_sharing_group = NOR_allied_research
				}
			}
		}
		target_trigger = {
			FROM = {
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
				NOT = {
					is_in_tech_sharing_group = NOR_allied_research
				}
			}
		}
		cost = 5
		days_remove = 5
		days_re_enable = 30
		remove_effect = {
			FROM = {
				add_to_tech_sharing_group = NOR_allied_research
			}
		}
		ai_will_do = {
			base = 0.1
		}
	}
}
### Entity: Event
Component: EAI_PC_event.10
Constructs: is_triggered_only, set_variable
Source: game
File: events/EAI_construction.txt

Code:
country_event = {
	id = EAI_PC_event.10
	hidden = yes
	is_triggered_only = yes
	immediate = {
		subtract_from_variable = {
			EAI_PC_active_projects = 1
		}
		set_variable = {
			EAI_PC_project_array^0 = 0
		}
	}
	option = {

	}
}
### Entity: Modding Documentation
Construct: analyzetheatres
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## analyzetheatres
* Aliases: anth

Analyze theatres for errors.
### Entity: State History
Component: 261
Constructs: add_core_of
Source: game
File: history/states/261-USA.txt

Code:
state = {
	id = 261
	name = STATE_261
	resources = {
		steel = 28
		aluminium = 9
		coal = 13
	}
	state_category = metropolis
	history = {
		owner = USA
		buildings = {
			infrastructure = 4
			arms_factory = 1
			industrial_complex = 6
		}
		add_core_of = USA
		victory_points = {
			6855 5
		} {
			6890 10
		}
		1939.1.1 = {
			buildings = {
				industrial_complex = 7
			}
		}
	}
	provinces = {
		659 689 827 831 882 971 3685 3829 3853 3872 4442 4601 6855 6874 6890 7528 9760 9775 9808 9825 11760 11776 11791 11890 13154
	}
	manpower = 6646694
	buildings_max_level_factor = 1.0
	local_supplies = 11.0
}
### Entity: State History
Component: 1119
Constructs: limit, add_core_of, add_to_array, has_dlc, remove_core_of
Source: game
File: history/states/1119-Alxa.txt

Code:
state = {
	id = 1119
	name = STATE_1119
	provinces = {
		4783 7727 7803 8102 10770 10899
	}
	manpower = 450000
	buildings_max_level_factor = 1.0
	state_category = wasteland
	history = {
		owner = XSM
		add_core_of = XSM CHI PRC
		add_to_array = {
			state_victory_points = 4783
		}
		victory_points = {
			4783 1
		}
		buildings = {
			infrastructure = 1
		}
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				NXM = {
					transfer_state = PREV
				}
				add_core_of = NXM
				remove_core_of = XSM
			}
		}
	}
	local_supplies = 0.0
}
### Entity: Decision
Component: GER_election_reults
Constructs: has_completed_focus, limit, add_ideas, remove_ideas, add_war_support, has_country_flag, add_stability, fire_only_once
Source: game
File: common/decisions/r56_GER_decisions.txt

Code:
GER_election_reults = {
	GER_snap_election_timer = {
		priority = 119
		icon = GFX_decision_SWI_no_elected_president
		activation = {
			has_country_flag = GER_no_gov
			has_completed_focus = GER_hold_new_elections
			NOT = {
				has_completed_focus = GER_shake_off_the_fascist_yoke
			} {
				has_completed_focus = GER_pass_the_beck_constiution
			} {
				has_active_mission = GER_militarty_coup_dem
			}
			OR = {
				NOT = {
					has_completed_focus = GER_found_the_new_german_state
				}
				has_completed_focus = GER_offer_goerdeler_reconciliation
			}
		}
		allowed = {
			tag = GER
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		cancel_trigger = {
			OR = {
				NOT = {
					has_country_flag = GER_no_gov
				}
				has_elections = no
			}
		}
		days_mission_timeout = 100
		is_good = no
		complete_effect = {

		}
		timeout_effect = {
			add_stability = -0.075
			custom_effect_tooltip = GER_snap_elections_tt
			hold_election = ROOT
			IF = {
				limit = {
					NOT = {
						has_completed_focus = GER_military_depoliticization
					} {
						has_completed_focus = GER_the_abwehrs_germany
					}
				}
				activate_mission = GER_militarty_coup_dem
			}
		}
	}
	GER_militarty_coup_dem = {
		priority = 119
		icon = GFX_decision_SWI_no_elected_president
		activation = {
			always = no
		}
		allowed = {
			tag = GER
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		cancel_trigger = {
			OR = {
				NOT = {
					has_country_flag = GER_no_gov
				}
				has_completed_focus = GER_military_depoliticization GER_a_martial_state
			}
		}
		days_mission_timeout = 50
		is_good = no
		complete_effect = {

		}
		timeout_effect = {
			hidden_effect = {
				uncomplete_national_focus = {
					focus = GER_hold_new_elections
					uncomplete_children = yes
					refund_political_power = no
				}
			} {
				remove_ideas = GER_prov_gov_idea GER_president_beck
			}
			uncomplete_national_focus = {
				focus = GER_found_the_german_interim_government
				uncomplete_children = yes
				refund_political_power = no
			}
			unlock_national_focus = GER_found_the_new_german_state
			GER_ludwig_beck = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = military_junta
						expire = 1965.1.1
						traits = {
							GER_authoritarian_conservative
						}
					}
				}
			}
			add_ideas = GER_democratic_resistance GER_la
# ... (truncated)
### Entity: National Focus
Tree: hon_focus
Component: HON_restoration_wars
Constructs: prerequisite, remove_ideas, add_war_support, completion_reward, clr_country_flag
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_restoration_wars
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = HON_spanish_guns
	} {
		focus = HON_kings_finest
	}
	x = 25
	y = 5
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		clr_country_flag = monroe_doctrine
		remove_ideas = USA_monroe_doctrine_idea
		add_war_support = .10
		USA = {
			diplomatic_relation = {
				country = HON
				relation = guarantee
				active = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: AI Strategy
Component: USA_medium_tank_artillery
Constructs: has_war, has_template_containing_unit, has_tech
Source: game
File: common/ai_equipment/USA_tank.txt

Code:
USA_medium_tank_artillery = {
	category = land
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		land_medium_tank_artillery
	}
	priority = {
		factor = 500
		modifier = {
			has_template_containing_unit = medium_sp_artillery_brigade
			factor = 10
		}
	}
	medium_tank_artillery_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_artillery_chassis_1
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = easy_maintenance
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine easy_maintenance
		}
	}
	medium_tank_artillery_2 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_medium_howitzer_2
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = easy_maintenance
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 4
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer_2 tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine easy_maintenance
		}
	}
	medium_tank_artillery_3 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = artillery1
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_tank_artillery_chassis_3
			modules = {
			
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_MODE_set_challenging
Constructs: set_global_flag
Source: game
File: common/scripted_effects/EAI_MISC_effects.txt

Code:
EAI_MODE_set_challenging = {
	set_global_flag = EAI_challenging_mode EAI_free_convoys
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_air_academy
Constructs: shared_focus, prerequisite, limit, completion_reward, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_air_academy
	icon = GFX_focus_SOV_flying_clubs
	relative_position_id = SMB_air_force
	prerequisite = {
		focus = SMB_air_force
	}
	x = -2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_ace_generation_chance_factor = 0.15
				tooltip = air_ace_generation_chance_factor_tt
			} {
				JUNO_airforce_modifier_air_doctrine_cost_factor = -0.1
				tooltip = air_doctrine_cost_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_ace_generation_chance_factor = 0.15
				tooltip = air_ace_generation_chance_factor_tt
			} {
				JUNO_airforce_modifier_air_doctrine_cost_factor = -0.1
				tooltip = air_doctrine_cost_factor_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_ace_generation_chance_factor = 0.15
				tooltip = air_ace_generation_chance_factor_tt
			} {
				JUNO_airforce_modifier_air_doctrine_cost_factor = -0.1
				tooltip = air_doctrine_cost_factor_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_ace_generation_chance_factor = 0.15
				tooltip = air_ace_generation_chance_factor_tt
			} {
				JUNO_airforce_modifier_air_doctrine_cost_factor = -0.1
				tooltip = air_doctrine_cost_factor_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_ace_generation_chance_factor = 0.15
				tooltip = air_ace_generation_chance_factor_tt
			} {
				JUNO_airforce_modifier_air_doctrine_cost_factor = -0.1
				tooltip = air_doctrine_cost_factor_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = JUNO_modify_south_american_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_ace_generation_chance_factor = 0.15
				tooltip = air_ace_generation_chance_factor_tt
			} {
				JUNO_airforce_modifier_air_doctrine_cost_fact
# ... (truncated)
### Entity: Unit Template
Component: YUG_CV_HISTORICAL
Source: game
File: common/units/names_ships/YUG_ship_names.txt

Code:
YUG_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		YUG
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = KB 
	fallback_name = Nosac Aviona %d
	unique = {
		Zmaj Smederovo Manasija Vrsac Ljubljana Brus Belgrade Zagreb Novi Sad Budva
	}
}
### Entity: Character
Component: vfb_trait_alfredo
Source: game
File: common/country_leader/r56_traits.txt

Code:
vfb_trait_alfredo = {
	random = no
	sprite = 10
	production_speed_dockyard_factor = 0.125
	production_speed_naval_base_factor = 0.125
	production_speed_infrastructure_factor = 0.05
	production_speed_synthetic_refinery_factor = 0.05
}
### Entity: Event
Component: lithuania.96
Constructs: is_triggered_only, ai_chance, has_war_with, add_war_support, add_stability, add_political_power, declare_war_on, annex_everything
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.96
	title = lithuania.96.t
	desc = lithuania.96.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lithuania.96.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 90
				OR = {
					has_war_with = GER SOV
				}
			}
		}
		add_war_support = -0.05
		add_stability = -0.05
	} {
		name = lithuania.96.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 10
				OR = {
					has_war_with = GER SOV
				}
			}
		}
		add_political_power = -10
		add_war_support = -0.05
		declare_war_on = {
			target = LIT
			type = annex_everything
		}
	}
}
### Entity: Event
Component: poland.100
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
news_event = {
	id = poland.100
	title = poland.100.t
	picture = GFX_news_event_japanese_army_parade
	desc = poland.100.d
	major = yes
	is_triggered_only = yes
	option = {
		name = poland.100.a
	}
}
### Entity: State History
Component: 356
Constructs: add_core_of
Source: game
File: history/states/356-Sinop.txt

Code:
state = {
	id = 356
	name = STATE_356
	manpower = 860589
	state_category = rural
	history = {
		owner = TUR
		victory_points = {
			6938 10
		} {
			6995 3
		}
		buildings = {
			infrastructure = 2
			6995 = {
				naval_base = 1
			}
		}
		add_core_of = TUR
	}
	provinces = {
		979 3967 3982 6920 6938 6978 6995 9844 9871 11839 11897
	}
	local_supplies = 0.0
}
### Entity: Character
Component: PHI_josefa_llanes_escoda
Constructs: has_government, has_dlc
Source: game
File: common/characters/PHI.txt

Code:
PHI_josefa_llanes_escoda = {
	advisor = {
		slot = political_advisor
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		available = {
			NOT = {
				OR = {
					has_government = fascism neutrality
				}
			}
		}
		idea_token = PHI_josefa_llanes_escoda
		traits = {
			PHI_filipino_nightingale
		}
	}
	name = PHI_josefa_llanes_escoda
	portraits = {
		civilian = {
			small = GFX_portrait_PHI_josefa_llanes_escoda_small
		}
	}
}
### Entity: State History
Component: 919
Constructs: add_core_of
Source: game
File: history/states/919-Varmland.txt

Code:
state = {
	id = 919
	name = STATE_919
	manpower = 296653
	state_category = rural
	resources = {
		steel = 4
	}
	history = {
		owner = SWE
		add_core_of = SWE
		victory_points = {
			11114 1
		}
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		69 147 3128 3141 6028 6195 9054 9138 9218 11114
	}
	local_supplies = 0.0
}
### Entity: Event
Component: ww_BEL_event_diplomatic.27
Constructs: is_triggered_only, ai_chance, set_autonomy
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.27
	title = ww_BEL_event_diplomatic.27.t
	desc = ww_BEL_event_diplomatic.27.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.27.a
		ai_chance = {
			base = 10
		}
		set_autonomy = {
			target = FROM
			autonomy_state = autonomy_eu_member
			freedom_level = 0.5
			end_wars = no
		}
	}
}
### Entity: Scripted Effect
Component: calculate_folkhemmet_low_navy_tooltip
Constructs: set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
calculate_folkhemmet_low_navy_tooltip = {
	set_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_air_part
	}
	add_to_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_army_part
	} {
		tooltip_folkhemmet_intactness = 1
	}
	calculate_folkhemmet_low_option = yes
}
### Entity: Order of Battle
Component: Infantry
Constructs: division_template
Source: game
File: history/units/AST_1936.txt

Code:
division_template = {
	template_counter = 98
	name = "Infantry Division"	# Divisions were reserves assigned to various military districts

	division_names_group = AST_INF_01

	regiments = {
		infantry = { x = 0 y = 0 }
		infantry = { x = 0 y = 1 }
		infantry = { x = 0 y = 2 }
		infantry = { x = 1 y = 0 }
		infantry = { x = 1 y = 1 }
		infantry = { x = 1 y = 2 }
		infantry = { x = 2 y = 0 }
		infantry = { x = 2 y = 1 }
		infantry = { x = 2 y = 2 }
		infantry = { x = 3 y = 0 }
		infantry = { x = 3 y = 1 }
	}
}
### Entity: Country History
Country: GLC
Component: GLC_technology
Constructs: set_technology
Source: game
File: history/countries/GLC - Galicia.txt

Code:
# Starting Technologies for GLC
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	gw_artillery = 1
	interwar_antiair = 1
}
### Entity: Character
Component: SWI_democratic_capitalist
Constructs: production_speed_buildings_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWI_democratic_capitalist = {
	random = no
	sprite = 10
	democratic_drift = 0.03
	production_speed_buildings_factor = 0.05
}
### Entity: Order of Battle
Component: air_wing_592
Source: game
File: history/units/GDC_1936_air_legacy.txt

Code:
air_wings = {
	592 = {
		fighter_equipment_0 = {
			owner = GDC
			amount = 80
		}
		tac_bomber_equipment_0 = {
			owner = GDC
			amount = 15
		}
	}
}
### Entity: Character
Component: PRC_zhang_yunyi
Source: game
File: common/characters/PRC.txt

Code:
PRC_zhang_yunyi = {
	name = PRC_zhang_yunyi
	portraits = {
		army = {
			large = GFX_portrait_PRC_zhang_yunyi
			small = GFX_portrait_PRC_zhang_yunyi_small
		}
	}
	corps_commander = {
		traits = {
			guerilla_fighter
		}
		skill = 2
		attack_skill = 1
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Name List
Component: INU
Source: game
File: common/names/00_names.txt

Code:
INU = {
	male = {
		names = {
			Aassanaaq Adlartok Aguta Aklaq Alornerk Amaqjuaq Anik Anniagruk Apaata Aput Aqillutaq Arnauyq Atanarjuat Atiqtalaaq Atka Atuqtuag Cupun Hanta Ikiaq Iñuk Iñuksuk Irdlirvirisissong Juatan Kallik Kanguq Kanut Kastur Kayuqtuq Kissimi Kiugak Koko Kumaglak Makoktok Miki Muktuk Nanouk Matsiq Okauyak Oki Osuitok Pamiuq Oauloosie Petuwaq Qannik Quamaniq Qimmiq Sesi Siku Siluk Sivoy Sivuugun Taktuq Taliriktug Tarĸik Tiguaĸ Tikaani Tiqriganiannig Toklo Tsarlis Tukkuttok Tuktu Tulimak Tulimaq Ujurak Ukiuk Umiaktorvik Uukkarnit Yuka Yura
		}
	}
	female = {
		names = {
			Alasie Aluki Anniagruk Apaay Atuat Auka Availuk Chikuk Elisapee Enooya Estuuya Higalik Ila Ilannaq Imona Jissika Liuna Luava Lusa Maatalii Naaqtuuq Nuvua Opik Pakak Panikpak Piquuraq Qaiyaan Sakari Suusan Tatkavina Ticasuk Uluriaq
		}
	}
	surnames = {
		Aariak Acoutsina Agulkark Aglukkaq Akesuk Akkitirq Akoak Allooloo Anawak Angilirq Appaqaq Baril Arreak Ashoona Aua Camphaug Cournoyea Deer Ebierbing Kanayuk Enook Erkloo Etok Hauli Ipeelee Idlout Irniq Issaluk Ittinuar Ivalu Kattuk Keyootak Kikkik Kiviaq Kuptana Maksakgak Mikkungwak Ningeongan Nuqingaq Okalik Oonark Ootoova Parr Patsuaq Pudlat Quassa Qualat Qurmaq Sammurtok Shooyook Sila Simalaik Suluk Tagaq Taptuna Tiktak Ugyuk Ungalaaq Uvavnuk Tutsweetok
	}
	callsigns = {
		Nunavut Nunavik Innu Inuksuk Nuuk Nunaat Nanook Anguraq Apitiliit Dorset Thule Beothuk Nunatsiavut Inuvik Igloolik
	}
}
### Entity: Event
Component: czech.32
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government
Source: game
File: events/DOD_Czechoslovakia.txt

Code:
country_event = {
	id = czech.32
	title = czech.32.t
	desc = czech.32.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = czech.1.a
		ai_chance = {
			factor = 60
			modifier = {
				has_government = democratic
				factor = 2
			} {
				has_completed_focus = HUN_rapproachement_with_little_entente
				factor = 10
			}
		}
		CZE = {
			country_event = {
				id = czech.33
				hours = 6
			}
		}
		hidden_effect = {

		}
	} {
		name = czech.1.b
		ai_chance = {
			factor = 40
		}
		CZE = {
			country_event = {
				id = czech.34
				hours = 6
			}
		}
		hidden_effect = {

		}
	}
}
### Entity: Idea
Component: IRQ_ITA_attack_bonus
Constructs: removal_cost
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_ITA_attack_bonus = {
	allowed = {
		original_tag = IRQ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ITA_shadow_of_mussolini
	targeted_modifier = {
		tag = ITA
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Modding Documentation
Construct: items
Source: vanilla_docs
File: documentation/script_concept_documentation.md

Doc:
### Uniqueness of game items
There is one pitfall that should be noted, there is no guarantee that the objects in
the collection is unique. So if we for example replace the `owned_states` operator with
a `core_states` operator, the collection will contain the same state multiple times if
multiple faction members has core of the same state.
### Entity: National Focus
Tree: tib_focus
Component: TIB_alienate_kunphela
Constructs: prerequisite, add_stability, completion_reward, retire_character, add_popularity, remove_political_advisor
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_alienate_kunphela
	icon = GFX_goal_TIB_kill_kunphela
	prerequisite = {
		focus = TIB_alone_against_the_storm TIB_approach_the_revolutionaries
	}
	relative_position_id = TIB_alone_against_the_storm
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		retire_character = TIB_thubten_kunpela
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_stability = 0.05
		custom_effect_tooltip = remove_political_advisor
		show_ideas_tooltip = TIB_thubten_kunpela
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL POLITICAL_FILTER_STABILITY
	}
}
### Entity: Country History
Country: SND
Component: SND_army
Source: game
File: history/countries/SND - Shandong.txt

Code:
# OOB & Army Setup for SND
oob = SND_1936_sea
### Entity: Character
Component: landing_craft_manufacturer
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
landing_craft_manufacturer = {
	random = no
	equipment_bonus = {
		convoy = {
			instant = yes
			build_cost_ic = -0.05
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_approach_the_barotse_litunga
Constructs: prerequisite, completion_reward, add_political_power, has_subject, set_country_flag
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_approach_the_barotse_litunga
	icon = GFX_focus_generic_befriend_barotseland
	x = 2
	y = 2
	prerequisite = {
		focus = COG_attempt_to_sway_moise_thsombe
	}
	relative_position_id = COG_attempt_to_sway_moise_thsombe
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	cost = 5
	bypass = {

	}
	available = {
		any_country = {
			original_tag = BEL
			has_subject = ROOT
		}
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt COG_approach_the_barotse_litunga_tt
		hidden_effect = {
			set_country_flag = COG_approached_the_litunga_flag
		}
	}
}