Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_expand_ss_security_duties
Constructs: prerequisite, limit, has_country_flag, completion_reward, set_temp_variable, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_expand_ss_security_duties
	icon = GFX_focus_GER_expand_ss_security_duties
	prerequisite = {
		focus = GER_ascension_of_himmler
	}
	mutually_exclusive = {
		focus = GER_expand_gestapo
	}
	text_icon = GER_inner_circle_focus_style
	x = 1
	y = 1
	relative_position_id = GER_ascension_of_himmler
	cost = @inner_circle_time_tier_1
	available = {
		if = {
			limit = {
				has_country_flag = GER_expand_ss_security_duties_in_progress_flag
			}
			set_temp_variable = {
				temp_focus_days = @inner_circle_time_tier_1
			}
			multiply_temp_variable = {
				temp_focus_days = 7
			}
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_inner_circle_focus_in_progress_tt
					CHARACTER = GER_heinrich_himmler
					FLAG_DAYS = [?GER_expand_ss_security_duties_in_progress_flag:days]
				}
				always = no
			}
		}
		else = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_focus_can_only_be_completed_by_advisor_tt
					CHARACTER = GER_heinrich_himmler
					FOCUS = GER_ascension_of_himmler
				}
				always = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = {
			localization_key = GER_ascended_character_trait_swap_tt
			CHARACTER = GER_heinrich_himmler
		} generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = GER_himmler_chief_of_german_police
			add_idea = GER_himmler_director_reich_security
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			GER_create_operative_eleysa_bazna = yes
		}
		add_tech_bonus = {
			name = GER_expand_ss_security_duties
			bonus = 0.5
			uses = 1
			category = military_police_tech
		}
	}
}
### Entity: Country History
Country: TML
Component: TML_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/TML - Timor Leste.txt

Code:
# Misc for TML
capital = 721
set_convoys = 0
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: National Focus
Tree: prc_focus
Component: PRC_sea_forging_our_own_path
Constructs: prerequisite, limit, completion_reward, is_faction_leader, is_subject, is_in_faction, cancel_if_invalid, set_rule
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_forging_our_own_path
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = PRC_sea_agrarian_socialism
	}
	x = 0
	y = 1
	relative_position_id = PRC_sea_agrarian_socialism
	cost = 5
	ai_will_do = {
		factor = 4
		modifier = {
			is_faction_leader = yes
			factor = 0
		}
	}
	available = {
		is_subject = no
	}
	bypass = {
		is_in_faction = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				is_in_faction = no
			}
			create_faction_from_template = {
				template = faction_template_government_of_national_defense
				name = PRC_mao_faction
			}
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_rubber_reserve_company
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_rubber_reserve_company
	icon = GFX_focus_generic_rubber
	prerequisite = {
		focus = USA_office_of_scientific_research_and_development
	}
	available = {

	}
	x = 2
	y = 2
	relative_position_id = USA_wpa
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = USA_rubber_reserve_company
			bonus = 1.0
			uses = 2
			technology = rubber_processing improved_rubber_processing advanced_rubber_processing modern_rubber_processing
		}
	}
}
### Entity: Character
Component: GER_reich_security_main_office_director_lar
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_reich_security_main_office_director_lar = {
	sprite = 15
	random = no
	resistance_growth = -0.05
	civilian_intel_to_others = -0.2
	army_intel_to_others = -0.2
	operative_slot = 1
}
### Entity: Trigger Reference
Construct: num_nukes_left_to_drop
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_nukes_left_to_drop

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
number of nukes left to drop during this game tick (only useful in-between nuke drops, like in on_nuke_drop on-action, for example)
```
### Entity: National Focus
Tree: afg_focus
Component: AFG_islam_king_and_state
Constructs: prerequisite, add_war_support, completion_reward, is_subject
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_islam_king_and_state
	icon = GFX_goal_AFG_the_kings_party
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = AFG_integrate_the_economy
	} {
		focus = AFG_united_military_command
	}
	relative_position_id = AFG_integrate_the_economy
	available = {
		is_subject = no
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_war_support = 0.05
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: INS_industrial_events.29
Constructs: is_triggered_only, ai_chance, limit, clr_country_flag, add_to_variable, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.29
	title = INS_industrial_events.28.t
	desc = INS_industrial_events.28.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	hidden = no
	option = {
		name = INS_industrial_events.28.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			clr_country_flag = INS_selling_resource_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = INS_great_depression_tt INS_resources_refunded_in_24_months_tt
			add_to_variable = {
				var = INS_great_depression_country_resource_cost_rubber
				value = 24
				tooltip = country_resource_cost_rubber_tt
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
					INS_only_militia_states_if_possible_and_needed = yes
					impassable = no
				}
				prioritize = {

				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	} {
		name = INS_industrial_events.28.b
		ai_chance = {
			base = 1
		}
		trigger = {
			has_resources_in_country = {
				resource = rubber
				amount = > 23
				extracted = no
			}
		}
		hidden_effect = {
			clr_country_flag = INS_selling_resource_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = INS_great_depression_tt INS_resources_refunded_in_24_months_tt
			add_to_variable = {
				var = INS_great_depression_country_resource_cost_rubber
				value = 24
				tooltip = country_resource_cost_rubber_tt
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
					INS_only_militia_states_if_possible_and_needed = yes
					impassable = no
				}
				prioritize = {

				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		activate_decision = INS_rubber_for_mil
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_avoid_midway
Constructs: has_war, has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_avoid_midway = {
	enable = {
		has_war = yes
		631 = {
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 95
		value = 50
	}
}
### Entity: Idea
Component: CHL_socialist_land_reform
Constructs: stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/chile.txt

Code:
CHL_socialist_land_reform = {
	picture = generic_agrarian_reform
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.1
		global_building_slots_factor = 0.3
		stability_factor = 0.05
	}
}
### Entity: Decision
Component: ETH_chitet_category
Constructs: has_dlc, has_template
Source: game
File: common/decisions/categories/ETH_decision_categories.txt

Code:
ETH_chitet_category = {
	icon = GFX_decision_category_ETH_disband_chitet
	picture = GFX_decision_cat_picture_chitet
	allowed = {
		tag = ETH
	}
	priority = {
		base = 10
	}
	visible = {
		has_dlc = By Blood Alone
		has_template = Chitet Sefari
	}
	visible_when_empty = no
}
### Entity: Idea
Component: MEN_the_new_life_movement_2
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_the_new_life_movement_2 = {
	name = MEN_the_new_life_movement
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		political_power_factor = 0.1
		fascism_drift = 0.01
		stability_factor = 0.05
		production_factory_efficiency_gain_factor = 0.05
		war_support_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
		industrial_capacity_factory = 0.05
		consumer_goods_factor = 0.05
		production_lack_of_resource_penalty_factor = -0.05
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_legacy_of_basel
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_legacy_of_basel
	icon = GFX_goal_ISR_volunteers
	relative_position_id = ISR_status_quo_arabs
	x = 0
	y = 3
	prerequisite = {
		focus = ISR_status_quo_arabs
	} {
		focus = ISR_middle_class_investments ISR_expand_immigrant_infrastructure
	}
	cost = 10
	completion_reward = {
		add_ideas = ISR_legacy_of_basel
	}
}
### Entity: Achievement
Component: william_wallis
Constructs: has_completed_focus, has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_subject_of
Source: game
File: common/achievements.txt

Code:
william_wallis = {
	id = 82
	possible = {
		tag = ENG
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_completed_focus = ENG_the_kings_party
		SCO = {
			is_subject_of = ENG
		}
		USA = {
			is_subject_of = ENG
		}
		has_country_flag = created_american_monarchy
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_indian_air_force
Constructs: completion_reward, cancel_if_invalid, add_dynamic_modifier, set_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_indian_air_force
	icon = GFX_goal_generic_build_airforce
	x = 6
	y = 0
	relative_position_id = RAJ_local_recruitment_offices
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = idea_RAJ_indian_air_force
		}
		set_variable = {
			var = RAJ_indian_air_force_xp_gain
			value = 0.2
			tooltip = experience_gain_air_tt
		}
	}
}
### Entity: Decision
Component: operations
Constructs: has_completed_focus, has_government, has_war_with, fire_only_once, is_puppet, remove_effect, create_wargoal, puppet_wargoal_focus
Source: game
File: common/decisions/r56_CAN.txt

Code:
operations = {
	CAN_defence_scheme_no1 = {
		icon = generic_operation
		allowed = {
			tag = CAN
		}
		available = {
			has_war_with = FROM
			OR = {
				has_completed_focus = r56_CAN_defence_scheme_no1 r56_CAN_defence_scheme_no1_gg
			}
		}
		visible = {
			OR = {
				has_completed_focus = r56_CAN_defence_scheme_no1 r56_CAN_defence_scheme_no1_gg
			}
		}
		target_trigger = {
			FROM = {
				tag = USA
			}
		}
		targets = {
			USA
		}
		ai_will_do = {
			factor = 50
		}
		cost = 50
		fire_only_once = yes
		days_remove = 180
		targeted_modifier = {
			tag = USA
			attack_bonus_against = 0.15
		}
	}
	CAN_democracy_decision = {
		icon = generic_operation
		allowed = {
			tag = CAN
		}
		available = {
			has_completed_focus = r56_CAN_install_democracy_in_the_americas
			FROM = {
				NOT = {
					has_government = ROOT
				}
			}
			is_puppet = no
		}
		visible = {
			has_completed_focus = r56_CAN_install_democracy_in_the_americas
			FROM = {
				NOT = {
					has_government = ROOT
				}
			}
		}
		target_trigger = {
			FROM = {
				OR = {
					tag = MEX GUA ELS HON CUB HAI DOM NIC COS PAN COL VEN BRA ECU PRU BOL PAR CHL ARG URG
				}
			}
		}
		targets = {
			MEX GUA ELS HON CUB HAI DOM NIC COS PAN COL VEN BRA ECU PRU BOL PAR CHL ARG URG
		}
		ai_will_do = {
			factor = 50
		}
		cost = 150
		fire_only_once = yes
		days_remove = 60
		remove_effect = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = FROM
				expire = 0
			}
		}
	}
}
### Entity: Idea
Component: NORDIC_investing_in_neighbor_ns
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_investing_in_neighbor_ns = {
	picture = man_five_year_plan_industry
	modifier = {
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Character
Component: TOG_acd2
Source: game
File: common/characters/TOG.txt

Code:
TOG_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = TOG_acd2
		allowed = {
			original_tag = TOG
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Unit Template
Component: SOV_SAINTS
Constructs: has_completed_focus
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_SAINTS = {
	name = NAME_THEME_SAINTS
	for_countries = {
		SOV
	}
	can_use = {
		has_completed_focus = SOV_the_third_rome
	}
	type = ship
	unique = {
		Svyatoy Kirill Svyatoy Mefody Svyatoy Fotiy Veliky Svyatoy Boris I Svyatoy Naum Preslavsky Svyatoy Kliment Okhridsky Svyatoy Feodosy Kiyevsky Svyatoy Agapet Pechersky Svyatoy Vladimir Kiyevsky Prepodobnyy Serafim Sarovsky Svyatoy Antony Kiyevsky Svyatoy Yaropolk Izyaslav Inch Svyataya Yevfrosiniya Polotskaya Svyatoy Simeon Mirotovichi Svyatoy Avraam Smolensky Svyataya Fevroniya Muromskaya Svyatoy Pyotr Muromsky Svyatoy Savva Serbsky Svyatoy Ksenofont Robiksky Svyatoy Dmitry Nemanich Svyatoy Danilo II Svyatoy Lazar Serbsky Prepodobny Sergy Radonezhsky Svyatoy Kirill Beloozersky Svyatoy Andrey Ikonopisets Svyatoy Nil Sorsky Svyatoy Vasily Blazhenny Svyataya Iuliana Lazarevskaya Svyataya Sofiya Slutskaya Svyatoy Ioann Pskovsky Svyatoy Iov Pochayevsky Svyatoy Vasily Ostrozhsky Svyatoy Dmitry Rostovsky Svyatoy Ioann Tobolsky Svyataya Kseniya Peterburgskaya Svyatoy Pavel Taganrogsky Svyatoy Feofan Zatvornik Svyatoy Aleksis Tot Apostol Foma Svyatoy Georgy Svyatoy Dionisy Vattasserilsky Svyatoy Vasily Veliky Svyatoy Deklan Svyataya Kseniya Pravednaya Svyatoy Filipp iz Agiry Svyatoy Gerasim Iordansky Svyatoy Simeon Stolpnik Svyatoy Lev Veliky Svyatoy Maksim Turinsky Svyatoy Yevfimy Veliky Svyatoy Simplitsy Svyatoy Feliks III Svyatoy Patrik Svyataya Feodora Svyatoy Afan Svyatoy Stilian Paflagonsky Svyataya Zhenevyeva Svyataya Brigitta Kildarskaya Svyatoy Ioann I Svyatoy Feliks IV Svyatoy Savva Osvyashchenny Svyatoy Remigius Reymssky Svyatoy Agapit I Svyatoy Silverius Svyatoy Benedikt Nursysky Svyataya Skholastika Svyatoy Kiriak Otshelnik Svyatoy Zosima Palestinsky Svyatoy Petrok Svyatoy Yustinian I Svyatoy Dorofey iz Gazy Svyatoy Paulin Yorksky Svyatoy Devi Uelsky Svyatoy Grigory Tursky Svyatoy Kolumba Svyataya Dimfna Svyatoy Grigory I Svyatoy Avgustin Kenterberiysky Svyatoy Ioann Lestvichnik Svyatoy Bonifatsy IV Svyatoy Yevlogy Aleksandrysky Svyatoy Kolumban Svyatoy Etelbert Kentsky Svyatoy Adeodat I Svyatoy Edvin Nortumbrii Svyatoy Sofrony Svyatoy Alipy Stolpnik Svyatoy Osvald Nortumbrysky Svyatoy Birin Svyatoy Andrey Kritsky Svyatoy Eydan Svyatoy Osif Svyatoy Eligy Svyatoy Maksim Ispovednik Svyataya Eteldreda Eli Svyatoy Leodegar Otunsky Svyataya Khilda Uitbi Svyatoy Agafon Svyatoy Barbat iz Benevento Svyatoy Lev
# ... (truncated)
### Entity: Idea
Component: ISR_legacy_of_basel
Constructs: stability_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/israel.txt

Code:
ISR_legacy_of_basel = {
	picture = ISR_defend_israel_3
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.15
		stability_weekly = 0.001
		stability_factor = 0.1
		democratic_drift = 0.05
		monthly_population = 1.5
	}
}
### Entity: Character
Component: BEL_uranium_magnate
Source: game
File: common/country_leader/00_traits.txt

Code:
BEL_uranium_magnate = {
	sprite = 10
	random = no
	sp_tag_nuclear_warfare_speed_factor = 0.1
	sp_tag_nuclear_power_speed_factor = 0.15
	local_resources_factor = 0.1
	production_speed_nuclear_reactor_factor = 0.1
}
### Entity: Idea
Component: MEN_aftermath_of_the_long_winter_zenrin
Constructs: war_support_factor, industrial_capacity_factory, production_speed_buildings_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_aftermath_of_the_long_winter_zenrin = {
	name = MEN_aftermath_of_the_long_winter
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = AFG_economy_in_ruins
	modifier = {
		production_speed_buildings_factor = -0.05
		industrial_capacity_factory = -0.1
		war_support_factor = -0.1
		monthly_population = -0.2
		conscription_factor = -0.15
		political_power_factor = -0.15
		consumer_goods_factor = 0.15
		production_factory_efficiency_gain_factor = -0.05
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_no_pasaran
Constructs: prerequisite, limit, completion_reward, has_global_flag, every_state, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_no_pasaran
	available = {
		SPR_scw_in_progress = yes
	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = SPR_the_popular_army
	}
	icon = GFX_focus_spr_no_pasaran
	x = 1
	y = 1
	relative_position_id = SPR_the_popular_army
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = SPR_no_pasaran_tt
		hidden_effect = {
			every_state = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					province = {
						all_provinces = yes
						limit_to_victory_point = yes
					}
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					province = {
						all_provinces = yes
						limit_to_victory_point = > 2
					}
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					province = {
						all_provinces = yes
						limit_to_victory_point = > 9
					}
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					province = {
						all_provinces = yes
						limit_to_victory_point = > 29
					}
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: BBA_swiss_expansion.8
Constructs: is_triggered_only, ai_chance, add_core_of, set_country_flag
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_swiss_expansion.8
	title = BBA_swiss_expansion.8.t
	desc = BBA_swiss_expansion.8.desc
	picture = GFX_report_event_SWI_cantons_flags_soldiers
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = BBA_swiss_expansion.8.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		transfer_state = 848
		848 = {
			add_core_of = SWI
		}
		set_country_flag = SWI_got_vorarlberg
	}
}
### Entity: Event
Component: bftb_greece.59
Constructs: is_triggered_only, limit, add_war_support, add_stability, add_opinion_modifier, is_owned_by, add_core_of, is_faction_leader
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.59
	title = bftb_greece.59.t
	desc = bftb_greece.59.desc
	picture = GFX_report_event_gre_enosis
	is_triggered_only = yes
	option = {
		name = bftb_greece.59.a
		183 = {
			if = {
				limit = {
					is_owned_by = ENG
				}
				add_core_of = GRE
			}
		}
		GRE = {
			transfer_state = 183
		}
		add_stability = 0.1
		add_war_support = 0.05
		if = {
			limit = {
				ENG = {
					is_faction_leader = yes
				}
			}
			ENG = {
				add_to_faction = GRE
			}
		}
	} {
		name = bftb_greece.59.b
		183 = {
			add_core_of = GRE
		}
		add_stability = -0.1
		add_war_support = 0.05
		hidden_effect = {
			ENG = {
				add_opinion_modifier = {
					target = GRE
					modifier = GRE_aegean_troublemakers
				}
			}
		}
	}
}
### Entity: National Focus
Tree: yun_focus
Component: YUN_rally_around_long_yun
Constructs: add_ideas, completion_reward, allow_branch, has_country_leader, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = YUN_rally_around_long_yun
	icon = GFX_focus_CHI_military_mission
	x = 31
	y = 0
	cost = 5
	ai_will_do = {
		base = 15
	}
	allow_branch = {
		tag = YUN
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = YUN_long_yun
		}
	}
	bypass = {

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

	}
	completion_reward = {
		add_ideas = YUN_the_democratic_fortress_idea
	}
}
### Entity: Order of Battle
Component: 5th Royal Guard Division
Constructs: division_template
Source: game
File: history/units/MAN_royal_guards.txt

Code:
division = {
	name = 5th Royal Guard Division
	location = 4572
	division_template = Royal Guard
	start_experience_factor = 0.4
	start_equipment_factor = 0.9
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_align_more_closely_with_the_landsorganisationen
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_align_more_closely_with_the_landsorganisationen
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	x = -4
	y = 2
	mutually_exclusive = {
		focus = SWE_coalition_war_cabinet
	}
	cost = 10
	prerequisite = {
		focus = SWE_continue_the_second_industrial_revolution
	}
	relative_position_id = SWE_continue_the_second_industrial_revolution
	ai_will_do = {
		factor = 10
	}
	available = {
		communism = > 0.1
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = SWE_ture_nerman SWE_fredrik_strom SWE_zeth_hoglund
	}
}