Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: por_focus
Component: POR_refuse_the_naval_blockade
Constructs: prerequisite, has_war, limit, has_war_with, completion_reward, has_equipment, is_in_faction_with, has_capitulated
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_refuse_the_naval_blockade
	available = {
		has_equipment = {
			convoy = > 150
		}
		ENG = {
			has_war = yes
		}
		NOT = {
			is_in_faction_with = ENG
		}
	}
	bypass = {
		ENG = {
			OR = {
				exists = no
				has_capitulated = yes
				has_war_with = ROOT
			}
		}
	}
	prerequisite = {
		focus = POR_national_syndicalism POR_the_return_of_duarte
	}
	icon = GFX_goal_generic_navy_anti_submarine
	x = 3
	y = 1
	relative_position_id = POR_national_syndicalism
	cost = 10
	completion_reward = {
		every_other_country = {
			limit = {
				has_war_with = ENG
			}
			country_event = {
				id = lar_portugal_naval_blockade.1
			}
		}
		ENG = {
			country_event = {
				id = lar_portugal_naval_blockade.3
			}
			remove_opinion_modifier = {
				target = POR
				modifier = POR_anglo_portuguese_alliance
			}
		}
		remove_opinion_modifier = {
			target = ENG
			modifier = POR_anglo_portuguese_alliance
		}
	}
}
### Entity: Idea
Component: MAD_acgs
Source: game
File: common/ideas/madagascar.txt

Code:
MAD_acgs = {
	picture = generic_air_african_3
	allowed = {
		original_tag = MAD
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: prc.16
Constructs: is_triggered_only, limit, add_opinion_modifier, fire_only_once, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.16
	title = prc.14.t
	desc = prc.14.d
	picture = GFX_report_event_second_vienna_award_pact
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			country_event = {
				id = prc.17
				days = 30
			}
		}
	}
	option = {
		name = prc.14.a
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 2
					include_locked = yes
				} {
					building = infrastructure
					size = > 3
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 3
				instant_build = yes
			} {
				type = infrastructure
				level = 4
				instant_build = yes
			}
		}
		custom_effect_tooltip = prc_more_trade_deals_and_construct_tt
		every_other_country = {
			add_opinion_modifier = {
				target = PRC
				modifier = PRC_swcc_3
			}
		}
		if = {
			limit = {
				has_idea = PRC_socialism_with_chinese_characteristics_3
			}
			swap_ideas = {
				remove_idea = PRC_socialism_with_chinese_characteristics_3
				add_idea = PRC_socialism_with_chinese_characteristics_4
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: h_The_Americas[edit]
Source: wiki
File: wiki/Countries.html

Doc:
The Americas[edit]
North America and the Carribean[edit]

&#160;Canada

&#160;Costa Rica

&#160;Cuba

&#160;Dominican Republic

&#160;El Salvador

&#160;Guatemala

&#160;Haiti

&#160;Honduras

&#160;Mexico

&#160;Nicaragua

&#160;United States of America

&#160;Panama

South America[edit]

&#160;Argentina

&#160;Bolivia

&#160;Brazil

&#160;Chile

&#160;Colombia

&#160;Ecuador

&#160;Guyana

&#160;Paraguay

&#160;Peru

&#160;Uruguay

&#160;Venezuela
### Entity: National Focus
Tree: vin_focus
Component: VIN_habeco_investments
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_habeco_investments
	icon = GFX_goal_generic_consumer_goods
	cost = 10
	prerequisite = {
		focus = VIN_bidv
	} {
		focus = VIN_petrolimex
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 53
	y = 4
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_the_air_is_our_sea
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_mastery, add_mastery_bonus, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_the_air_is_our_sea
	icon = GFX_focus_CZE_the_air_is_our_sea
	prerequisite = {
		focus = CZE_air_training_abroad CZE_establish_air_defense_zones CZE_expand_the_aero_clubs
	}
	relative_position_id = CZE_air_training_abroad
	x = 2
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_mastery = {
			amount = 25
			folder = air
		}
		add_mastery_bonus = {
			name = CZE_the_air_is_our_sea
			bonus = 0.25
			days = 180
			sub_doctrine = air_subdoctrine_dogfighting_mastery
		}
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenske_letectvo_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenske_letectvo_air_attack_factor = 0.1
			tooltip = air_attack_factor_tt
		} {
			CZE_ceskoslovenske_letectvo_air_range_factor = 0.1
			tooltip = air_range_factor_tt
		} {
			CZE_ceskoslovenske_letectvo_ace_effectiveness_factor = 0.25
			tooltip = ace_effectiveness_factor_tt
		} {
			CZE_ceskoslovenske_letectvo_air_weather_penalty = -0.25
			tooltip = air_weather_penalty_tt
		} {
			CZE_ceskoslovenske_letectvo_air_home_defence_factor = 0.25
			tooltip = air_home_defence_factor_tt
		}
		add_tech_bonus = {
			name = CZE_the_air_is_our_sea
			bonus = 0.75
			uses = 1
			category = air_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_reclaim_dodecanese
Constructs: prerequisite, owns_state, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_reclaim_dodecanese
	icon = GFX_goal_demand_sudetenland
	text = GRE_reclaim_dodecanese
	prerequisite = {
		focus = GRE_expansionism
	}
	mutually_exclusive = {
		focus = GRE_befriend_italy
	}
	x = 0
	y = 1
	relative_position_id = GRE_expansionism
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		owns_state = 187
		164 = {
			OWNER = {
				NOT = {
					is_in_faction_with = ROOT
				}
			}
		}
	}
	completion_reward = {
		164 = {
			OWNER = {
				country_event = greece.31
			}
		}
	}
}
### Entity: Event
Component: GOE_RAJ_eic.7
Constructs: is_triggered_only, clr_country_flag, is_trying_to_buy_land
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_eic.7
	title = GOE_RAJ_eic.7.t
	desc = GOE_RAJ_eic.7.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_eic.7.a
		hidden_effect = {
			clr_country_flag = is_trying_to_buy_land
		}
	}
}
### Entity: Game Data
Component: whos_concordias_puppet_emperor_now
Constructs: has_completed_focus, has_any_custom_difficulty_setting, has_country_leader, is_subject_of
Source: game
File: common/achievements/rt56-achievements.txt

Code:
whos_concordias_puppet_emperor_now = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = MAN
	}
	happened = {
		has_completed_focus = MAN_the_union_victorious
		MAN = {
			has_country_leader = {
				character = MAN_aisin_gioro_puyi
				ruling_only = yes
			}
		}
		JAP = {
			is_subject_of = MAN
		}
	}
}
### Entity: Event
Component: CZE.446
Constructs: is_triggered_only
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.446
	title = CZE.446.t
	desc = CZE.446.d
	picture = GFX_CZKE_soviet_negotiations
	is_triggered_only = yes
	option = {
		name = CZE.446.a
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_expand_the_confederation
Constructs: prerequisite, completion_reward, is_power_balance_in_range, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_expand_the_confederation
	icon = GFX_focus_SWI_expand_the_federation
	prerequisite = {
		focus = SWI_the_new_eidgenossenschaft
	}
	relative_position_id = SWI_the_new_eidgenossenschaft
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = < 0.65
		fascism = < 0.1
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_council
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_tooltip = {
			decision = SWI_influence_future_cantons
		}
		custom_effect_tooltip = SWI_press_for_future_canton_TT
	}
}
### Entity: Order of Battle
Component: 2ya BVO Tankovaya Gruppa
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SOV_1939_nsb.txt

Code:
division = {
	name = 2ya BVO Tankovaya Gruppa
	location = 9353
	division_template = Tankovaya Brigada
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
	force_equipment_variants = {
		medium_tank_chassis_0 = {
			owner = SOV
			creator = SOV
			version_name = T-28
		}
	} {
		light_tank_chassis_2 = {
			owner = SOV
			creator = SOV
			version_name = BT-7
		}
	}
}
### Entity: Idea
Component: KOS_acd2
Source: game
File: common/ideas/kosovo.txt

Code:
KOS_acd2 = {
	picture = generic_army_europe_1
	allowed = {
		original_tag = KOS
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: JAP_MIL_02
Source: game
File: common/units/names_divisions/JAP_names_divisions.txt

Code:
JAP_MIL_02 = {
	name = Militia Units
	for_countries = {
		JAP
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Sanson Kōsakutai
	ordered = {
		1 = {
			%d Nosaka Sanson Kōsakutai
		}
		2 = {
			%d Tokuda Sanson Kōsakutai
		}
	}
}
### Entity: Trigger Reference
Construct: is_fighting_air_units
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_fighting_air_units

* Supported Scopes: COMBATANT
* Supported Targets: none

```
check if side is fighting air units
```
### Entity: Idea
Component: EAI_DD_11/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: Idea
Component: CZE_army_readiness_4
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_army_readiness_4 = {
	picture = CZE_army_bop_plus_1
	name = CZE_army_readiness_3
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		dig_in_speed_factor = 0.1
		repair_speed_bunker_factor = 0.1
		planning_speed = 0.1
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_nordic_center_of_research
Constructs: prerequisite, limit, completion_reward, is_in_faction, add_to_tech_sharing_group, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_nordic_center_of_research
	icon = GFX_focus_research2
	prerequisite = {
		focus = SWE_regional_capital_development SWE_central_military_industry
	}
	relative_position_id = SWE_the_scandinavian_council
	x = 0
	y = 4
	cost = 10
	available = {
		is_in_faction = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_tech_sharing_group = northern_lights_research
		every_other_country = {
			limit = {
				is_in_faction_with = SWE
			}
			add_to_tech_sharing_group = northern_lights_research
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_abitibi_gold_rush
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_abitibi_gold_rush
	icon = GFX_focus_usa_reestablish_the_gold_standard
	relative_position_id = QUE_support_vautrin_plan
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = QUE_support_vautrin_plan
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = QUE_gold_mining
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_expand_the_amsterdam_petroleum_harbor
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_expand_the_amsterdam_petroleum_harbor
	prerequisite = {
		focus = HOL_prepare_naval_expansion
	}
	available = {
		has_full_control_of_state = 7
		7 = {
			free_building_slots = {
				building = fuel_silo
				size = > 1
				include_locked = yes
			}
		}
	}
	icon = GFX_goal_generic_oil_refinery
	x = 2
	y = 1
	relative_position_id = HOL_prepare_naval_expansion
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		7 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = fuel_silo
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: ai_force_equipment
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
ai_force_equipment
|
Force the AI to only spend army XP on equipment design
|

|
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_morgan_line
Constructs: shared_focus, prerequisite, completion_reward, is_fully_controlled_by, is_core_of, random_controlled_state, add_building_construction
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_morgan_line
	icon = GFX_goal_generic_construct_military
	x = -1
	y = 1
	prerequisite = {
		focus = CEL_brittany_industry
	}
	relative_position_id = CEL_brittany_industry
	text_icon = NORDIC_focus_style
	available = {
		14 = {
			is_fully_controlled_by = ROOT
			is_core_of = ROOT
		}
	}
	cost = 5
	completion_reward = {
		random_controlled_state = {
			prioritize = {
				14
			}
			add_building_construction = {
				type = bunker
				level = 2
				province = 9510
				instant_build = yes
			} {
				type = bunker
				level = 2
				province = 9495
				instant_build = yes
			} {
				type = bunker
				level = 2
				province = 11508
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: kmt.4
Constructs: is_triggered_only, add_opinion_modifier, create_wargoal, annex_everything
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.4
	title = kmt.4.t
	desc = kmt.4.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = kmt.4.a
		effect_tooltip = {
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = KMT_SHX_refused
				}
			}
			ROOT = {
				add_opinion_modifier = {
					target = FROM
					modifier = SHX_SHX_refused
				}
			}
		}
		create_wargoal = {
			type = annex_everything
			target = SHX
		}
	}
}
### Entity: Scripted Effect
Component: NOR_set_quisling_3
Constructs: limit, has_trait, remove_country_leader_trait, add_country_leader_trait, set_portraits
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_set_quisling_3 = {
	NOR_vidkun_quisling = {
		if = {
			limit = {
				has_trait = NOR_fascist_lackey
			}
			remove_country_leader_trait = NOR_fascist_lackey
		}
		else_if = {
			limit = {
				has_trait = NOR_fascist_dilettante
			}
		}
		remove_country_leader_trait = NOR_fascist_dilettante
		add_country_leader_trait = NOR_fascist_landssviker
		set_portraits = {
			army = {
				large = GFX_portrait_NOR_vidkun_quisling_3
			}
			civilian = {
				large = GFX_portrait_NOR_vidkun_quisling_3
			}
		}
	}
}
### Entity: Character
Component: SCO_mt
Source: game
File: common/characters/SCO.txt

Code:
SCO_mt = {
	advisor = {
		slot = theorist
		idea_token = SCO_mt
		ledger = army
		allowed = {
			original_tag = SCO
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_6
		}
	}
}
### Entity: Idea
Component: GRE_venerate_the_ancient_hellenes_3
Constructs: research_speed_factor, stability_factor, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_venerate_the_ancient_hellenes_3 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = gre_venerate_the_ancient_hellenes_plato
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		research_speed_factor = 0.05
	}
}
### Entity: Decision
Component: ETH_exploit_french_weakness_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/ETH_decision_categories.txt

Code:
ETH_exploit_french_weakness_category = {
	icon = GFX_decision_category_border_conflicts
	picture = GFX_decision_cat_picture_take_dji
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		OR = {
			has_completed_focus = ETH_exploit_french_weakness ETH_demand_DJI
		}
	}
	priority = {
		base = 10
	}
	visible_when_empty = no
}
### Entity: Event
Component: lar_news.27
Constructs: is_triggered_only, has_government
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.27
	title = lar_news.27.t
	desc = lar_news.27.desc
	picture = GFX_news_event_generic_rally2
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.27.a
		trigger = {
			tag = POR
		}
	} {
		name = lar_news.27.b
		trigger = {
			NOT = {
				tag = POR
			}
			has_government = communism
		}
	} {
		name = lar_news.27.c
		trigger = {
			NOT = {
				tag = POR
			}
			has_government = fascism
		}
	} {
		name = lar_news.27.d
		trigger = {
			NOT = {
				has_government = communism fascism
				tag = POR
			}
		}
	}
}
### Entity: Character
Component: SIA_seni_pramoj
Constructs: has_country_flag, has_game_rule
Source: game
File: common/characters/SIA.txt

Code:
SIA_seni_pramoj = {
	advisor = {
		slot = political_advisor
		idea_token = SIA_seni_pramoj
		allowed = {
			original_tag = SIA
		}
		traits = {
			SIA_democratic_ambasaddor
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
			modifier = {
				OR = {
					has_country_flag = SIA_AI_RANDOM_DEMOCRATIC
					has_game_rule = {
						rule = SIA_ai_behavior
						option = DEMOCRATIC
					}
				}
				factor = 100
			}
		}
		on_add = {
			SIA_increase_civilian_approval = yes
		}
		on_remove = {
			SIA_decrease_civilian_approval = yes
		}
	}
	name = SIA_seni_pramoj
	portraits = {
		civilian = {
			small = GFX_portrait_SIA_seni_pramoj_small
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_partido_komunista_ng_pilipinas_coup
Constructs: prerequisite, completion_reward, set_politics, add_popularity
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_partido_komunista_ng_pilipinas_coup
	icon = GFX_focus_PHI_partido_komunista_ng_pilipinas_coup
	prerequisite = {
		focus = PHI_the_red_sun_over_manila
	}
	relative_position_id = PHI_the_red_sun_over_manila
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		ROOT = {
			country_event = {
				id = SEA_PHI_political_events.17
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: india.290
Constructs: is_triggered_only, fire_only_once, set_country_flag, unlock_decision_category_tooltip
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.290
	title = india.290.t
	desc = india.290.desc
	fire_only_once = yes
	picture = GFX_report_event_picture_RAJ_Provincial_Result
	is_triggered_only = yes
	option = {
		name = india.290.a
		raj_calculate_election = yes
		set_country_flag = ilp_conference_concluded
		unlock_decision_category_tooltip = ilp_concessions
	}
}
### Entity: Event
Component: MUN_czech.1007
Constructs: is_triggered_only, ai_chance, limit, is_major, is_faction_leader, add_named_threat, has_subject, is_ai
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1007
	title = MUN_czech.1007.t
	desc = MUN_czech.1007.d
	picture = GFX_report_event_czech_soldiers_01
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					is_faction_leader = yes
					is_major = yes
					strength_ratio = {
						tag = FROM
						ratio = > 1
					}
				}
			}
		}
		name = MUN_czech.1013.a
		FROM = {
			add_named_threat = {
				threat = 4
				name = CZE_demanded_overlordship_HUN
			}
			puppet = ROOT
			if = {
				limit = {
					has_subject = CRO
					CRO = {
						is_ai = yes
					}
				}
				ROOT = {
					annex_country = {
						target = CRO
						transfer_troops = yes
					}
				}
			}
			set_variable = {
				global.CZE_origin_event = 1007
			}
			country_event = MUN_czech.1048
		}
		CRO = {
			every_core_state = {
				add_core_of = ROOT
			}
		}
	} {
		ai_chance = {
			base = 1
		}
		name = MUN_czech.1007.b
		FROM = {
			country_event = MUN_czech.1003
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_royal_armament_factories
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_royal_armament_factories
	icon = GFX_goal_generic_royal_industry
	prerequisite = {
		focus = IRQ_ghazis_propaganda_station
	}
	x = 4
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				10
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Decision
Component: TUR_bolstering_our_armed_forces
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_TUR_decision_categories.txt

Code:
TUR_bolstering_our_armed_forces = {
	icon = GFX_decision_category_border_conflicts
	priority = 2
	allowed = {
		original_tag = TUR
	}
	visible = {
		has_completed_focus = TUR_continue_the_military_reorganization
	}
}
### Entity: Country History
Country: SCO
Component: SCO_characters
Constructs: recruit_character
Source: game
File: history/countries/SCO - Scotland.txt

Code:
# Leaders & Characters for SCO
recruit_character = SCO_ncm SCO_acd2 SCO_democratic_guy SCO_fascist_guy SCO_coi SCO_ar SCO_aa2 SCO_awt SCO_acgs SCO_mt SCO_nccr SCO_aco2 SCO_nt SCO_communist_guy SCO_pot SCO_acas SCO_acr SCO_stc SCO_ai2 SCO_ncs