Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: KMT_dues_to_our_overlord5
Constructs: has_war_with, removal_cost, is_subject
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_dues_to_our_overlord5 = {
	removal_cost = -1
	picture = ARG_anti_soviet
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		COV = {
			OR = {
				exists = no
				is_subject = yes
				has_war_with = ROOT
				original_tag = ROOT
			}
		}
	}
	on_remove = {

	}
	modifier = {
		local_resources_factor = 0.1
	}
	targeted_modifier = {
		tag = COV
		cic_to_target_factor = 0.2
		mic_to_target_factor = 0.2
	}
}
### Entity: Idea
Component: CZE_oppressed_minorities
Constructs: has_government, removal_cost, is_subject, is_puppet, conscription_factor
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_oppressed_minorities = {
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	picture = great_depression
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		has_government = democratic
	}
	modifier = {
		join_faction_tension = 0.6
		conscription_factor = -0.15
		political_power_cost = 0.15
	}
}
### Entity: Joint Focus
Component: NORDIC_fighter_command
Constructs: prerequisite, joint_focus, completion_reward, has_deployed_air_force_size, add_to_variable
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_fighter_command
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = NORDIC_air_production
	}
	mutually_exclusive = {
		focus = NORDIC_bomber_command
	}
	x = 1
	y = 1
	relative_position_id = NORDIC_air_production
	cost = 5
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		OR = {
			has_deployed_air_force_size = {
				size = > 349
				type = heavy_fighter
			} {
				size = > 349
				type = fighter
			}
		}
	}
	search_filters = {

	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward = {
		hidden_effect = {
			add_to_variable = {
				var = NORDIC_airforces_originator_dmod_intercept_efficiency
				value = 0.15
			} {
				var = NORDIC_airforces_originator_dmod_superiority_efficiency
				value = 0.15
			} {
				var = NORDIC_airforces_member_dmod_intercept_efficiency
				value = 0.1
			} {
				var = NORDIC_airforces_member_dmod_superiority_efficiency
				value = 0.1
			}
		}
	}
	completion_reward_joint_originator = {
		NORDIC_airforce_member_to_originator = yes
		custom_effect_tooltip = NORDIC_modify_nordic_airforce_dmod
		effect_tooltip = {
			add_to_variable = {
				var = NORDIC_airforces_originator_dmod_intercept_efficiency
				value = 0.15
				tooltip = air_intercept_efficiency_tt
			} {
				var = NORDIC_airforces_originator_dmod_superiority_efficiency
				value = 0.15
				tooltip = air_superiority_efficiency_tt
			}
		}
	}
	completion_reward_joint_member = {
		NORDIC_airforce_originator_to_member = yes
		custom_effect_tooltip = NORDIC_modify_nordic_airforce_dmod
		effect_tooltip = {
			add_to_variable = {
				var = NORDIC_airforces_member_dmod_intercept_efficiency
				value = 0.1
				tooltip = air_intercept_efficiency_tt
			} {
				var = NORDIC_airforces_member_dmod_superiority_efficiency
				value = 0.1
				tooltip = air_superiority_efficiency_tt
			}
		}
	}
}
### Entity: Idea
Component: CRC_communist_guy
Constructs: has_government
Source: game
File: common/ideas/curacao.txt

Code:
CRC_communist_guy = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = CRC
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Decision
Component: KUR_syrian_border_skrimish_cat
Constructs: has_completed_focus, has_war_with, fire_only_once, is_controlled_by, is_in_faction_with, has_non_aggression_pact_with, is_puppet_of, complete_effect
Source: game
File: common/decisions/IRQ.txt

Code:
KUR_syrian_border_skrimish_cat = {
	KUR_syrian_border_skrimish_decision = {
		icon = border_war
		allowed = {
			original_tag = IRQ
		}
		visible = {
			has_completed_focus = IRQ_kurdish_reject_ankara_treaty
			676 = {
				is_controlled_by = IRQ
			}
		}
		available = {
			680 = {
				owner = {
					NOT = {
						has_war_with = IRQ
						is_in_faction_with = IRQ
						has_non_aggression_pact_with = IRQ
						is_puppet_of = IRQ
					}
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 676 680
			}
		}
		fire_only_once = yes
		cost = 50
		complete_effect = {
			activate_mission = IRQ_march_on_syrian_kurdistan_mission
			custom_effect_tooltip = generic_skip_one_line_tt
			start_border_war = {
				change_state_after_war = no
				combat_width = 180
				minimum_duration_in_days = 40
				attacker = {
					on_win = IRQ_political_events.77
					on_lose = IRQ_political_events.78
					on_cancel = IRQ_political_events.78
					state = 676
					num_provinces = 2
					leader_score = {
						base = 1
						modifier = {
							skill = > 2
							factor = 5
						} {
							skill = > 3
							factor = 10
						}
					}
					dig_in_factor = 0
					terrain_factor = 0
				}
				defender = {
					state = 680
					num_provinces = 2
					on_lose = IRQ_political_events.77
					on_win = IRQ_political_events.78
					on_cancel = IRQ_political_events.78
				}
			}
		}
	}
	IRQ_march_on_syrian_kurdistan_mission = {
		icon = border_war
		allowed = {
			always = no
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 676 680
			}
		}
		days_mission_timeout = 120
		cancel_trigger = {
			680 = {
				is_fully_controlled_by = ROOT
			}
		}
		cancel_effect = {
			effect_tooltip = {
				country_event = {
					id = IRQ_political_events.77
				}
				transfer_state = 680
			}
		}
		timeout_effect = {
			cancel_border_war = {
				attacker = 676
				defender = 680
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_BUILDING_REFINERY_set_building_target_flags
Constructs: set_variable, set_country_flag
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_BUILDING_REFINERY_set_building_target_flags = {
	clamp_temp_variable = {
		var = EAI_BUILDING_target_num_REF
		max = @EAI_MAX_NUM_REF_SUPPORTED
	}
	round_temp_variable = EAI_BUILDING_target_num_REF
	set_variable = {
		EAI_BUILDING_build_num_REF = EAI_BUILDING_target_num_REF
	}
	meta_effect = {
		text = {
			set_country_flag = {
				flag = EAI_BUILDING_build_num_REF
				value = [x]
			}
		}
		x = [?EAI_BUILDING_build_num_REF]
	}
}
### Entity: Technology
Component: etax_army_firepower_2
Constructs: has_war, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	doctrine = no
	research_cost = 3.0
	start_year = 1941
	folder = {
		name = etax_folder
		position = {
			x = -2
			y = 8
		}
	}
	category_army = {
		hard_attack = 0.05
	}
	categories = {
		r56_special_research_division land_doctrine infantry_tech cat_mobile_warfare cat_mass_assault cat_grand_battle_plan cat_superior_firepower
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 6
			date = > 1941.1.1
		} {
			factor = 7
			date = > 1942.1.1
		} {
			factor = 8
			date = > 1943.1.1
		} {
			add = 1
			has_war = yes
		}
	}
}
### Entity: Character
Component: JAP_yuakai_organizer
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_yuakai_organizer = {
	random = no
	sprite = 13
	stability_factor = 0.1
	consumer_goods_factor = -0.1
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_summer_preperations
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_summer_preperations
	icon = GFX_focus_generic_camel_corps
	x = -2
	y = 1
	relative_position_id = PAL_lightning_war
	cost = 5
	prerequisite = {
		focus = PAL_lightning_war
	}
	completion_reward = {
		add_ideas = PAL_overwhelming_heat_training
	}
}
### Entity: Event
Component: r56_italy.101
Constructs: is_triggered_only, add_ai_strategy
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.101
	title = r56_italy.101.t
	desc = r56_italy.101.d
	picture = GFX_report_event_stresa_front
	is_triggered_only = yes
	option = {
		name = r56_italy.101.a
		add_ai_strategy = {
			type = alliance
			id = ENG
			value = 200
		}
	}
}
### Entity: Country History
Country: IRE
Component: IRE_characters
Constructs: recruit_character
Source: game
File: history/countries/IRE - Ireland.txt

Code:
# Leaders & Characters for IRE
recruit_character = IRE_Éamon_de_valera IRE_eoin_oduffy IRE_james_larkin IRE_william_norton IRE_michael_costello IRE_p_a_mulcahy IRE_liam_archer IRE_a_t_lawlor IRE_oscar_traynor IRE_frank_fahy IRE_h_t_green IRE_michael_brennan IRE_richard_james_mulcahy IRE_michael_joe_costello IRE_dan_mckenna IRE_s_muiris IRE_john_byrne IRE_sean_lemass IRE_douglas_hyde IRE_sean_ceallaigh IRE_ernest_walton
### Entity: National Focus
Tree: ita_focus
Component: ITA_cruiser_submarines
Constructs: prerequisite, limit, completion_reward, add_mastery_bonus, add_tech_bonus, is_special_project_completed, complete_special_project, random_owned_controlled_state
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_cruiser_submarines
	icon = GFX_goal_generic_navy_anti_submarine
	prerequisite = {
		focus = ITA_incrociatori_leggeri
	}
	mutually_exclusive = {
		focus = ITA_midget_submarines
	}
	x = -4
	y = 1
	relative_position_id = ITA_incrociatori_leggeri
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 15
		add_mastery_bonus = {
			name = ITA_cruiser_submarines
			bonus = 0.1
			days = 180
			track = submarines
		}
		add_tech_bonus = {
			name = ITA_cruiser_submarines
			bonus = 1.0
			uses = 1
			category = ss_tech
		}
		if = {
			limit = {
				NOT = {
					is_special_project_completed = sp:sp_naval_cruiser_submarine
				}
			}
			complete_special_project = {
				project = sp:sp_naval_cruiser_submarine
				scientist = ITA_curio_bernardis
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_coastal = yes
			}
			prioritize = {
				736 160
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: Philippine Division
Constructs: division_template
Source: game
File: history/units/USA_1936.txt

Code:
division = {
	name = Philippine Division
	location = 10265
	division_template = Infantry Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Event
Component: SEA_japan_foreign_policy.5
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_faction, add_ai_strategy
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.5
	title = SEA_japan_foreign_policy.5.t
	desc = SEA_japan_foreign_policy.5.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.5.a
		ai_chance = {
			base = 100
		}
		add_to_faction = FROM
		add_ai_strategy = {
			type = protect
			id = SIA
			value = 100
		}
		JAP_setup_faction_wide_aoe_effects_root = yes
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_basic_welfare
Constructs: prerequisite, add_stability, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_basic_welfare
	icon = GFX_focus_generic_welfare
	overlay = GFX_focus_fast_overlay_japan_clock
	prerequisite = {
		focus = PHI_national_fiscal_policy
	}
	relative_position_id = PHI_national_fiscal_policy
	x = 2
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_modify_economy_dynamic_modifier_tt generic_skip_one_line_tt PHI_focus_time_reduced_T1_tt
		add_to_variable = {
			PHI_the_great_depression_conscription_factor = 0.1
			tooltip = conscription_factor_tt
		} {
			PHI_the_great_depression_monthly_population = 0.1
			tooltip = monthly_population_tt
		}
		add_stability = 0.05
		hidden_effect = {
			PHI_central_focuses_done_T1 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: news.120
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.120
	title = news.120.t
	desc = news.120.d
	picture = GFX_news_event_soldiers_marching
	major = yes
	trigger = {
		378 = {
			is_controlled_by = JAP
		} {
			is_owned_by = USA
		}
		JAP = {
			has_war_with = USA
		}
		NOT = {
			has_global_flag = fall_of_los_angeles
		}
	}
	immediate = {
		set_global_flag = fall_of_los_angeles
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = JAP USA
			}
		}
	} {
		name = news.117.b
		trigger = {
			TAG = JAP
		}
	} {
		name = news.100.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_economic_centralization
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_economic_centralization
	icon = GFX_goal_generic_communist_economy
	prerequisite = {
		focus = CRO_form_peasant_councils
	}
	relative_position_id = CRO_form_peasant_councils
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = neutrality_idea
		}
		add_political_power = 50
		add_ideas = CRO_idea_economic_centralization
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_united_under_socialism
Constructs: every_owned_state, prerequisite, limit, add_war_support, completion_reward, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_united_under_socialism
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_class_war
	} {
		focus = SPR_masters_of_our_own_fate
	}
	icon = GFX_goal_tripartite_pact
	x = 0
	y = 1
	relative_position_id = SPR_class_war
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		every_owned_state = {
			limit = {
				OR = {
					state = 165 171 792
				}
			}
			remove_dynamic_modifier = {
				modifier = autonomous_state
			}
			add_dynamic_modifier = {
				modifier = semi_autonomous_state
			}
		}
	}
}
### Entity: Unit Template
Component: TUR_CV_HISTORICAL
Source: game
File: common/units/names_ships/TUR_ship_names.txt

Code:
TUR_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		TUR
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = TCG 
	fallback_name = %d. Ucak Gemisi
	unique = {
		Tekirdag Bandirma
	}
}
### Entity: State History
Component: 985
Constructs: add_core_of
Source: game
File: history/states/985 - Sikkim.txt

Code:
state = {
	id = 985
	name = STATE_985
	manpower = 109808
	state_category = rural
	resources = {

	}
	history = {
		owner = RAJ
		add_core_of = RAJ SKK
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			4435 1
		}
	}
	provinces = {
		4435
	}
	local_supplies = 0.0
}
### Entity: Unit Template
Component: COS_DD_HISTORICAL
Source: game
File: common/units/names_ships/COS_ship_names.txt

Code:
COS_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		COS
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = ARCR 
	fallback_name = Destructor %d
	unique = {
		Punta Arenas Nicoya Liberia Bagaces Puerto Jesús
	}
}
### Entity: Decision
Component: debug_decisions
Constructs: every_owned_state, add_equipment_to_stockpile, limit, random_country, add_ideas, remove_ideas, every_country, has_country_flag
Source: game
File: common/decisions/_debug_decisions.txt

Code:
debug_decisions = {
	debug_capture_by_france = {
		allowed = {
			always = yes
			tag = GER
		}
		visible = {
			is_ai = no
			is_debug = yes
		}
		available = {
			NOT = {
				GER_werner_von_blomberg = {
					is_general_captured = yes
				}
			}
		}
		complete_effect = {
			GER_werner_von_blomberg = {
				capture_by = FRA
			}
		}
	}
	debug_capture_by_germany = {
		allowed = {
			always = yes
			tag = GER
		}
		visible = {
			is_ai = no
			is_debug = yes
		}
		available = {
			FRA = {
				FRA_charles_de_gaulle = {
					is_general_captured = no
				}
			}
		}
		complete_effect = {
			FRA = {
				FRA_charles_de_gaulle = {
					capture_by = GER
				}
			}
		}
	}
	debug_test_has_dlc = {
		priority = 100
		allowed = {
			always = yes
		}
		visible = {
			always = yes
		}
		available = {
			has_dlc = Thunder at Our Gates
			not = {
				has_dlc = Thunder at Our Gates
			}
		}
		complete_effect = {
			set_global_flag = show_debug_decisions_flag
		}
	}
	debug_show_decisions = {
		priority = 100
		allowed = {
			always = yes
		}
		visible = {
			is_ai = no
			is_debug = yes
			NOT = {
				has_global_flag = show_debug_decisions_flag
			}
		}
		complete_effect = {
			set_global_flag = show_debug_decisions_flag
		}
	}
	debug_hide_decisions = {
		priority = -1
		allowed = {
			always = yes
		}
		visible = {
			is_ai = no
			is_debug = yes
			has_global_flag = show_debug_decisions_flag
		}
		complete_effect = {
			clr_global_flag = show_debug_decisions_flag
		}
	}
	debug_max_infleunce = {
		priority = -1
		allowed = {
			always = yes
		}
		visible = {
			is_ai = no
			is_debug = yes
			has_global_flag = show_debug_decisions_flag
			is_in_faction = yes
		}
		complete_effect = {
			add_faction_influence_ratio = 1
		}
	}
	debug_calc_resources = {
		priority = 100
		allowed = {
			always = yes
		}
		visible = {
			is_ai = no
			is_debug = yes
			has_global_flag = show_debug_decisions_flag
		}
		complete_effect = {
			set_variable = {
				global.total_amount_of_oil = 0
			} {
				global.total_amount_of_coal = 0
			} {
				global.total_amount_of_steel = 0
			} {
				global.total_amount_of_rubber = 0
			} {
				global.total_amount_of_tungsten = 0
			} {
				global.total_amount_of_aluminium = 0
			} {
				global.total_amount_of_chromium = 0
			}
			every_country = {
				every_owned_state = {
					add_to_variable = {
						global.total_amount_of_oil = resource@oil
					} {
						g
# ... (truncated)
### Entity: Wiki Documentation
Construct: Ideological_effect
Constructs: Ideological_effect, limit
Source: wiki
File: wiki/World_tension.html

Doc:
Ideological effect[edit]
Democracies[edit]
Democracy is a political form in which popular vote govern directly or indirectly.
World Tension limits:

Declare War limit: +100%

Join Faction tension limit: +80%

Lend-Lease tension limit: +50%

Send Volunteers tension limit: +50%

Guarantee world tension limit: +25%
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_72
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_72 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 72
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 72
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_princes_4_a
Constructs: prerequisite, completion_reward, is_subject, add_popularity
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_princes_4_a
	icon = GFX_focus_rom_handle_king
	ai_will_do = {
		factor = 2
	}
	x = 20
	y = 5
	mutually_exclusive = {
		focus = MAL_the_princes_5 MAL_the_princes_4
	}
	prerequisite = {
		focus = MAL_the_princes_3
	}
	available = {
		is_subject = no
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.38
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.38
	title = SEA_japan_foreign_policy.38.t
	desc = SEA_japan_foreign_policy.38.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.38.a
	}
}
### Entity: State History
Component: 698
Constructs: add_core_of
Source: game
File: history/states/698-Azores.txt

Code:
state = {
	id = 698
	name = STATE_698
	manpower = 212012
	state_category = small_island
	history = {
		owner = POR
		victory_points = {
			1751 3
		}
		buildings = {
			infrastructure = 2
			air_base = 1
			1751 = {
				naval_base = 3
			}
		}
		strategic_state_location = {
			favorable_approach = 1751
		}
		add_core_of = POR
	}
	provinces = {
		1751
	}
	local_supplies = 0.0
}
### Entity: Event
Component: DOD_hungary.40
Constructs: is_triggered_only, ai_chance, has_war, add_war_support, add_stability, is_historical_focus_on
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.40
	title = DOD_hungary.40.t
	desc = DOD_hungary.40.desc
	picture = GFX_report_event_generic_rally_3
	is_triggered_only = yes
	option = {
		name = DOD_hungary.40.a
		ai_chance = {
			factor = 50
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			} {
				has_war = yes
				factor = 0.1
			}
		}
		add_stability = -0.05
		add_war_support = -0.1
		HUN = {
			country_event = {
				id = DOD_hungary.41
			}
		}
	} {
		name = DOD_hungary.40.b
		ai_chance = {
			factor = 50
		}
		HUN = {
			country_event = {
				id = DOD_hungary.42
			}
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_eliminate_the_carlists
Constructs: prerequisite, limit, has_war_with, completion_reward, has_global_flag, add_timed_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_eliminate_the_carlists
	available = {

	}
	bypass = {
		OR = {
			has_war_with = SPB
			has_global_flag = SPR_carlist_uprising_flag scw_over
		}
	}
	prerequisite = {
		focus = SPA_suspend_the_constitution
	}
	icon = GFX_focus_spa_eliminate_the_carlists
	x = -1
	y = 1
	relative_position_id = SPA_suspend_the_constitution
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_SPA_CIVIL_WAR
	}
	completion_reward = {
		add_timed_idea = {
			idea = SPA_eliminate_the_carlists
			days = 90
		}
		custom_effect_tooltip = SPR_crush_the_revolution_tt
		if = {
			limit = {
				NOT = {
					has_war_with = SPB
				}
			}
			hidden_effect = {
				country_event = lar_spain.7
			}
		}
	}
}
### Entity: National Focus
Tree: yun_focus
Component: YUN_strengthen_burmic_ties
Constructs: prerequisite, completion_reward, has_country_leader, is_subject, cancel_if_invalid, every_core_state, add_claim_by, set_state_flag
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = YUN_strengthen_burmic_ties
	icon = GFX_focus_attack_india
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = YUN_the_democratic_fortress
	}
	relative_position_id = YUN_the_democratic_fortress
	ai_will_do = {
		base = 0
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = YUN_long_yun
		}
		is_subject = no
	}
	bypass = {

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

	}
	completion_reward = {
		BRM = {
			every_core_state = {
				add_claim_by = ROOT
				set_state_flag = YUN_can_integrate_this_flag
				ROOT = {
					create_wargoal = {
						target = PREV.OWNER
						type = take_claimed_state
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt AFG_proclaim_a_new_caliphate_2_tt
		hidden_effect = {
			set_country_flag = YUN_did_burmic_ties_focus_flag
		}
	}
}