Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_construct_the_kammhuber_line
Constructs: prerequisite, limit, completion_reward, has_war_with_major, is_special_project_completed, add_timed_idea, every_state, is_coastal
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_construct_the_kammhuber_line
	icon = GFX_focus_generic_energy
	prerequisite = {
		focus = GER_defense_of_the_reich
	}
	x = -1
	y = 1
	relative_position_id = GER_defense_of_the_reich
	cost = 5
	available = {
		has_war_with_major = yes
		is_special_project_completed = sp:sp_air_radar
		custom_trigger_tooltip = {
			tooltip = GER_controls_atlantic_coast_brittany_finnmark_tt
			OR = {
				925 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				924 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				144 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				923 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				143 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				142 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				922 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				921 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				110 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				915 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				140 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				99 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				912 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				36 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				7 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				35 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				6 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				29 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				785 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				15 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				14 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = GER_the_kammhuber_line
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt GER_controls_atlantic_coast_brittany_finnmark_effects_tt
		every_state = {
			limit = {
				anti_air_building = < 5
				state_is_fully_controlled_by_ROOT_or_subject = yes
				is_coastal = yes
				OR = {
					state = 925 924
# ... (truncated)
### Entity: Country History
Country: DON
Component: DON_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/DON - Don Republic.txt

Code:
# Politics & Parties for DON
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 30
	neutrality = 30
	communism = 20
	fascism = 20
}
### Entity: Event
Component: wtt_news.57
Constructs: is_triggered_only, has_war_with
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.57
	title = wtt_news.57.t
	desc = wtt_news.57.desc
	picture = GFX_news_event_generic_parliament
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.57.a
		trigger = {
			OR = {
				original_tag = POL LIT
			}
			NOT = {
				has_war_with = FROM
			}
		}
	} {
		name = wtt_news.57.b
		trigger = {
			NOT = {
				original_tag = POL
			} {
				original_tag = LIT
			} {
				has_war_with = FROM
			}
		}
	} {
		name = wtt_news.53.c
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_startup_DEFAULT
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_startup_DEFAULT = {
	enable = {
		check_variable = {
			global.EAI_days_elapsed = < 2
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 200
	}
}
### Entity: Modifier Reference
Component: CZE_sudetenland_paramilitaries_modifier
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
CZE_sudetenland_paramilitaries_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_resistance
	army_core_defence_factor = -0.1
	state_repair_speed_bunker_factor = -0.1
	local_intel_to_enemies = 0.1
	remove_trigger = {
		ROOT = {
			NOT = {
				CONTROLLER = {
					original_tag = CZE
				}
			}
		}
	}
}
### Entity: Event
Component: r56_afghanistan.69
Constructs: is_triggered_only, unlock_decision_category_tooltip
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.69
	title = r56_afghanistan.69.t
	desc = r56_afghanistan.69.d
	picture = GFX_report_event_AFG_peshawar_conference
	is_triggered_only = yes
	option = {
		unlock_decision_category_tooltip = AFG_north_frontier_province
		name = r56_afghanistan.69.a
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_war_planning_office
Constructs: shared_focus, prerequisite, limit, completion_reward, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_war_planning_office
	icon = GFX_focus_SOV_mobilization_plan
	relative_position_id = SMB_joint_operative_command
	prerequisite = {
		focus = SMB_joint_operative_command
	}
	x = -1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		army_experience = 15
		air_experience = 15
		navy_experience = 15
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_max_planning_factor = 0.1
				tooltip = max_planning_factor_tt
			} {
				JUNO_army_modifier_planning_speed_factor = 0.15
				tooltip = planning_speed_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_max_planning_factor = 0.1
				tooltip = max_planning_factor_tt
			} {
				JUNO_army_modifier_planning_speed_factor = 0.15
				tooltip = planning_speed_factor_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_max_planning_factor = 0.1
				tooltip = max_planning_factor_tt
			} {
				JUNO_army_modifier_planning_speed_factor = 0.15
				tooltip = planning_speed_factor_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_max_planning_factor = 0.1
				tooltip = max_planning_factor_tt
			} {
				JUNO_army_modifier_planning_speed_factor = 0.15
				tooltip = planning_speed_factor_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_max_planning_factor = 0.1
				tooltip = max_planning_factor_tt
			} {
				JUNO_army_modifier_planning_speed_factor = 0.15
				tooltip = planning_speed_factor_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = JUNO_modify_south_american_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_max_planning_factor = 0.1
				tooltip = max_planning_factor_tt
			} {
				JUNO_army_modifier_planning_speed_factor = 0.15
				tooltip = planning_speed_factor_tt
			}
		}
	}
}
### Entity: Decision
Component: TIB_religious_decisions
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, add_stability, add_opinion_modifier, fire_only_once, add_political_power
Source: game
File: common/decisions/Tibet_decisions.txt

Code:
TIB_religious_decisions = {
	TIB_trimon_resigns_mission = {
		activation = {
			date = < 1936.1.2
		}
		available = {
			TIB_trimon_shappe = {
				is_political_advisor = no
			}
		}
		icon = eng_trade_unions_support
		is_good = no
		fire_only_once = yes
		priority = 100
		days_mission_timeout = 28
		timeout_effect = {
			activate_mission = TIB_regent_resigns_mission
			effect_tooltip = {
				add_political_power = -15
			} {
				unlock_national_focus = TIB_persuade_the_regent
				deactivate_advisor = TIB_trimon_shappe
				hidden_effect = {
					remove_advisor_role = {
						character = TIB_trimon_shappe
						slot = political_advisor
					} {
						character = TIB_trimon_shappe
						slot = army_chief
					}
					TIB_trimon_shappe = {
						remove_unit_leader_role = yes
					}
				}
			}
			country_event = {
				id = himalaya_tibet.31
				hours = 12
				random_hours = 6
			}
		}
	}
	TIB_regent_resigns_mission = {
		activation = {
			always = no
		}
		available = {
			OR = {
				has_completed_focus = TIB_persuade_the_regent
				NOT = {
					has_country_leader = {
						character = TIB_jamphel_yeshe_gyaltsen
						ruling_only = yes
					}
				}
			}
		}
		icon = eng_trade_unions_support
		is_good = no
		fire_only_once = yes
		priority = 100
		days_mission_timeout = 24
		complete_effect = {

		}
		timeout_effect = {
			clr_country_flag = TIB_trimon_has_resigned
			country_event = {
				id = himalaya_tibet.33
				hours = 12
				random_hours = 6
			}
			effect_tooltip = {
				add_political_power = -25
				add_stability = -0.1
				promote_character = TIB_fallen_tsongdu
				hidden_effect = {
					retire_character = TIB_jamphel_yeshe_gyaltsen
					set_country_flag = TIB_regent_has_resigned
				}
			}
		}
	}
	TIB_search_dalai_lama = {
		icon = infiltrate_state
		available = {
			754 = {
				controller = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
		}
		cost = 50
		fire_only_once = yes
		visible = {
			has_completed_focus = TIB_search_the_dalai_lama
			NOT = {
				controls_state = 754
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 754
			}
		}
		ai_will_do = {
			factor = 10
		}
		days_remove = 365
		remove_effect = {
			TIB = {
				country_event = {
					id = himalaya_tibet.11
					hours = 12
				}
				effect_tooltip = {
					add_political_power = 50
					add_stability = 0.05
				}
			}
			if = {
				limit = {
					NOT = {
		
# ... (truncated)
### Entity: Idea
Component: POR_depoliticized_military
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_depoliticized_military = {
	picture = generic_infantry_bonus
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	modifier = {
		command_power_gain = 0.15
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
		army_leader_start_level = 1
	}
}
### Entity: National Focus
Tree: sic_focus
Component: SIC_the_governor_of_sichuan
Constructs: prerequisite, add_stability, completion_reward, add_political_power, is_subject, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIC_the_governor_of_sichuan
	icon = GFX_focus_CHI_lay_the_foundation_for_a_united_china
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SIC_the_sichuan_clique
	}
	relative_position_id = SIC_the_sichuan_clique
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

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

	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 120
		add_tech_bonus = {
			name = SIC_the_governor_of_sichuan
			bonus = 0.75
			uses = 1
			category = industry
		}
	}
}
### Entity: Event
Component: EAI_DM.23
Constructs: is_triggered_only, limit, fire_only_once, is_neighbor_of, is_ai, add_to_war
Source: game
File: events/EAI_diplomacy.txt

Code:
country_event = {
	id = EAI_DM.23
	hidden = yes
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		for_each_scope_loop = {
			array = GER.allies
			if = {
				limit = {
					is_neighbor_of = SOV
					is_ai = yes
				}
				add_to_war = {
					targeted_alliance = GER
					enemy = SOV
					hostility_reason = asked_to_join
				}
			}
		}
	}
	option = {
		name = OK
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_naval_effort
Constructs: prerequisite, limit, completion_reward, is_coastal, is_controlled_by, add_doctrine_cost_reduction, random_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_naval_effort
	icon = GFX_focus_generic_refit_civilian_ships
	prerequisite = {
		focus = TIB_new_production_chains TIB_equipment_effort
	}
	relative_position_id = TIB_new_production_chains
	x = 1
	y = 2
	cost = 8
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = naval_effort
			uses = 2
			cost_reduction = 0.5
			category = naval_doctrine
		}
		random_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
		navy_experience = 25
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_purchase_soviet_equipment
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, has_opinion, has_dlc, add_equipment_subsidy
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_purchase_soviet_equipment
	icon = GFX_focus_SOV_the_glory_of_the_red_army_communism
	x = 0
	y = 2
	relative_position_id = BRA_soviet_economic_aid
	prerequisite = {
		focus = BRA_soviet_economic_aid
	}
	mutually_exclusive = {
		focus = BRA_license_soviet_designs
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		SOU = {
			has_opinion = {
				target = ROOT
				value = > 49
			}
		}
		NOT = {
			has_war_with = SOU
		}
	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = infantry_equipment
				seller_tags = {
					SOU
				}
			} {
				cic = 1000
				equipment_type = artillery_equipment
				seller_tags = {
					SOU
				}
			} {
				cic = 1000
				equipment_type = support_equipment
				seller_tags = {
					SOU
				}
			}
		}
		ELSE = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 2000
				producer = SOU
			} {
				type = artillery_equipment
				amount = 500
				producer = SOU
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_restore_cossack_units
Constructs: division_template, prerequisite, completion_reward, add_to_variable, create_unit
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_restore_cossack_units
	icon = GFX_focus_SOV_restore_cossack_units
	prerequisite = {
		focus = SOV_strengthen_the_mobilization_plan
	}
	x = -1
	y = 1
	relative_position_id = SOV_strengthen_the_mobilization_plan
	cost = 5
	mutually_exclusive = {
		focus = SOV_cohesion_first
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_to_variable = {
			SOV_the_red_army_modifier_army_sub_unit_cavalry_speed_factor = 0.05
		} {
			SOV_the_red_army_cavalry_attack_factor = 0.05
		}
		custom_effect_tooltip = SOV_restore_cossack_units_ns_tt SOV_restore_cossack_units_spawn_tt
		show_unit_leaders_tooltip = SOV_lev_dovator
		hidden_effect = {
			division_template = {
				name = Kazachya Kavaleryskaya Diviziya
				division_names_group = SOV_CAV_02
				template_counter = 5
				regiments = {
					cavalry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
					mot_artillery_brigade = {
						x = 2
						y = 0
					}
					light_armor = {
						x = 3
						y = 0
					}
				}
				support = {
					engineer = {
						x = 0
						y = 0
					}
					artillery = {
						x = 0
						y = 1
					}
					recon = {
						x = 0
						y = 2
					}
				}
			}
			capital_scope = {
				create_unit = {
					division = name = "4ya Donskaya Kazachya Kav. Div." division_template = "Kazachya Kavaleryskaya Diviziya" start_experience_factor = 0.8 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "6ya Kubansko-Terskaya Kazachya Kav. Div." division_template = "Kazachya Kavaleryskaya Diviziya" start_experience_factor = 0.8 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "10ya Tersko-Stavropolskaya Kazachya Kav. Div" division_template = "Kazachya Kavaleryskaya Diviziya" start_experience_factor = 0.8 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "12ya Kubanskaya Kazachya Kav. Div." division_template = "Kazachya Kavaleryskaya Diviziya" start_experience_factor = 0.8 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "13ya Donskaya Kazachya Div." division_template = "Strelkovaya Diviziya" start_experience_factor = 0.7 start_equipment_factor = 1.0
					owner = ROOT
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_Expand_the_port_of_Antwerp
Constructs: prerequisite, limit, remove_ideas, completion_reward, is_owned_by, add_extra_state_shared_building_slots, add_building_construction, has_idea
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_Expand_the_port_of_Antwerp
	icon = GFX_goal_generic_construct_naval_dockyard
	relative_position_id = BEL_urban_projects_capital
	x = -1
	y = 2
	prerequisite = {
		focus = BEL_urban_projects_capital_industry
	}
	available = {
		BEL = {
			controls_state = 6
		}
		6 = {
			is_owned_by = BEL
		}
	}
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		6 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_idea = BEL_recovery_from_the_great_depression1
			}
			swap_ideas = {
				remove_idea = BEL_recovery_from_the_great_depression1
				add_idea = BEL_recovery_from_the_great_depression2
			}
			else = {
				if = {
					limit = {
						has_idea = BEL_recovery_from_the_great_depression2
					}
					swap_ideas = {
						remove_idea = BEL_recovery_from_the_great_depression2
						add_idea = BEL_recovery_from_the_great_depression3
					}
					else = {
						if = {
							limit = {
								has_idea = BEL_recovery_from_the_great_depression3
							}
							swap_ideas = {
								remove_idea = BEL_recovery_from_the_great_depression3
								add_idea = BEL_recovery_from_the_great_depression4
							}
							else = {
								if = {
									limit = {
										has_idea = BEL_recovery_from_the_great_depression4
									}
									swap_ideas = {
										remove_idea = BEL_recovery_from_the_great_depression4
										add_idea = BEL_recovery_from_the_great_depression5
									}
									else = {
										if = {
											limit = {
												has_idea = BEL_recovery_from_the_great_depression5
											}
											remove_ideas = BEL_recovery_from_the_great_depression5
										}
									}
								}
							}
						}
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Event
Component: britain.5
Constructs: is_triggered_only
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = britain.5
	title = britain.4.t
	desc = britain.4.d
	picture = GFX_report_event_burma_road
	is_triggered_only = yes
	option = {
		name = britain.4.a
	}
}
### Entity: Unit Template
Component: ITA_ARM_01
Source: game
File: common/units/names_divisions/ITA_names_divisions.txt

Code:
ITA_ARM_01 = {
	name = Armored Division
	for_countries = {
		ITA
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	link_numbering_with = {
		ITA_INF_01
	}
	fallback_name = %da Divisione Corazzata
	ordered = {
		132 = {
			%da Divisione Corazzata 'Ariete'
		}
		131 = {
			%da Divisione Corazzata 'Centauro'
		}
		133 = {
			%da Divisione Corazzata 'Littorio'
		}
		134 = {
			%da Divisione Corazzata 'Freccia'
		}
		136 = {
			%da Divisione Corazzata 'Giovani Fascisti'
		}
		135 = {
			%da Divisione Corazzata 'Ariete II'
		}
		137 = {
			%da Divisione Corazzata 'M'
		}
		138 = {
			%da Divisione Corazzata 'Centauro II'
		}
		139 = {
			%da Divisione Corazzata 'Pozzuolo del Friuli'
		}
		140 = {
			%da Divisione Corazzata
		}
		141 = {
			%da Divisione Corazzata
		}
		142 = {
			%da Divisione Corazzata
		}
		143 = {
			%da Divisione Corazzata
		}
		144 = {
			%da Divisione Corazzata
		}
		145 = {
			%da Divisione Corazzata
		}
		146 = {
			%da Divisione Corazzata
		}
		147 = {
			%da Divisione Corazzata
		}
		148 = {
			%da Divisione Corazzata
		}
		149 = {
			%da Divisione Corazzata
		}
		150 = {
			%da Divisione Corazzata
		}
	}
}
### Entity: Event
Component: AFG_political_events.02
Constructs: is_triggered_only, ai_chance, limit, every_state, is_core_of, build_railway
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.02
	title = AFG_political_events.02.t
	desc = AFG_political_events.02.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.02.a
		ai_chance = {
			base = 10
		}
		every_state = {
			limit = {
				is_core_of = TMS
			}
			transfer_state_to = ROOT
		} {
			limit = {
				is_core_of = TAJ
			}
			transfer_state_to = ROOT
		} {
			limit = {
				is_core_of = UZB
			}
			transfer_state_to = ROOT
		}
		build_railway = {
			path = {
				10737 10852 12877 7584 4549 10742 7924 1649
			}
		}
	}
}
### Entity: AI Strategy
Component: ENG_r56_you_need_to_defend_egypt_bruv
Constructs: has_war, has_government, has_war_with, has_capitulated, is_in_faction_with, is_neighbor_of, is_subject_of, force_defend_ally_borders
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
ENG_r56_you_need_to_defend_egypt_bruv = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		ROOT = {
			has_war = yes
			surrender_progress = < 0.05
			has_capitulated = no
			has_war_with = ITA
			NOT = {
				has_government = fascism
			} {
				is_in_faction_with = ITA
			}
			is_in_faction_with = EGY
		}
		EGY = {
			has_war_with = ITA
			is_neighbor_of = ITA
		}
	}
	abort = {
		EGY = {
			OR = {
				has_capitulated = yes
				exists = no
				NOT = {
					OR = {
						is_subject_of = ENG
						is_in_faction_with = ENG
					}
				}
			}
		}
	}
	ai_strategy = {
		type = force_defend_ally_borders
		id = EGY
		value = 350
	}
}
### Entity: Character
Component: RWA_aco2
Source: game
File: common/characters/RWA.txt

Code:
RWA_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = RWA_aco2
		allowed = {
			original_tag = RWA
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: Country History
Country: RHI
Component: RHI_characters
Constructs: recruit_character
Source: game
File: history/countries/RHI - Rhineland.txt

Code:
# Leaders & Characters for RHI
recruit_character = RHI_josef_friedrich_matthes
### Entity: National Focus
Tree: irq_focus
Component: IRQ_mosul_military_stockpile
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_mosul_military_stockpile
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = IRQ_expanded_oil_drilling
	}
	x = 6
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				676
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}