Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: prc_focus
Component: PRC_adopt_sun_yat_sens_principles
Constructs: prerequisite, limit, add_war_support, add_stability, completion_reward, add_political_power, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_adopt_sun_yat_sens_principles
	icon = GFX_focus_PRC_adopt_sun_yat_sens_principles
	prerequisite = {
		focus = PRC_the_peoples_republic
	}
	x = 2
	y = 1
	relative_position_id = PRC_the_peoples_republic
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor generic_skip_one_line_tt generic_skip_one_line_tt PRC_modify_central_committee_modifier
		show_ideas_tooltip = PRC_wu_han
		add_political_power = 50
		add_stability = 0.1
		add_war_support = 0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		}
		add_to_variable = {
			PRC_central_committee_justify_war_goal_time = -0.5
			tooltip = justify_war_goal_time_tt
		}
		if = {
			limit = {
				num_subjects = > 0
			}
			add_to_variable = {
				PRC_central_committee_subjects_autonomy_gain = 0.5
				tooltip = subjects_autonomy_gain_tt
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.92
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.92
	title = BBA_italy_missiolinis.92.t
	desc = BBA_italy_missiolinis.92.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_failed_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.92.a
		ITA_missiolini_expand_intelligence_service_failure_effect = yes
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_reopen_national_elections
Constructs: prerequisite, completion_reward, is_subject, set_party_name, set_politics, set_cosmetic_tag
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_reopen_national_elections
	icon = GFX_focus_generic_strike_at_democracy2
	prerequisite = {
		focus = POL_sideline_the_sanacja
	} {
		focus = POL_siodemki
	}
	mutually_exclusive = {
		focus = POL_riot_of_37
	}
	relative_position_id = POL_sideline_the_sanacja
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		fascism = > 0.5
		is_subject = no
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		effect_tooltip = {
			set_party_name = {
				ideology = fascism
				long_name = POL_natdem_party_long
				name = POL_natdem_party
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = yes
				election_frequency = 60
			}
			promote_character = POL_roman_dmowski
		}
		country_event = NSB_polish_fascist_events.7
		hidden_effect = {
			set_cosmetic_tag = POL_NATDEM
			news_event = {
				id = nsb_news.6
				days = 10
			}
		}
	}
}
### Entity: Character
Component: vfb_trait_dompedro_3
Constructs: army_attack_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
vfb_trait_dompedro_3 = {
	random = no
	army_attack_factor = 0.05
	subjects_autonomy_gain = 0.3
	generate_wargoal_tension = -0.75
	ai_focus_aggressive_factor = 0.5
	enemy_justify_war_goal_time = -0.375
	max_dig_in = -0.25
}
### Entity: Idea
Component: QUE_immigrants_moment
Source: game
File: common/ideas/quebec.txt

Code:
QUE_immigrants_moment = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = ast_all_in
	modifier = {
		monthly_population = 0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_no_border
Constructs: limit, has_country_flag, set_temp_variable
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_no_border = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_no_border > THIS=[this.getname] PREV=[prev.getname]
	}
	CONTROLLER = {
		set_temp_variable = {
			tmp_controller_id = THIS.id
		}
	}
	NOT = {
		any_neighbor_state = {
			CONTROLLER = {
				NOT = {
					var:tmp_controller_id = {
						EAI_PREV_on_same_side_with_THIS = yes
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: ARM_state_atheism_idea
Constructs: research_speed_factor, has_government
Source: game
File: common/ideas/armenia.txt

Code:
ARM_state_atheism_idea = {
	picture = ARG_state_atheism
	allowed = {
		original_tag = ARM
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		experience_gain_army_factor = 0.05
		experience_gain_air_factor = 0.05
		experience_gain_navy_factor = 0.05
		research_speed_factor = 0.05
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_all_in
Constructs: prerequisite, has_war, limit, add_ideas, add_stability, completion_reward, has_idea, random_owned_controlled_state
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_all_in
	icon = GFX_goal_generic_into_fire
	prerequisite = {
		focus = LIT_prepare_the_nations_defences
	} {
		focus = LIT_prepare_the_military_industry
	}
	x = -1
	y = 1
	relative_position_id = LIT_prepare_the_nations_defences
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		has_war = yes
	}
	completion_reward = {
		add_stability = -0.1
		if = {
			limit = {
				NOT = {
					has_idea = tot_economic_mobilisation
				}
			}
			add_ideas = tot_economic_mobilisation
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: germany.76
Constructs: is_triggered_only, limit, add_opinion_modifier, has_dlc, add_tech_bonus, armor_bonus, create_equipment_variant, add_breakthrough_progress
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.76
	title = germany.76.t
	desc = germany.76.d
	picture = GFX_report_event_physics_lab_02
	is_triggered_only = yes
	option = {
		name = germany.76.a
		if = {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			add_tech_bonus = {
				name = med_armor_bonus
				ahead_reduction = 1
				category = cat_medium_armor
			} {
				name = armor_bonus
				bonus = 1.0
				uses = 2
				category = armor
			}
		}
		else = {
			add_tech_bonus = {
				name = armor_bonus
				bonus = 2.0
				uses = 1
				category = armor
			}
			create_equipment_variant = {
				name = Panzer VII Löwe
				type = heavy_tank_chassis_2
				design_team = mio:GER_daimler_benz_organization
				parent_version = 0
				modules = {
					main_armament_slot = tank_heavy_cannon_2
					turret_type_slot = tank_heavy_two_man_tank_turret
					suspension_type_slot = tank_torsion_bar_suspension
					armor_type_slot = tank_welded_armor
					engine_type_slot = tank_gasoline_engine
					special_type_slot_1 = tank_radio_1
					special_type_slot_2 = additional_machine_guns
					special_type_slot_3 = sloped_armor
				}
				upgrades = {
					tank_nsb_engine_upgrade = 6
					tank_nsb_armor_upgrade = 6
				}
				icon = GFX_GER_improved_heavy_tank_medium
			} {
				name = Panzerjäger Elefant
				type = heavy_tank_destroyer_chassis_2
				design_team = mio:GER_porsche_organization
				parent_version = 0
				modules = {
					main_armament_slot = tank_heavy_cannon_2
					turret_type_slot = tank_heavy_fixed_superstructure_turret
					suspension_type_slot = tank_torsion_bar_suspension
					armor_type_slot = tank_welded_armor
					engine_type_slot = tank_gasoline_engine
					special_type_slot_1 = tank_radio_1
					special_type_slot_2 = additional_machine_guns
					special_type_slot_3 = squeezebore_adaptor
					special_type_slot_4 = sloped_armor
				}
				upgrades = {
					tank_nsb_engine_upgrade = 6
					tank_nsb_armor_upgrade = 6
				}
				icon = GFX_GER_improved_heavy_tank_medium
			}
		}
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 1
		}
		SOV = {
			add_opinion_modifier = {
				target = GER
				modifier = sov_ger_treaty
			} {
				target = GER
				modifier = sov_ger_treaty_trade
			}
		}
	}
}
### Entity: Event
Component: iceland_events.10
Constructs: is_triggered_only, ai_chance, random_hours
Source: game
File: events/AAT_Iceland.txt

Code:
country_event = {
	id = iceland_events.10
	title = iceland_events.10.t
	desc = iceland_events.10.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = iceland_events.10.a
		ai_chance = {
			base = 1
		}
		country_event = {
			id = iceland_events.45
			hours = 16
			random_hours = 32
		}
	}
}
### Entity: State History
Component: 746
Constructs: add_core_of
Source: game
File: history/states/746-Ordos.txt

Code:
state = {
	id = 746
	name = STATE_746
	provinces = {
		1959 3427 4960 4986 10451 10854 12706
	}
	state_category = pastoral
	history = {
		owner = SHX
		add_core_of = SHX CHI PRC MEN
		victory_points = {
			3427 1
		} {
			10854 1
		}
		buildings = {
			infrastructure = 1
		}
		1938.10.25 = {
			controller = JAP
		}
		1939.1.1 = {
			owner = PRC
			controller = MEN
		}
	}
	manpower = 500000
	resources = {
		coal = 8
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Scripted Trigger
Component: JAP_zaibatsu_faction_is_at_most_meddling
Constructs: has_idea
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_zaibatsu_faction_is_at_most_meddling = {
	custom_trigger_tooltip = {
		tooltip = JAP_zaibatsu_faction_is_at_most_meddling_tt
		NOT = {
			has_idea = JAP_zaibatsu_faction_tier_3 JAP_zaibatsu_faction_tier_4
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_war_plan_rainbow_five
Constructs: prerequisite, limit, add_ideas, completion_reward, is_in_faction_with, has_navy_size, every_allied_country
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_war_plan_rainbow_five
	icon = GFX_focus_ARG_join_the_allies
	prerequisite = {
		focus = PHI_united_states_asiatic_fleet
	}
	mutually_exclusive = {
		focus = PHI_gunboat_diplomacy
	}
	relative_position_id = PHI_united_states_asiatic_fleet
	x = 1
	y = 1
	cost = 10
	available = {
		is_in_faction_with = USA
		OR = {
			is_in_faction_with = FRA ENG
		}
		has_navy_size = {
			size = > 0
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = PHI_unified_naval_command
		every_allied_country = {
			limit = {
				has_navy_size = {
					size = > 0
				}
			}
			add_ideas = PHI_unified_naval_command
		}
	}
}
### Entity: Idea
Component: AFG_khad_idea_no_lar
Constructs: has_government, encryption_factor
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_khad_idea_no_lar = {
	picture = nkvd_2
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		encryption_factor = 0.25
		drift_defence_factor = 0.25
		civilian_intel_to_others = -20
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_naval_academy
Constructs: shared_focus, prerequisite, limit, completion_reward, is_coastal, add_to_variable, random_navy_leader, has_character_flag
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_naval_academy
	icon = GFX_focus_generic_naval_discipline
	prerequisite = {
		focus = SMB_navy
	}
	relative_position_id = SMB_navy
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 20
		modifier = {
			any_controlled_state = {
				is_coastal = no
			}
			factor = 0
		}
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		JUNO_pick_navy_modifier_tt = yes
		add_to_variable = {
			JUNO_navy_navy_spirit_category_type_cost_factor = -0.1
			tooltip = navy_spirit_category_type_cost_factor_tt
		}
		custom_effect_tooltip = JUNO_naval_academy_random_admirals_tt
		navy_experience = 20
		hidden_effect = {
			random_navy_leader = {
				limit = {
					NOT = {
						has_character_flag = SMB_naval_academy_boost
					}
				}
				add_coordination = 1
				set_character_flag = SMB_naval_academy_boost
			} {
				limit = {
					NOT = {
						has_character_flag = SMB_naval_academy_boost
					}
				}
				add_coordination = 1
				set_character_flag = SMB_naval_academy_boost
			} {
				limit = {
					NOT = {
						has_character_flag = SMB_naval_academy_boost
					}
				}
				add_coordination = 1
				set_character_flag = SMB_naval_academy_boost
			}
		}
	}
}
### Entity: Idea
Component: ARG_military_government_idea
Constructs: war_support_factor, removal_cost, fascism_drift, conscription_factor
Source: game
File: common/ideas/argentina.txt

Code:
ARG_military_government_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_military_government
	modifier = {
		fascism_drift = 0.15
		war_support_factor = 0.1
		conscription_factor = 0.1
		training_time_factor = 0.15
	}
}
### Entity: Event
Component: mtg_news.35
Constructs: is_triggered_only, has_government
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.35
	title = mtg_news.35.t
	desc = mtg_news.35.desc
	picture = GFX_news_event_journalists_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.35.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.35.b
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				has_government = communism
			}
		}
	} {
		name = mtg_news.35.c
		trigger = {
			NOT = {
				original_tag = ENG
			}
			has_government = communism
		}
	}
}
### Entity: AI Strategy
Component: EAI_ENG_allies_garrison_iceland
Constructs: is_in_faction_with
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_allies_garrison_iceland = {
	enable = {
		is_in_faction_with = ICE
		OR = {
			tag = ENG
			AND = {
				tag = USA
				is_in_faction_with = ENG
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.1
		states = {
			100
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	} {
		type = put_unit_buffers
		ratio = 0.1
		states = {
			101
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Order of Battle
Component: Marinha de Portugal
Constructs: create_if_missing
Source: game
File: history/units/POR_1936_naval_legacy.txt

Code:
fleet = {
	name = Marinha de Portugal
	naval_base = 11805
	task_force = {
		name = Flotilha 'Viana do Castelo'
		location = 11805
		ship = {
			name = NRP Tamega
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = POR
				}
			}
		} {
			name = NRP Dão
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = POR
				}
			}
		} {
			name = NRP Douro
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = POR
				}
			}
		} {
			name = NRP Lima
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = POR
				}
			}
		} {
			name = NRP Vouga
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = POR
				}
			}
		} {
			name = NRP Tejo
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = POR
				}
			}
		}
	} {
		name = Flotilha Delfim
		location = 11805
		ship = {
			name = NRP Delfim
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = POR
					create_if_missing = yes
				}
			}
		} {
			name = NRP Espadarte
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = POR
					create_if_missing = yes
				}
			}
		} {
			name = NRP Golfinho
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = POR
					create_if_missing = yes
				}
			}
		}
	}
}
### Entity: Character
Component: overzealous_idealist
Source: game
File: common/country_leader/r56_traits.txt

Code:
overzealous_idealist = {
	sprite = 13
	random = no
	political_power_factor = 0.125
	stability_weekly = -0.001
	max_command_power = 20
}
### Entity: Event
Component: phil.1
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_political_power, add_popularity, add_tech_bonus, armor_bonus
Source: game
File: events/Phillippines.txt

Code:
country_event = {
	id = phil.1
	title = phil.1.t
	desc = phil.1.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = phil.1.a
		PHI = {
			effect_tooltip = {
				add_popularity = {
					ideology = communism
					popularity = 0.1
				}
			}
			country_event = {
				days = 1
				id = phil.2
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = small_increase
			} {
				target = ROOT
				modifier = small_increase
			}
		}
		add_tech_bonus = {
			name = armor_bonus
			ahead_reduction = 1
			category = cat_medium_armor
		} {
			name = armor_bonus
			bonus = 0.5
			uses = 1
			category = armor
		}
		ai_chance = {
			base = 10
		}
	} {
		name = phil.1.b
		ai_chance = {
			base = 0
		}
		add_political_power = -25
		PHI = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
	}
}
### Entity: National Focus
Component: r56_peru_focus
Constructs: has_completed_focus, division_template, create_country_leader, add_equipment_to_stockpile, prerequisite, has_war, limit, random_country
Source: game
File: common/national_focus/peru.txt

Code:
focus_tree = {
	id = r56_peru_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = PRU
		}
	}
	default = no
	reset_on_civilwar = no
	continuous_focus_position = {
		x = 0
		y = 1200
	}
	focus = {
		id = PRU_organize_future_elections
		mutually_exclusive = {
			focus = PRU_look_to_the_past
		}
		icon = GFX_goal_PRU_peru_republic
		x = 20
		y = 0
		cost = 7.2
		allow_branch = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				NOT = {
					has_completed_focus = PRU_look_to_the_past
				}
			}
		}
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			mark_focus_tree_layout_dirty = yes
			add_political_power = 25
			add_stability = 0.05
			country_event = {
				hours = 4
				id = peru.1
			}
			hidden_effect = {
				PRU = {
					country_event = {
						days = 35
						id = peru.56
					}
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = PRU_look_to_the_past
		mutually_exclusive = {
			focus = PRU_organize_future_elections
		}
		icon = GFX_goal_PRU_peru_empire
		x = 57
		y = 0
		allow_branch = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				NOT = {
					has_completed_focus = PRU_organize_future_elections
				}
			}
		}
		offset = {
			trigger = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = PRU_look_to_the_past
			}
			x = -33
		}
		cost = 5
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.05
			}
			add_timed_idea = {
				idea = HON_monarch_influence
				days = 720
			}
			set_party_name = {
				ideology = neutrality
				long_name = PRU_democratic_party_long_2
				name = PRU_democratic_party_2
			}
			retire_character = PRU_oscar_benavides
			promote_character = PRU_gobierno_provicional
			mark_focus_tree_layout_dirty = yes
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = PRU_delay_elections
		prerequisite = {
			focus = PRU_look_to_the_past
		}
		relative_position_id = PRU_look_to_the_past
		icon = GFX_goal_generic_army_mobilization
		x = 0
		y = 1
		cost = 5
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			add_popularity = {
				ideology = neutrality
				populari
# ... (truncated)
### Entity: National Focus
Tree: raj_focus
Component: RAJ_red_in_the_shadows
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, allow_branch, has_game_rule, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_red_in_the_shadows
	icon = GFX_focus_RAJ_red_in_the_shadows
	prerequisite = {
		focus = RAJ_all_india_kisan_sabha RAJ_rally_the_indian_left
	}
	x = 13
	y = 1
	relative_position_id = RAJ_all_india_kisan_sabha
	mutually_exclusive = {
		focus = RAJ_forward_bloc
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = RAJ_great_depression_price_controls RAJ_his_majestys_loyal_government RAJ_mahatma RAJ_forward_bloc
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = idea_RAJ_underground_communists
		custom_effect_tooltip = newline_tt RAJ_red_in_the_shadows_tt
		set_country_flag = stop_unrest_events
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Event
Component: mtg_netherlands.19
Constructs: is_triggered_only, ai_chance, has_war, is_in_faction, add_to_faction
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.19
	title = mtg_netherlands.19.t
	desc = mtg_netherlands.19.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.19.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				is_in_faction = yes
				has_war = yes
			}
		}
		FROM = {
			add_to_faction = ROOT
			country_event = {
				id = generic.6
				hours = 6
			}
		}
	} {
		name = mtg_netherlands.19.b
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				is_in_faction = yes
				has_war = yes
			}
		}
		FROM = {
			country_event = {
				id = generic.7
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: HUN_socialist_revanchist_sentiment
Constructs: has_government, mobilization_speed
Source: game
File: common/ideas/hungary.txt

Code:
HUN_socialist_revanchist_sentiment = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		has_government = communism
	}
	picture = home_of_revolution
	modifier = {
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.05
		mobilization_speed = 0.15
		army_org_regain = 0.05
		army_org_factor = 0.05
		war_stability_factor = 0.15
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/CHI_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 25
	}
	location = 1096
	division_template = Juntuán
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: AI Strategy
Component: ITA_slow_going_against_france
Constructs: has_war_with, is_historical_focus_on, has_capitulated
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_slow_going_against_france = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		is_historical_focus_on = yes
		has_war_with = FRA
		date = < 1940.4.1
		FRA = {
			has_capitulated = no
			surrender_progress = < 0.45
		}
		GER = {
			surrender_progress = < 0.1
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		tag = FRA
		ratio = 0.6
		priority = 100
		ordertype = front
		execution_type = careful
		execute_order = no
		manual_attack = no
	} {
		type = front_control
		tag = FRA
		ratio = 0.6
		priority = 100
		ordertype = invasion
		execute_order = no
	}
}