Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: SWE_escaping_the_mainland
Constructs: army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_escaping_the_mainland = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = prc_the_long_march2
	modifier = {
		army_attack_factor = -0.9
		army_defence_factor = -2
		max_dig_in_factor = -1
		army_org_factor = -0.9
		army_speed_factor = 0.5
		supply_consumption_factor = 0.75
	}
}
### Entity: Order of Battle
Component: air_wing_371
Source: game
File: history/units/USA_1936_air_bba.txt

Code:
air_wings = {
	371 = {
		small_plane_airframe_0 = {
			owner = USA
			amount = 96
			version_name = P-26A
		}
		small_plane_cas_airframe_0 = {
			owner = USA
			amount = 48
			version_name = A-12
		}
	}
}
### Entity: Effect Reference
Construct: add_stability
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_stability

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Adds the stability to the country in scope. Example: add_stability = 5
```
### Entity: Character
Component: rearmer
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
rearmer = {
	random = no
	industrial_capacity_factory = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: TUR_kurdish_rebellion_cat
Constructs: has_global_flag
Source: game
File: common/decisions/categories/r56_TUR_decision_categories.txt

Code:
TUR_kurdish_rebellion_cat = {
	icon = GFX_decision_category_border_conflicts
	priority = 100
	allowed = {
		original_tag = TUR
	}
	visible = {
		NOT = {
			has_global_flag = tur_bftb_focus_tree
		}
	}
}
### Entity: Idea
Component: HOL_bernhard_good_intelligence
Constructs: army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_bernhard_good_intelligence = {
	name = HOL_bernhard_intelligence
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_defence_factor = 0.05
		army_attack_factor = 0.05
	}
}
### Entity: Idea
Component: SPR_class_war_2
Constructs: army_defence_factor, has_government, industrial_capacity_factory, army_attack_factor
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_class_war_2 = {
	name = SPR_class_war
	picture = SPR_class_war
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_defence_factor = 0.05
		army_attack_factor = 0.05
		industrial_capacity_factory = 0.05
		consumer_goods_factor = -0.15
		conscription = 0.02
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_preemptive_strike
Constructs: prerequisite, has_war, has_government, completion_reward, allow_branch, add_timed_idea, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_preemptive_strike
	icon = GFX_focus_generic_total_war
	prerequisite = {
		focus = PER_plant_resistance_cells PER_prepare_for_worst
	}
	x = 1
	y = 1
	relative_position_id = PER_plant_resistance_cells
	cost = 5
	available = {
		has_government = neutrality
		has_war = no
		IRQ = {
			exists = yes
		}
		SOU = {
			exists = yes
		}
	}
	bypass = {
		IRQ = {
			exists = no
		}
		SOU = {
			exists = no
		}
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_timed_idea = {
			idea = PER_preemtive_strike_idea
			days = 730
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		create_wargoal = {
			type = puppet_wargoal_focus
			target = IRQ
		} {
			type = take_state
			target = SOU
			generator = {
				229 230 231 584
			}
		}
	}
}
### Entity: Effect Reference
Construct: add_maneuver
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_maneuver

* Supported Scopes: CHARACTER
* Supported Targets: none

```
Adds maneuver skill to a unit leader
Example: add_maneuver = 1
```
### Entity: Modifier Reference
Construct: no_compliance_gain
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## no_compliance_gain

* Boolean
* **Categories**: country, state
### Entity: Order of Battle
Component: Special Assignment Forces
Source: game
File: history/units/USA_1939_naval_mtg.txt

Code:
fleet = {
	name = Special Assignment Forces
	naval_base = 7617
	task_force = {
		name = Squadron 40-T
		location = 6732
		ship = {
			name = USS Trenton
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = USA
					version_name = Omaha Class
				}
			}
		} {
			name = USS Dickerson
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Herbert
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		}
	} {
		name = Special Service Squadron
		location = 7617
		ship = {
			name = USS Tattnall
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS J Fred Talbott
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		}
	} {
		name = 3rd Submarine Squadron
		location = 7617
		ship = {
			name = USS S-42
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS S-43
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS S-44
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS S-45
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS S-46
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS S-47
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_quantity_over_quality
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_quantity_over_quality
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = wuw_HUN_doctrinal_studies
	}
	mutually_exclusive = {
		focus = wuw_HUN_expand_the_army
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_doctrinal_studies
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		num_of_factories = > 29
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = wuw_HUN_quantity_over_quality
			bonus = 0.25
			uses = 2
			category = armor
		} {
			name = wuw_HUN_quantity_over_quality
			bonus = 0.25
			uses = 2
			category = artillery
		}
	}
}
### Entity: Order of Battle
Component: air_wing_106
Source: game
File: history/units/YUG_1939_air_legacy.txt

Code:
air_wings = {
	106 = {
		fighter_equipment_1 = {
			owner = YUG
			creator = ENG
			amount = 40
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_battle_for_lithuania
Constructs: prerequisite, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_battle_for_lithuania
	icon = GFX_goal_generic_construct_civilian
	relative_position_id = LIT_syndicalize_agriculture
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_enforce_lithuaniazation
	} {
		focus = LIT_syndicalize_agriculture
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		unlock_decision_tooltip = LIT_battle_for_electricity LIT_battle_for_births
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_unionify_the_faction_nat
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_unionify_the_faction_nat
	text = SPR_unionify_the_faction
	available = {
		has_country_flag = spanish_civil_war_started_flag
	}
	icon = GFX_goal_generic_military_deal
	relative_position_id = SPR_back_the_ceda
	prerequisite = {
		focus = SPR_strike_first_nat
	}
	x = 0
	y = 4
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = SPR_unionify_the_faction_idea
	}
}
### Entity: Scripted Effect
Component: calculate_folkhemmet_low_army_tooltip
Constructs: set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
calculate_folkhemmet_low_army_tooltip = {
	set_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_air_part
	}
	add_to_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_navy_part
	} {
		tooltip_folkhemmet_intactness = 1
	}
	calculate_folkhemmet_low_option = yes
}
### Entity: Order of Battle
Component: 11. SS-Sturmbrigade
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_fascist.txt

Code:
division = {
	name = 11. SS-Sturmbrigade
	location = 11417
	division_template = SS-Sturmbrigade
}
### Entity: Country History
Country: CRO
Component: CRO_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/CRO - Croatia.txt

Code:
# Politics & Parties for CRO
set_politics = {
	ruling_party = fascism
	last_election = 1935.6.9
	election_frequency = 12
	elections_allowed = no
}
set_popularities = {
	democratic = 15
	fascism = 75
	communism = 10
}
### Entity: Character
Component: disdain_for_politicians_1
Constructs: communism_drift, fascism_drift, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
disdain_for_politicians_1 = {
	random = no
	political_power_factor = 0.05
	communism_drift = -0.01
	fascism_drift = -0.01
	democratic_drift = -0.01
}
### Entity: Event
Component: JUNO_brazil_news.1
Constructs: is_triggered_only
Source: game
File: events/TOA_Brazil.txt

Code:
news_event = {
	id = JUNO_brazil_news.1
	title = JUNO_brazil_news.1.t
	desc = JUNO_brazil_news.1.d
	picture = GFX_news_event_german_speech
	major = no
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_news.1.a
	}
}
### Entity: Idea
Component: r56w_idea_minister_toasted_toaster
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_toasted_toaster = {
	allowed = {
		original_tag = WHY
	}
	traits = {
		r56w_trait_minister_toasted_toaster
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_assure_the_population
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_political_power, set_temp_variable, check_variable, unlock_decision_tooltip
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_assure_the_population
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = NOR_the_chamberlains_overture
	}
	x = 1
	y = 1
	relative_position_id = NOR_the_chamberlains_overture
	cost = 10
	available = {
		set_temp_variable = {
			var = temp_preparedness
			value = 6
		}
		custom_trigger_tooltip = {
			tooltip = NOR_needed_support_TT
			check_variable = {
				var = NOR_country_preparedness
				value = temp_preparedness
				compare = greater_than_or_equals
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 50
		add_war_support = -0.05
		add_stability = 0.1
		unlock_decision_tooltip = {
			decision = NOR_make_assurances_to_the_people
			show_effect_tooltip = yes
			show_modifiers = yes
		} {
			decision = NOR_promote_the_armed_defense_of_the_country
			show_effect_tooltip = yes
			show_modifiers = yes
		} {
			decision = NOR_prop_up_the_economy
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Decision
Component: CHL_nacista_insurgency_decisions
Constructs: has_completed_focus, limit, has_government, add_war_support, has_country_flag, add_stability, fire_only_once, add_political_power
Source: game
File: common/decisions/CHL.txt

Code:
CHL_nacista_insurgency_decisions = {
	CHL_nacista_coup_attempt = {
		priority = 100
		icon = GFX_decision_CHL_nacista_coup_attempt
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 978
		fire_only_once = yes
		activation = {
			original_tag = CHL
			NOT = {
				has_government = fascism
			} {
				OR = {
					has_country_flag = CHL_fascist_and_communist_joint_civil_war_started
					has_global_flag = nacista_coup_attempt_happened
				}
			} {
				OR = {
					has_completed_focus = CHL_denounce_the_anarchy CHL_avenge_the_pacification_of_araucania
				}
			}
		}
		visible = {
			tag = CHL
			NOT = {
				has_government = fascism
			} {
				OR = {
					has_country_flag = CHL_fascist_and_communist_joint_civil_war_started
					has_global_flag = nacista_coup_attempt_happened
				}
			} {
				OR = {
					has_completed_focus = CHL_denounce_the_anarchy CHL_address_the_mapuche_conflict
				}
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			IF = {
				limit = {
					has_completed_focus = CHL_suppress_the_nacistas
					has_country_flag = CHL_expanded_carabineros_flag
				}
				country_event = CHL_political_events.13
			}
			ELSE_IF = {
				limit = {
					has_completed_focus = CHL_suppress_the_nacistas
					NOT = {
						has_country_flag = CHL_expanded_carabineros_flag
					}
				}
				country_event = CHL_political_events.15
			}
			ELSE = {
				country_event = CHL_political_events.14
			}
		}
	}
	CHL_nacistas_gathering_support_mission = {
		priority = 99
		icon = GFX_decision_eng_blackshirt_speech
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 60
		fire_only_once = yes
		activation = {
			always = no
		}
		visible = {
			tag = CHL
			NOT = {
				has_government = fascism
			} {
				OR = {
					has_country_flag = CHL_fascist_and_communist_joint_civil_war_started
					has_global_flag = nacista_coup_attempt_happened
				}
			} {
				OR = {
					has_completed_focus = CHL_denounce_the_anarchy CHL_address_the_mapuche_conflict CHL_rule_by_decree
				}
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
			hidden_effect = {
				activate_mission = CHL_nacista_newpapers_propaganda_mission
			}
		}
	}
	CHL_nacista_newpapers_propaganda_mission = {
		priority = 98
		icon = GFX_decision_hol
# ... (truncated)
### Entity: Effect Reference
Construct: steal_random_tech_bonus
Constructs: steal_random_tech_bonus, base_bonus
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## steal_random_tech_bonus

* Supported Scopes: COUNTRY
* Supported Targets: none

```
adds a random limited use tech bonus from country of categories that is it ahead in compared to you.
it must have atleast one category or folder. But it can contain any number of them in any combination
Note: if a country does not have a tech to be stolen a random tech bonus will be applied based on base_bonus 
Example: steal_random_tech_bonus = {
	category = air_equipment
	folder = naval_folder
	ahead_reduction = ???
	bonus = ???
	base_bonus = 0.05
	instant = yes # instant unlock instead of bonus
	dynamic = yes # swaps bonus types from instant to category dependig on type as well as uses weights on tech progress
	name = ???
	target = ???
	uses = 1
}

```
### Entity: Scripted Effect
Component: EGY_egyptian_treaty_influence_high_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_EGY_scripted_effects.txt

Code:
EGY_egyptian_treaty_influence_high_decrease_effect = {
	custom_effect_tooltip = EGY_egypt_tt EGY_treaty_high_influence_decrease_tt
	add_to_variable = {
		var = EGY_egyptian_treaty_influence
		value = EGY_treaty_influence_high_decrease
	}
	clamp_variable = {
		var = EGY_egyptian_treaty_influence
		min = 0
		max = 100
	}
}
### Entity: Character
Component: PRU_oscar_gilardi
Source: game
File: common/characters/PRU.txt

Code:
PRU_oscar_gilardi = {
	advisor = {
		slot = army_chief
		idea_token = PRU_oscar_gilardi
		allowed = {
			original_tag = PRU
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Oscar Gilardi
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_5
		}
	}
}
### Entity: Wiki Documentation
Construct: Dead_source_links
Source: wiki
File: wiki/Talk%3AFeatures.html

Doc:
Dead source links[edit]
Links 22 and 23 are dead, failing DNS lookup.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Talk:Features&oldid=1132"
### Entity: Character
Component: CHL_rayen_quitral
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/characters/CHL.txt

Code:
CHL_rayen_quitral = {
	name = CHL_rayen_quitral
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_rayen_quitral_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_rayen_quitral
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_completed_focus = CHL_avenge_the_pacification_of_araucania CHL_enact_universal_suffrage CHL_strike_a_deal_with_the_mapuche
				has_country_flag = CHL_incorporated_mapuche_organizations
			}
		}
		visible = {
			OR = {
				has_completed_focus = CHL_avenge_the_pacification_of_araucania CHL_enact_universal_suffrage CHL_strike_a_deal_with_the_mapuche
				has_country_flag = CHL_incorporated_mapuche_organizations
			}
			NOT = {
				has_completed_focus = CHL_denounce_the_anarchy
			}
		}
		traits = {
			JUNO_famous_soprano
		}
	}
}
### Entity: Technology
Component: mountaineers_combat_1
Constructs: limit, is_ai, force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	allow = {
		if = {
			limit = {
				is_ai = yes
			}
			NOT = {
				EAI_specops_MNT_doctrine_progress_limit = yes
			}
		}
	}
	xp_research_type = army
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	category_mountaineers = {
		defense = 0.1
	}
	mountaineers = {
		combat_width = -0.2
	}
	path = {
		leads_to_tech = mountaineers_combat_3
		research_cost_coeff = 1
	}
	xor = {
		mountaineers_combat_2
	}
	doctrine = yes
	research_cost = 4.5
	categories = {
		special_forces_doctrine cat_mountaineers_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = -1
			y = 6
		}
	}
	ai_will_do = {
		factor = 10000
	}
	ai_research_weights = {

	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_national_development
Constructs: has_war, completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_national_development
	icon = GFX_focus_BRA_amazon_colonization
	relative_position_id = VEN_venezuelan_military_academy
	x = 21
	y = 0
	cost = 5
	bypass = {
		has_war = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		unlock_decision_category_tooltip = VEN_national_development_category
	}
}
### Entity: Character
Component: revolutionary_council
Constructs: war_support_factor, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
revolutionary_council = {
	random = no
	surrender_limit = 0.2
	army_core_attack_factor = 0.15
	war_support_factor = 0.1
	conscription_factor = 0.05
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_central_planning
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, add_resource, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_central_planning
	icon = GFX_goal_generic_communist_economy
	prerequisite = {
		focus = SLO_indoctrinate_the_proletariat
	}
	relative_position_id = SLO_indoctrinate_the_proletariat
	available = {
		has_government = communism
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				has_government = communism
			}
		}
	}
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_resource = {
			type = steel
			amount = 2
			state = 70
		}
		70 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Achievement
Component: this_is_going_to_be_lit
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
this_is_going_to_be_lit = {
	id = 139
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = LIT
	}
	happened = {
		LIT = {
			controls_state = 808 10 64 11
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_island_air_straits_2
Constructs: prerequisite, has_war, completion_reward, add_province_modifier
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_island_air_straits_2
	icon = GFX_goal_generic_occupy_start_war
	relative_position_id = MAL_the_island_air_straits_1
	ai_will_do = {
		factor = 2
	}
	x = 0
	y = 1
	prerequisite = {
		focus = MAL_the_island_air_straits_1
	}
	available = {
		has_war = yes
		surrender_progress = > 0.1
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		336 = {
			add_province_modifier = {
				static_modifiers = {
					flooded
				}
				province = 12299
			}
			damage_building = {
				type = infrastructure
				damage = 2
			} {
				type = industrial_complex
				damage = 0.5
			} {
				type = arms_factory
				damage = 0.5
			}
		}
	}
}
### Entity: Idea
Component: INS_emergency_powers
Constructs: war_support_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_emergency_powers = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = SPR_crush_the_revolution
	modifier = {
		neutrality_drift = 0.03
		stability_weekly = 0.001
		war_support_factor = -0.15
		recruitable_population_factor = -0.15
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_short_range_fighter_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, fighter_bonus, set_country_flag
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_short_range_fighter_focus
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = BUL_rearm_the_bulgarian_airforce
	}
	relative_position_id = BUL_rearm_the_bulgarian_airforce
	mutually_exclusive = {
		focus = BUL_long_range_fighter_focus
	}
	x = -1
	y = 1
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = fighter_bonus
			bonus = 1
			uses = 2
			technology = early_fighter fighter1 fighter2 fighter3
		}
		ROOT = {
			set_country_flag = aviation_effort_AB
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.43
Constructs: is_triggered_only, ai_chance, random_hours
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.43
	title = BBA_ethiopia_exile_events.43.t
	desc = BBA_ethiopia_exile_events.43.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_exile_events.43.a
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.48
				hours = 4
				random_hours = 8
			}
		}
	}
}