Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Effect Reference
Construct: add_autonomy_score
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_autonomy_score

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Adds exact freedom score to the autonomy.
Example:
add_autonomy_score={
value=50
localization="LOC_KEY"
}
```
### Entity: National Focus
Tree: jap_focus
Component: JAP_further_rural_investments
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, every_core_state, is_fully_controlled_by, has_state_category, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_further_rural_investments
	icon = GFX_focus_prc_agrarian_socialism
	x = -1
	y = 1
	relative_position_id = JAP_the_uno_school_of_economics
	prerequisite = {
		focus = JAP_the_uno_school_of_economics
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_fully_controlled_by = PREV
				OR = {
					has_state_category = rural town wasteland pastoral
				}
			}
			add_extra_state_shared_building_slots = 1
			set_state_flag = JAP_can_upgrade_this_states_level_flag
		}
		custom_effect_tooltip = generic_skip_one_line_tt JAP_further_rural_investments_tt
	}
}
### Entity: Order of Battle
Component: air_wing_275
Source: game
File: history/units/SAF_1936_air_bba.txt

Code:
air_wings = {
	275 = {
		small_plane_airframe_0 = {
			owner = SAF
			amount = 30
			creator = ENG
			version_name = Hawker Fury
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_volunteer_corps
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_volunteer_corps
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = IRQ_foriegn_fighters
	}
	relative_position_id = IRQ_the_secular_movement
	x = -1
	y = 2
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = volunteer_corps_focus foreign_expeditions_focus
	}
}
### Entity: Idea
Component: SWI_special_conscription_4
Constructs: has_completed_focus
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_special_conscription_4 = {
	allowed = {
		original_tag = SWI
		NOT = {
			has_completed_focus = SWI_end_con
		}
	}
	allowed_civil_war = {
		tag = SWI
	}
	picture = chi_army_corruption3
	modifier = {

	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_battlecruiser_supremacy
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_battlecruiser_supremacy = {
	NOT = {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Misc Config
Component: colonial_police_final
Constructs: limit, has_completed_focus, is_on_continent, compliance_gain, check_variable, set_temp_variable
Source: game
File: common/occupation_laws/occupation_laws.txt

Code:
colonial_police_final = {
	icon = 13
	sound_effect = Martial_Law_Interface_Autonomous_Occupation_Unique_DEM
	fallback_law = foreign_civilian_oversight
	visible = {
		original_tag = ITA
		has_completed_focus = ITA_polizia_dell_africa_italiana
		OR = {
			AND = {
				FROM = {
					original_tag = ALB
				}
				has_completed_focus = ITA_albanian_fascist_militia
			}
			FROM = {
				capital_scope = {
					is_on_continent = africa
				}
			}
		}
	}
	state_modifier = {
		resistance_target = -0.45
		compliance_gain = -0.01
		required_garrison_factor = -0.4
		resistance_damage_to_garrison = -0.55
		local_factories = 0.25
		local_resources = 0.25
		local_manpower = 0.05
	}
	ai_will_do = {
		base = 250
		modifier = {
			check_variable = {
				resistance_target_without_law = > 0.3
			}
			add = 200
		} {
			check_variable = {
				resistance_target_without_law = > 0.44
			} {
				garrison_min_support_ratio = < requirement_limit
			}
			set_temp_variable = {
				requirement_limit = 0.35
			}
			if = {
				limit = {
					occupation_law = local_police_force_garrison
				}
				set_temp_variable = {
					requirement_limit = 0.55
				}
			}
			add = 350
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_the_final_plans
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_the_final_plans
	icon = GFX_goal_navy_schematics
	text = GRE_final_plans
	prerequisite = {
		focus = GRE_base_strike GRE_fleet_in_being
	}
	x = 8
	y = 6
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 0
							include_locked = yes
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: Crunchwrap Supreme
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = Crunchwrap Supreme
	location = 3513
	division_template = Taco Bell Value Pack
	start_experience_factor = 0.75
}
### Entity: Character
Component: vfb_trait_dompedro_2
Constructs: army_attack_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
vfb_trait_dompedro_2 = {
	random = no
	army_attack_factor = 0.05
	subjects_autonomy_gain = 0.3
	generate_wargoal_tension = -0.25
	ai_focus_aggressive_factor = 0.5
	enemy_justify_war_goal_time = -0.375
	max_dig_in = -0.25
}
### Entity: Idea
Component: CHI_tsr_low_legitimacy_2
Constructs: stability_factor, war_support_factor, has_dlc, removal_cost
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_tsr_low_legitimacy_2 = {
	picture = man_low_legitimacy3
	name = CHI_tsr_low_legitimacy
	allowed = {
		has_dlc = No Compromise, No Surrender
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.2
		war_support_factor = -0.2
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_ally_russia
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, has_game_rule, is_faction_leader, has_civil_war
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_ally_russia
	icon = GFX_focus_SOV_patriarch_of_all_russia
	relative_position_id = CZE_intervene_in_the_ussr
	x = 0
	y = 2
	offset = {
		x = 2
		trigger = {
			OR = {
				has_completed_focus = CZE_work_with_germany CZE_aggressive_foreign_policy
			}
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	cost = 5
	prerequisite = {
		focus = CZE_intervene_in_the_ussr
	}
	mutually_exclusive = {
		focus = CZE_claim_ukraine
	}
	available = {
		is_faction_leader = yes
		any_country_with_original_tag = {
			original_tag_to_check = SOV
			has_civil_war = no
			is_in_faction = no
			OR = {
				AND = {
					NOT = {
						has_government = communism
					}
					ROOT = {
						NOT = {
							has_government = communism
						}
					}
				} {
					has_government = communism
					ROOT = {
						has_government = communism
					}
				}
			}
		}
	}
	completion_reward = {
		random_country_with_original_tag = {
			original_tag_to_check = SOV
			limit = {
				OR = {
					AND = {
						has_government = communism
						ROOT = {
							has_government = communism
						}
					} {
						NOT = {
							has_government = communism
						}
						ROOT = {
							NOT = {
								has_government = communism
							}
						}
					}
				}
			}
			country_event = generic.5
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: INS_revolution_events.41
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.41
	title = INS_revolution_events.41.t
	desc = INS_revolution_events.41.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.41.a
		indonesia_renville_war_effect = yes
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_prioritize_support_on_the_ground_r56
Constructs: shared_focus, add_equipment_to_stockpile, prerequisite, limit, completion_reward, set_technology, has_tech, add_tech_bonus
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_prioritize_support_on_the_ground_r56
	icon = GFX_focus_generic_radio_communication
	cost = 8
	ai_will_do = {
		base = 2
	}
	prerequisite = {
		focus = RAJ_prepare_an_autonomous_defense_r56
	}
	mutually_exclusive = {
		focus = RAJ_towards_an_offensive_footing_r56
	}
	x = 2
	y = 2
	relative_position_id = RAJ_prepare_an_autonomous_defense_r56
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_tech = radio
			}
			add_tech_bonus = {
				name = RAJ_prioritize_support_on_the_ground_r56
				bonus = 1
				uses = 1
				category = radar_tech
				technology = radio improved_radio advanced_radio
			}
		} {
			limit = {
				is_ally_with = ENG
			}
			add_equipment_to_stockpile = {
				type = support_equipment_1
				amount = 250
				producer = ENG
			}
		}
		else = {
			set_technology = {
				radio = 1
			}
			custom_effect_tooltip = TUR_strengthen_troop_coordination_tt generic_skip_one_line_tt
		} {
			add_equipment_to_stockpile = {
				type = support_equipment_1
				amount = 250
				producer = RAJ
			}
		}
		add_tech_bonus = {
			name = SIA_modern_troop_support_systems_r56
			uses = 3
			bonus = 0.75
			category = support_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_liberalization_of_trade_policies
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_liberalization_of_trade_policies
	prerequisite = {
		focus = BUL_illusions_of_a_non_partisan_system BUL_petorka
	}
	icon = GFX_goal_generic_trade
	relative_position_id = BUL_illusions_of_a_non_partisan_system
	x = -2
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = BUL_liberal_trade_policies
	}
}
### Entity: Scripted Trigger
Component: CZE_is_last_state_with_dynamic_modifier
Constructs: has_dynamic_modifier
Source: game
File: common/scripted_triggers/CZE_scripted_triggers.txt

Code:
CZE_is_last_state_with_dynamic_modifier = {
	all_controlled_state = {
		OR = {
			state = FROM
			NOT = {
				has_dynamic_modifier = {
					modifier = CZE_sudetenland_german_state_modifier
					scope = ROOT
				} {
					modifier = CZE_czech_state_modifier
					scope = ROOT
				} {
					modifier = CZE_tesinko_polish_state_modifier
					scope = ROOT
				} {
					modifier = CZE_slovakia_state_modifier
					scope = ROOT
				} {
					modifier = CZE_hungarian_state_modifier
					scope = ROOT
				} {
					modifier = CZE_ukrainian_state_modifier
					scope = ROOT
				}
			}
		}
	}
}
### Entity: Character
Component: SIK_habibullah_huseinov
Source: game
File: common/characters/SIK.txt

Code:
SIK_habibullah_huseinov = {
	name = SIK_habibullah_huseinov
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SIK_habibullah_huseinov
		allowed = {
			original_tag = SIK
		}
		traits = {
			armaments_organizer
		}
	}
}
### Entity: Event
Component: SEA_PHI_political_events.63
Constructs: is_triggered_only, ai_chance, limit, add_political_power, has_country_leader, has_character, is_country_leader, is_historical_focus_on
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.63
	title = SEA_PHI_political_events.63.t
	desc = SEA_PHI_political_events.63.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			country_event = {
				id = SEA_PHI_political_events.64
				days = 2190
			}
		}
	}
	option = {
		name = SEA_PHI_political_events.63.keep_leader
		ai_chance = {
			base = 1
		}
		add_political_power = 25
		hidden_effect = {
			if = {
				limit = {
					has_country_leader = {
						character = PHI_manuel_luis_quezon
						ruling_only = yes
					}
				}
				country_event = {
					id = SEA_PHI_political_events.64
					days = 1000
				}
			}
		}
	} {
		name = SEA_PHI_political_events.63.roxas
		trigger = {
			has_character = PHI_manuel_roxas
			PHI_manuel_roxas = {
				is_country_leader = no
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		PHI_manuel_roxas = {
			if = {
				limit = {
					can_be_country_leader = yes
				}
				promote_character = yes
			}
			else = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = conservatism
						expire = 1965.1.1.1
						traits = {
							PHI_political_hacendado
						}
					}
				}
			}
		}
	} {
		name = SEA_PHI_political_events.63.laurel
		trigger = {
			has_character = PHI_jose_laurel
			PHI_jose_laurel = {
				is_country_leader = no
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		PHI_jose_laurel = {
			if = {
				limit = {
					can_be_country_leader = yes
				}
				promote_character = yes
			}
			else = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = conservatism
						expire = 1965.1.1.1
						traits = {
							PHI_social_reformer
						}
					}
				}
			}
		}
	}
}
### Entity: Event
Component: news.36
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.36
	title = news.36.t
	desc = news.36.d
	picture = GFX_news_event_german_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = news.36.a
		trigger = {
			NOT = {
				TAG = GER ITA FRA ENG
			}
		}
	} {
		name = news.36.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.36.c
		trigger = {
			TAG = ITA
		}
	} {
		name = news.36.e
		trigger = {
			OR = {
				TAG = FRA ENG
			}
		}
	}
}
### Entity: Event
Component: baltic.2
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_country_flag, is_major, is_in_faction_with, has_idea
Source: game
File: events/Baltic.txt

Code:
country_event = {
	id = baltic.2
	title = baltic.1.t
	desc = baltic.1.d
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = baltic.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				NOT = {
					is_in_faction_with = FROM
				}
				OR = {
					any_other_country = {
						is_major = yes
						is_in_faction_with = LAT
					}
					has_idea = anti_soviet_pact
					has_country_flag = baltic_entente_flag
					FROM = {
						surrender_progress = > 0.5
					}
				}
			} {
				factor = 0.5
				is_historical_focus_on = no
				any_other_country = {
					is_major = yes
					has_guaranteed = LAT
				}
			} {
				factor = 0
				is_guaranteed_by = GER
				GER = {
					OR = {
						has_completed_focus = GER_tributes_for_guarantees GER_safeguard_the_baltic GER_safeguard_the_baltic_ww
					}
				}
			} {
				factor = 0
				OR = {
					has_capitulated = yes
					exists = no
					is_subject = yes
				}
			}
		}
		FROM = {
			country_event = {
				days = 5
				id = soviet.8
			}
		}
		if = {
			limit = {
				has_country_flag = cave_to_enemy_pressure_flag
			}
			effect_tooltip = {
				FROM = {
					puppet = {
						target = ROOT
						end_civil_wars = no
						end_wars = no
					}
				}
			}
		}
		else = {
			custom_effect_tooltip = GAME_OVER_TT
		}
	} {
		name = baltic.1.b
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				OR = {
					is_historical_focus_on = no
					any_other_country = {
						is_major = yes
						is_in_faction_with = LAT
						NOT = {
							is_in_faction_with = FROM
						}
					}
				}
			} {
				add = 5
				is_historical_focus_on = no
				any_other_country = {
					is_major = yes
					has_guaranteed = LAT
				}
			}
		}
		FROM = {
			country_event = {
				days = 5
				id = soviet.9
			}
			effect_tooltip = {
				create_wargoal = {
					type = annex_everything
					target = LAT
				}
			}
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_fair_economy
Constructs: has_completed_focus, prerequisite, add_ideas, add_war_support, completion_reward, has_idea, add_popularity
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_fair_economy
	icon = GFX_focus_ITA_devaluate_the_lire
	cost = 10
	x = 0
	y = 1
	relative_position_id = LUX_first_social_democratic_government
	prerequisite = {
		focus = LUX_first_social_democratic_government LUX_liberal_victory LUX_the_dupong_ministry
	}
	mutually_exclusive = {
		focus = LUX_privatisation_drive
	}
	available = {
		NOT = {
			has_completed_focus = LUX_expand_farm_subsidies
		}
		has_idea = LUX_minister_economics_LSAP
	}
	completion_reward = {
		add_war_support = -0.05
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = r56_LUX_fair_economy_1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: State History
Component: 918
Constructs: add_core_of, add_to_array
Source: game
File: history/states/918-Hamgyong.txt

Code:
state = {
	id = 918
	name = STATE_918
	resources = {
		coal = 4
	}
	provinces = {
		852 898 906 959 3803 3852 3860 3904 3981 6822 6922 6928 6944 9899 11878
	}
	history = {
		owner = JAP
		buildings = {
			infrastructure = 2
			air_base = 1
			6928 = {
				naval_base = 8
			}
		}
		victory_points = {
			3981 4
		}
		add_core_of = KOR
		add_to_array = {
			state_victory_points = 3981
		}
	}
	manpower = 1698452
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Decision
Component: CHI_lend_lease_missions_cat
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_lend_lease_missions_cat = {
	icon = generic_independence
	priority = 101
	allowed = {
		has_dlc = No Compromise, No Surrender
		tag = CHI
	}
	available = {

	}
	visible = {
		OR = {
			has_completed_focus = CHI_demonstrate_our_resolve CHI_reach_out_for_help CHI_leverage_contacts
		}
	}
	visible_when_empty = no
}
### Entity: Character
Component: PRU_armando_reveredo_iglesias
Source: game
File: common/characters/PRU.txt

Code:
PRU_armando_reveredo_iglesias = {
	advisor = {
		slot = political_advisor
		idea_token = PRU_armando_reveredo_iglesias
		allowed = {
			original_tag = PRU
		}
		traits = {
			war_industrialist
		}
	}
	name = Armando Reveredo Iglesias
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
}
### Entity: Decision
Component: MAN_coring_decisions
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/MAN_decision_categories.txt

Code:
MAN_coring_decisions = {
	icon = GFX_decision_category_infiltration
	allowed = {
		tag = MAN
	}
	visible = {
		OR = {
			has_completed_focus = MAN_tsr_claim_outer_manchuria MAN_tsr_reclaim_our_lost_possessions MAN_tsr_request_our_lost_territories MAN_tsr_proclaim_the_republic_of_china MAN_tsr_division_of_power
		}
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Source: game
File: common/scripted_guis/war_escalation_scripted_gui.txt

Code:
scripted_gui = {
	war_escalation_decision_ui = {
		context_type = decision_category
		window_name = war_escalation_decision_ui_window
		properties = {
			lon_we_1_icon = {
				image = [GET_WAR_ESCALATION_LEVEL_1_COLOR]
				frame = 1
			}
			lon_we_2_icon = {
				image = [GET_WAR_ESCALATION_LEVEL_2_COLOR]
				frame = 2
			}
			lon_we_3_icon = {
				image = [GET_WAR_ESCALATION_LEVEL_3_COLOR]
				frame = 3
			}
			lon_we_4_icon = {
				image = [GET_WAR_ESCALATION_LEVEL_4_COLOR]
				frame = 4
			}
			lon_we_5_icon = {
				image = [GET_WAR_ESCALATION_LEVEL_5_COLOR]
				frame = 5
			}
			lon_we_6_icon = {
				image = [GET_WAR_ESCALATION_LEVEL_6_COLOR]
				frame = 6
			}
			lon_we_7_icon = {
				image = [GET_WAR_ESCALATION_LEVEL_7_COLOR]
				frame = 7
			}
			lon_we_8_icon = {
				image = [GET_WAR_ESCALATION_LEVEL_8_COLOR]
				frame = 8
			}
			lon_we_9_icon = {
				image = [GET_WAR_ESCALATION_LEVEL_9_COLOR]
				frame = 9
			}
			lon_we_10_icon = {
				image = [GET_WAR_ESCALATION_LEVEL_10_COLOR]
				frame = 10
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_has_active_aircraft_designer_any
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_active_aircraft_designer_any = {
	custom_trigger_tooltip = {
		tooltip = SOV_has_active_aircraft_designer_any_tt
		OR = {
			SOV_has_active_aircraft_designer_mig = yes
			SOV_has_active_aircraft_designer_ilyushin = yes
			SOV_has_active_aircraft_designer_tupolev = yes
			SOV_has_active_aircraft_designer_yakovlev = yes
		}
	}
}
### Entity: Decision
Component: greater_mongolia_category
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
greater_mongolia_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_form_greater_mongolia
	allowed = {
		OR = {
			original_tag = MON BYA MEN KUM KAL
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_reform_the_constitution
Constructs: prerequisite, completion_reward, add_country_leader_role, set_politics, set_cosmetic_tag
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_reform_the_constitution
	icon = GFX_goal_AUS_liberty_empire
	relative_position_id = AUS_empower_the_parliament
	x = -1
	y = 1
	prerequisite = {
		focus = AUS_empower_the_parliament
	}
	available = {
		democratic = > 0.3
	}
	cost = 10
	completion_reward = {
		add_country_leader_role = {
			character = AUS_otto_von_habsburg
			promote_leader = yes
			country_leader = {
				ideology = conservatism
				traits = {
					popular_figurehead
				}
			}
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			long_name = Österreichische Volkspartei
			name = ÖVP
		}
		hidden_effect = {
			set_cosmetic_tag = AUS_EMPIRE
		}
	}
}