Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: AUS_political_crackdowns
Constructs: has_government, removal_cost, democratic_drift, communism_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_political_crackdowns = {
	picture = generic_oppression
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		stability_weekly = 0.002
		democratic_drift = -0.05
		communism_drift = -0.1
	}
}
### Entity: Character
Component: jet_concern
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
jet_concern = {
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: naw_norway.140
Constructs: is_triggered_only, ai_chance, has_government, add_war_support, add_political_power
Source: game
File: events/NaW_Norway.txt

Code:
news_event = {
	id = naw_norway.140
	title = naw_norway.140.t
	desc = naw_norway.140.d
	picture = GFX_news_event_troenderbataljonen_at_skafferhullet_1940
	major = yes
	is_triggered_only = yes
	option = {
		name = naw_norway.140.a
		trigger = {
			original_tag = NOR
			NOT = {
				has_government = democratic
			}
		}
		ai_chance = {
			base = 100
		}
		add_political_power = 75
		add_war_support = 0.05
	} {
		name = naw_norway.140.b
		trigger = {
			original_tag = NOR
			NOT = {
				has_government = neutrality
			}
		}
		ai_chance = {
			base = 100
		}
		add_political_power = 75
		add_war_support = 0.05
	} {
		name = naw_norway.140.c
		trigger = {
			OR = {
				original_tag = ICE DEN SWE FIN
			}
		}
		ai_chance = {
			base = 100
		}
		add_war_support = 0.02
	} {
		name = naw_norway.140.p
		trigger = {
			NOT = {
				original_tag = NOR ICE DEN SWE FIN
			}
			has_government = communism
		}
		ai_chance = {
			base = 100
		}
	} {
		name = naw_norway.140.e
		trigger = {
			NOT = {
				original_tag = NOR ICE DEN SWE FIN
				has_government = communism
			}
		}
		ai_chance = {
			base = 100
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_andean_warfare
Constructs: division_template, prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_andean_warfare
	icon = GFX_goal_generic_mountain_warfare
	x = 5
	y = 1
	prerequisite = {
		focus = PRU_czech_equipment_aquisition
	}
	cost = 10
	relative_position_id = PRU_czech_equipment_aquisition
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = CHL_andean_bonus
			bonus = 1
			uses = 2
			category = r56_mountain_infantry_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
		division_template = {
			name = Brigada de Ronderos
			division_names_group = SPR_MNT_01
			regiments = {
				mountaineers = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				} {
					x = 2
					y = 2
				}
			}
		}
		PRU_increase_army_15_percent = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: bftb_greece.237
Constructs: is_triggered_only
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.237
	title = bftb_greece.237.t
	desc = bftb_greece.237.desc
	picture = GFX_report_event_tur_military_affair
	is_triggered_only = yes
	option = {
		name = bftb_greece.237.a
	}
}
### Entity: Idea
Component: kmt_national_treasure_ransacked
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
kmt_national_treasure_ransacked = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = can_wartime_prices_and_trade_board
	modifier = {
		stability_factor = -0.05
		army_morale_factor = -0.15
		political_power_factor = -0.2
	}
}
### Entity: Event
Component: AUS_political_events.64
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_timed_idea, set_country_flag
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.64
	title = AUS_political_events.64.t
	desc = AUS_political_events.64.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = AUS_political_events.64.a
		ai_chance = {
			base = 10
		}
		add_timed_idea = {
			idea = AUS_industrial_coaxing
			days = 180
		}
		set_country_flag = AUS_sent_industrial_help_flag
		add_opinion_modifier = {
			target = FROM
			modifier = AUS_industrial_help
		}
	}
}
### Entity: Technology
Component: fighter3
Constructs: is_major, enable_equipments, research_cost
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		fighter_equipment_3
	}
	path = {
		leads_to_tech = jet_fighter1
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1944
	folder = {
		name = air_techs_folder
		position = {
			x = 0
			y = 8
		}
	}
	categories = {
		light_air light_fighter air_equipment mio_cat_all_light_fighter_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	sub_technologies = {
		cv_fighter3
	}
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 4
			is_major = yes
		} {
			factor = 1.2
			date = > 1945.1.1
		} {
			factor = 1.2
			date = > 1946.1.1
		} {
			factor = 1.2
			date = > 1947.1.1
		} {
			factor = 5
			date = > 1948.1.1
		}
	}
}
### Entity: National Focus
Tree: grn_focus
Component: GRN_develop_greenland
Constructs: has_completed_focus, limit, completion_reward, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/greenland.txt

Code:
focus = {
	id = GRN_develop_greenland
	icon = GFX_focus_DEN_develop_greenland
	text = DEN_develop_greenland
	x = 22
	y = 4
	cost = 5
	available = {
		101 = {
			is_fully_controlled_by = ROOT
		}
		num_of_factories = > 3
	}
	bypass = {
		any_other_country = {
			has_completed_focus = DEN_develop_greenland
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				101 = {
					is_fully_controlled_by = ROOT
				}
			}
			101 = {
				add_extra_state_shared_building_slots = 2
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_avenge_the_1878_berlin_treaty
Constructs: prerequisite, completion_reward, is_subject, add_state_claim, create_wargoal, puppet_wargoal_focus, annex_everything
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_avenge_the_1878_berlin_treaty
	icon = GFX_goal_generic_attack_allies
	prerequisite = {
		focus = TUR_claim_greater_bulgaria
	}
	x = 1
	y = 1
	cost = 10
	relative_position_id = TUR_claim_greater_bulgaria
	ai_will_do = {
		factor = 5
	}
	will_lead_to_war_with = YUG ROM
	available = {
		is_subject = no
	}
	completion_reward = {
		custom_effect_tooltip = TUR_avenge_the_1878_berlin_treaty_tt claims_montenegrin_states_tt TUR_avenge_the_1878_berlin_treaty2_tt
		add_state_claim = 108 107 955
		create_wargoal = {
			type = puppet_wargoal_focus
			target = ROM
		} {
			target = YUG
			type = annex_everything
			expire = 0
		}
		hidden_effect = {
			add_state_claim = 104 962 804 961 963 105
			create_wargoal = {
				target = SER
				type = annex_everything
				expire = 0
			} {
				target = BOS
				type = annex_everything
				expire = 0
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: CHI_china_national_aviation_corporation
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_china_national_aviation_corporation = {
	picture = CHI_china_national_aviation_corporation
	allowed = {
		original_tag = CHI
		has_dlc = No Compromise, No Surrender
	}
	research_bonus = {
		air_equipment = 0.05
	}
	ai_will_do = {
		base = 1
	}
	traits = {
		civilian_airway_company
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_found_saab
Constructs: prerequisite, limit, completion_reward, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, has_dlc
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_found_saab
	icon = GFX_goal_SWE_saab
	prerequisite = {
		focus = SWE_modernizing_the_air_force
	}
	relative_position_id = SWE_modernizing_the_air_force
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		random_core_state = {
			prioritize = {
				140
			}
			limit = {
				is_fully_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:SWE_saab_organization = {
				add_mio_funds = 500
				unlock_mio_trait_tooltip = SWE_mio_trait_forefront_of_aeroplane_development
			}
		} {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = SWE_found_saab
				bonus = 0.25
				uses = 2
				category = light_air medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = SWE_found_saab
				bonus = 0.5
				uses = 1
				category = light_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Event
Component: news.202
Constructs: is_triggered_only, save_event_target_as, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.202
	title = news.202.t
	desc = news.202.d
	picture = GFX_news_events_generic_sign_treaty2
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	immediate = {
		POL = {
			save_event_target_as = Poland
		}
	}
	option = {
		name = news.202.a
		trigger = {
			is_in_faction_with = GER
		}
	} {
		name = news.202.b
		trigger = {
			is_in_faction_with = POL
			NOT = {
				is_in_faction_with = GER
			}
		}
	} {
		name = news.202.c
		trigger = {
			OR = {
				tag = ENG FRA
			}
		}
	} {
		name = news.202.e
		trigger = {
			NOT = {
				OR = {
					tag = ENG FRA
				}
			} {
				is_in_faction_with = POL
			} {
				is_in_faction_with = GER
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_promote_national_independence
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_autonomy_score, add_popularity, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_promote_national_independence
	icon = GFX_focus_ENG_indian_independence
	ai_will_do = {
		factor = 5
	}
	x = 1
	y = 1
	relative_position_id = INS_empower_the_volksraad
	prerequisite = {
		focus = INS_empower_the_volksraad
	}
	cost = 10
	completion_reward = {
		add_autonomy_score = {
			value = 250
			localization = INS_political_reforms
		}
		add_stability = -0.05
		add_war_support = 0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		swap_ideas = {
			remove_idea = INS_political_idea_2
			add_idea = INS_political_idea_3
		}
		show_ideas_tooltip = INS_cipto_mangunkusumo INS_ki_hajar_dewantara INS_ernest_douwes_dekker
	}
}
### Entity: Character
Component: LUX_francois_schammel
Source: game
File: common/characters/LUX.txt

Code:
LUX_francois_schammel = {
	advisor = {
		slot = high_command
		idea_token = LUX_francois_schammel
		ledger = army
		allowed = {
			original_tag = LUX
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Francois Schammel
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_1
		}
	}
}
### Entity: Order of Battle
Component: 2. Illinois Volunteers
Constructs: division_template
Source: game
File: history/units/USB_defense_force.txt

Code:
division = {
	name = 2. Illinois Volunteers
	location = 7626
	division_template = Local Defense Volunteers
}
### Entity: Event
Component: wtt_germany.22
Constructs: is_triggered_only, ai_chance, has_war, add_political_power, add_named_threat, create_wargoal, annex_everything
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.22
	title = wtt_germany.22.t
	desc = wtt_germany.21.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = wtt_germany.21.a
		ai_chance = {
			factor = 90
		}
		add_named_threat = {
			threat = 10
			name = GER_soviet_securing_sphere
		}
		add_political_power = 100
		create_wargoal = {
			type = annex_everything
			target = FIN
		} {
			type = annex_everything
			target = EST
		} {
			type = annex_everything
			target = LAT
		} {
			type = annex_everything
			target = LIT
		}
		hidden_effect = {
			news_event = {
				id = wtt_news.11
				hours = 6
			}
		}
	} {
		name = wtt_germany.21.b
		ai_chance = {
			factor = 10
			modifier = {
				has_war = no
				factor = 0
			}
		}
	}
}
### Entity: Character
Component: EQG_nt
Source: game
File: common/characters/EQG.txt

Code:
EQG_nt = {
	advisor = {
		slot = theorist
		idea_token = EQG_nt
		ledger = navy
		allowed = {
			original_tag = EQG
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_purchase_british_aircraft
Constructs: prerequisite, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_purchase_british_aircraft
	icon = GFX_goal_fighters_uk
	relative_position_id = VEN_a_seperate_branch
	x = 2
	y = 2
	cost = 5
	available = {
		ENG_can_sell_weapons_trigger = yes
	}
	prerequisite = {
		focus = VEN_fighter_development
	} {
		focus = VEN_acquire_czech_weaponry
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		ENG = {
			country_event = lar_arms_purchases.1
		}
		custom_effect_tooltip = if_they_accept_tt
		unlock_decision_tooltip = VEN_order_fighters_in_ENG VEN_order_bombers_in_ENG
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_islamic_palestine
Constructs: has_completed_focus, prerequisite, limit, add_war_support, has_country_flag, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_islamic_palestine
	icon = GFX_goal_PAL_islamic_palestine
	prerequisite = {
		focus = PAL_reclaim_mecca PAL_revenge_on_nejd
	}
	x = 0
	y = 2
	relative_position_id = PAL_greater_palestine
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_country_flag = PAL_military_junta
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = PAL_reclaim_mecca
			}
			set_cosmetic_tag = PAL_nationalist_caliphate
		} {
			limit = {
				has_completed_focus = PAL_revenge_on_nejd
			}
			set_cosmetic_tag = PAL_hashemite_caliphate
		}
		custom_effect_tooltip = PAL_islamic_palestine_tt
		add_stability = 0.15
		add_war_support = 0.15
		add_political_power = 75
	}
}
### Entity: Event
Component: AUS_political_events.101
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.101
	title = AUS_political_events.101.t
	desc = AUS_political_events.101.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = AUS_political_events.101.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Event
Component: mongol_soviet_puppet.8
Constructs: is_triggered_only, ai_chance, remove_ideas, add_stability, add_political_power, create_wargoal, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_soviet_puppet.8
	title = mongol_soviet_puppet.8.t
	desc = mongol_soviet_puppet.8.d
	picture = GFX_report_event_tur_political_rally
	is_triggered_only = yes
	option = {
		name = mongol_soviet_puppet.8.a
		ai_chance = {
			base = 50
		}
		effect_tooltip = {
			FROM = {
				remove_ideas = MON_communist_propaganda_idea
			}
		} {
			FROM = {
				create_wargoal = {
					target = ROOT
					type = topple_government
					expire = 0
				}
			}
		}
		FROM = {
			country_event = {
				id = mongol_soviet_puppet.9
				hours = 6
			}
		}
	} {
		name = mongol_soviet_puppet.8.b
		ai_chance = {
			base = 5
		}
		effect_tooltip = {
			FROM = {
				remove_ideas = MON_communist_propaganda_idea
			}
		} {
			FROM = {
				add_political_power = 50
				add_stability = 0.03
			}
		}
		custom_effect_tooltip = MON_will_not_be_able_to_meddle_with_this_country_tt
		FROM = {
			set_country_flag = MON_abandoned_internal_meddling_flag
			country_event = {
				id = mongol_soviet_puppet.10
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: agip
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_italy.txt

Code:
agip = {
	allowed = {
		original_tag = ITA
	}
	available = {
		has_completed_focus = ITA_expand_libyan_oil_production
	}
	traits = {
		refinery_concern
	}
	research_bonus = {
		industry = 0.1
		refining_tech = 0.25
	}
	modifier = {
		fuel_gain_factor = 0.1
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: QAT_pot
Source: game
File: common/ideas/qatar.txt

Code:
QAT_pot = {
	picture = generic_political_advisor_arab_2
	allowed = {
		original_tag = QAT
	}
	traits = {
		prince_of_terror
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_ammunition_factory_khadki
Constructs: limit, completion_reward, cancel_if_invalid, random_core_state, is_owned_by, add_extra_state_shared_building_slots, add_building_construction, has_dlc
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_ammunition_factory_khadki
	icon = GFX_goal_generic_construct_mil_factory
	x = 6
	y = 0
	relative_position_id = RAJ_bombay_baroda_and_central_india_railway
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_owned_by = RAJ
			}
			prioritize = {
				429
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:RAJ_ammunition_factory_khadki_organization = {
				add_mio_size = 1
			}
		}
		else = {
			upgrade_ordance_factories_no_aat = yes
		}
	}
}
### Entity: Event
Component: bftb_bulgarian_claims.7
Constructs: is_triggered_only, ai_chance, has_war, is_major, add_political_power, is_historical_focus_on, has_manpower, has_equipment
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgarian_claims.7
	title = bftb_bulgarian_claims.7.t
	desc = bftb_bulgarian_claims.7.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = bftb_bulgarian_claims.7.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 1.5
				is_historical_focus_on = yes
			} {
				factor = 2
				has_war = yes
			} {
				factor = 2
				is_major = no
			} {
				factor = 2
				has_manpower = < 49999
			} {
				factor = 5
				has_manpower = < 9999
			} {
				factor = 2
				has_equipment = {
					infantry_equipment = < 99
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 5
				AND = {
					tag = GER
					is_historical_focus_on = yes
					FROM.FROM = {
						is_core_of = YUG
					}
				}
			} {
				factor = 5
				FROM.FROM = {
					is_claimed_by = BUL
				}
			} {
				factor = 100
				FROM.FROM = {
					OR = {
						is_core_of = BUL
						has_state_flag = BUL_initial_bulgarian_state_flag BUL_historical_bulgarian_claim_flag
					}
				}
			} {
				factor = 5
				AND = {
					tag = GER
					BUL_has_some_sort_of_bogdan_filov = yes
				}
			}
		}
		add_political_power = 25
		FROM = {
			transfer_state = FROM.FROM
			set_state_controller = FROM.FROM
			country_event = bftb_bulgarian_claims.8
		}
	} {
		name = bftb_bulgarian_claims.7.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				is_major = yes
			} {
				factor = 1.5
				BUL = {
					is_ai = yes
				}
			} {
				factor = 2
				has_manpower = > 99999
			} {
				factor = 5
				has_manpower = > 199999
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = < -49
				}
			}
		}
		FROM = {
			country_event = bftb_bulgarian_claims.9
		}
	}
}
### Entity: Modifier Reference
Component: PER_paniranism
Constructs: is_subject, is_subject_of, compliance_gain
Source: game
File: common/modifiers/r56_static_modifiers.txt

Code:
PER_paniranism = {
	valid_relation_trigger = {
		OR = {
			tag = TMS TAJ AFG
		} {
			AND = {
				is_subject = yes
				NOT = {
					is_subject_of = ROOT
				}
			}
			is_subject = no
			exists = yes
		}
	}
	compliance_gain = 0.1
}
### Entity: Event
Component: egypt.21
Constructs: is_triggered_only, add_stability, fire_only_once
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.21
	picture = GFX_report_event_EGY_anglo_egyptian_conference_3
	title = egypt.21.t
	desc = egypt.21.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = egypt.21.a
		add_stability = -0.1
	}
}
### Entity: Event
Component: AAT_USA_events.05
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_political_power
Source: game
File: events/AAT_Generic_Events.txt

Code:
country_event = {
	id = AAT_USA_events.05
	title = AAT_USA_events.05.t
	desc = AAT_USA_events.05.desc
	picture = GFX_report_event_canada_treaty
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_USA_events.03.a
		ai_chance = {
			base = 10
		}
		FROM = {
			transfer_state = 101
		} {
			country_event = {
				id = AAT_USA_events.07
				days = 1
			}
		}
		add_political_power = 50
		add_stability = 0.05
	} {
		name = AAT_USA_events.03.b
		ai_chance = {
			base = 0
		}
		add_political_power = -25
		add_stability = -0.05
		FROM = {
			country_event = {
				id = AAT_USA_events.06
				days = 2
			}
		}
	}
}
### Entity: Technology
Component: basic_heavy_battery
Constructs: research_cost, enable_equipment_modules, has_tech
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 1
	start_year = 1936
	path = {
		leads_to_tech = basic_heavy_shell
		research_cost_coeff = 1
	}
	enable_equipment_modules = {
		ship_heavy_battery_2 ship_super_heavy_battery_1 ship_medium_battery_2
	}
	on_research_complete = {
		custom_effect_tooltip = heavy_battery_advice_tt
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 3
			y = 5
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			has_tech = basic_ship_hull_heavy
			factor = 20
		} {
			OR = {
				tag = GER JAP
			}
			factor = 2
		}
	}
	categories = {
		naval_artillery naval_equipment ship_modules_tech cat_ship_heavy_battery mio_cat_tech_all_capital_ship_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_united_states_of_south_america
Constructs: prerequisite, has_government, completion_reward, is_in_faction, is_in_faction_with, is_on_continent, set_cosmetic_tag
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_united_states_of_south_america
	icon = GFX_focus_BRA_us_of_brazil
	x = 2
	y = 1
	relative_position_id = BRA_us_brazil_technology_exchange
	prerequisite = {
		focus = BRA_us_brazil_technology_exchange BRA_south_american_research_cooperation
	}
	cost = 5
	ai_will_do = {
		factor = 0
	}
	available = {
		OR = {
			has_government = democratic neutrality
		}
		is_in_faction = yes
		any_other_country = {
			is_in_faction_with = ROOT
			capital_scope = {
				is_on_continent = south_america
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_cosmetic_tag = BRA_united_states_of_south_america_cos_tag
		custom_effect_tooltip = BRA_united_states_of_south_america_tt
	}
}