Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sia_focus
Component: SIA_dept_independent_state_commerce_r56
Constructs: has_completed_focus, add_stability, completion_reward, add_political_power, has_focus_autohide_rule_trigger_r56, add_tech_bonus
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_dept_independent_state_commerce_r56
	icon = GFX_focus_generic_modernize_industry
	cost = 5
	x = 17
	y = 0
	relative_position_id = SIA_continue_sending_cadets_abroad_r56
	ai_will_do = {
		base = 4
	}
	offset = {
		x = -2
		trigger = {
			has_focus_autohide_rule_trigger_r56 = yes
			OR = {
				has_completed_focus = SIA_continue_importing_foreign_equipment_r56 SIA_shift_to_national_designs_r56
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = SIA_dept_independent_state_commerce_r56
			bonus = 0.2
			uses = 3
			category = industry
		}
		custom_effect_tooltip = available_industrial_concern generic_skip_one_line_tt
		show_ideas_tooltip = SIA_department_of_independent_state_commerce_r56
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_privatize_national_assets_which_grants_tt
			add_political_power = 25
			add_stability = -0.04
			SIA_decrease_economic_intervention_r56 = yes
		}
	}
}
### Entity: AI Strategy
Component: JAP_light_tank_artillery
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/JAP_tank.txt

Code:
JAP_light_tank_artillery = {
	category = land
	blocked_for = {

	}
	available_for = {
		JAP
	}
	roles = {
		land_light_tank_artillery
	}
	priority = {
		factor = 5
	}
	light_tank_artillery_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_artillery_chassis_1
			modules = {
				main_armament_slot = tank_close_support_gun
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_close_support_gun tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	light_tank_artillery_2 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	light_tank_artillery_3 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = artillery1
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = light_tank_artillery_chassis_3
			modules = {
				main_armament_slot = tank_medium_howitzer_2
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_typ
# ... (truncated)
### Entity: Character
Component: NOR_edvard_christian_danielsen
Source: game
File: common/characters/NOR.txt

Code:
NOR_edvard_christian_danielsen = {
	advisor = {
		slot = high_command
		idea_token = NOR_edvard_christian_danielsen
		ledger = navy
		allowed = {
			original_tag = NOR
		}
		traits = {
			navy_submarine_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = NOR_edvard_christian_danielsen
	portraits = {
		army = {
			large = GFX_portrait_NOR_edvard_christian_danielsen
			small = GFX_portrait_NOR_edvard_christian_danielsen_small
		}
	}
	navy_leader = {
		traits = {
			seawolf inshore_fighter
		}
		skill = 3
		attack_skill = 3
		defense_skill = 1
		maneuvering_skill = 3
		coordination_skill = 3
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_secure_coastline
Constructs: prerequisite, limit, completion_reward, has_defensive_war, is_owned_and_controlled_by, is_controlled_by, cancel_if_invalid, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_secure_coastline
	icon = GFX_focus_FIN_coastal_defense
	x = 1
	y = 1
	prerequisite = {
		focus = PER_dig_and_defend
	}
	mutually_exclusive = {
		focus = PER_capital_protect
	}
	relative_position_id = PER_dig_and_defend
	cost = 5
	available = {
		has_defensive_war = yes
		count_triggers = {
			amount = 1
			410 = {
				is_owned_and_controlled_by = ROOT
			}
			412 = {
				is_owned_and_controlled_by = ROOT
			}
			413 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	bypass = {
		266 = {
			NOT = {
				is_controlled_by = ROOT
			}
		}
		410 = {
			NOT = {
				is_controlled_by = ROOT
			}
		}
		412 = {
			NOT = {
				is_controlled_by = ROOT
			}
		}
		413 = {
			NOT = {
				is_controlled_by = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {

	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 410 412 413
				}
			}
			add_dynamic_modifier = {
				modifier = PER_state_local_defensive_dynamic_modifier
				scope = PER
				days = 90
			}
		}
	}
}
### Entity: Character
Component: SWE_osten_unden
Constructs: has_dlc
Source: game
File: common/characters/SWE.txt

Code:
SWE_osten_unden = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		advisor = {
			slot = political_advisor
			idea_token = SWE_osten_unden
			allowed = {
				original_tag = SWE
			}
			available = {

			}
			visible = {
				always = yes
			}
			traits = {
				popular_figurehead3
			}
			cost = 150
		}
		name = SWE_osten_unden
		portraits = {
			civilian = {
				small = GFX_portrait_SWE_osten_unden
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = SWE_osten_unden
			allowed = {
				original_tag = SWE
			}
			traits = {
				silent_workhorse
			}
		}
		name = SWE_osten_unden
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_europe_2
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_coal_fire_and_steel
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_core_state, is_controlled_by, add_resource
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_coal_fire_and_steel
	icon = GFX_focus_GER_factories_for_resources
	prerequisite = {
		focus = RAJ_netaji RAJ_hindutva
	}
	x = -2
	y = 1
	relative_position_id = RAJ_netaji
	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 = {
		try_build_mil_in_core_otherwise_build_in_controlled = yes
		try_build_civ_in_core_otherwise_build_in_controlled = yes
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
			}
			prioritize = {
				435
			}
			add_resource = {
				type = steel
				amount = 12
				state = THIS
			}
		}
	}
}
### Entity: AI Strategy
Component: CHL_communist_ai_behavior
Constructs: has_country_flag, has_game_rule, has_dlc, is_subject
Source: game
File: common/ai_strategy_plans/CHL_alternate_strategy_plan.txt

Code:
CHL_communist_ai_behavior = {
	name = Chilean Communist Plan
	desc = 
	allowed = {
		original_tag = CHL
	}
	enable = {
		OR = {
			has_country_flag = CHL_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = CHL_ai_behavior
				option = COMMUNIST
			}
		}
		has_dlc = Trial of Allegiance
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		CHL_union_of_hispanic_republics CHL_establish_corfo CHL_low_cost_housing CHL_strengthen_instituto_nacional CHL_increase_presidential_powers CHL_the_future_of_Chile CHL_support_for_the_international_revolution CHL_sponsor_american_revolutions CHL_endorse_the_constitution CHL_policies_of_arturo_alessandri CHL_suppress_the_nacistas SMB_army CHL_impose_new_taxes CHL_public_works CHL_construct_new_hydroelectric_stations CHL_cooperation_with_the_falange SMB_air_force SMB_navy CHL_issue_bonds CHL_construct_the_estadio_nacional CHL_development_inwards CHL_an_attempt_to_maintain_our_neutrality CHL_land_reforms CHL_enact_stricter_labor_laws CHL_enact_universal_suffrage CHL_enforce_stricter_secularism CHL_socialist_youth
	}
	research = {

	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_sonar_MODULE_FOCUS
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_sonar_MODULE_FOCUS = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/ASW_light_cruiser = global.EAI_ON
		} {
			EAI_FOCUS/NAVY/ASW_destroyer = > global.EAI_OFF
		}
	}
}
### Entity: Country History
Country: NIR
Component: NIR_technology
Constructs: set_technology
Source: game
File: history/countries/NIR - Northern Ireland.txt

Code:
# Starting Technologies for NIR
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_trucks = 1
}
### Entity: Event
Component: r56.news_event.16
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.16
	title = r56.news_event.16.t
	desc = r56.news_event.16.d
	picture = GFX_news_event_peru_ecuador_war
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.16.a
		trigger = {
			NOT = {
				original_tag = BOL PRU ARG CHL ECU BRA PAR VEN COL URG
			}
		}
	} {
		name = r56.news_event.16.a.1
		trigger = {
			OR = {
				original_tag = BOL ARG CHL BRA PAR VEN COL URG
			}
		}
	} {
		name = r56.news_event.16.a.2
		trigger = {
			OR = {
				original_tag = ECU PRU
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_strike_the_eagle_old
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_neighbor_of, has_idea, create_wargoal
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_strike_the_eagle_old
	text = SOV_strike_the_eagle
	icon = GFX_focus_attack_germany
	prerequisite = {
		focus = SOV_polish_autonomy_old SOV_imperial_legacy_old
	}
	available = {
		OR = {
			country_exists = GER
			is_neighbor_of = GER
			if = {
				limit = {
					AND = {
						NOT = {
							country_exists = GER
						}
						country_exists = PRE
					}
				}
				country_exists = PRE
				is_neighbor_of = PRE
			}
		}
		custom_trigger_tooltip = {
			tooltip = SOV_has_not_officers_purged_tt
			NOT = {
				has_idea = officers_purged_civil_war
			} {
				has_idea = officers_purged
			} {
				has_idea = officers_purged_2
			} {
				has_idea = officers_purged_3
			} {
				has_idea = officers_purged_4
			} {
				has_idea = officers_purged_5
			} {
				has_idea = officers_purged_6
			} {
				has_idea = officers_purged_7
			} {
				has_idea = officers_purged_8
			} {
				has_idea = officers_purged_9
			} {
				has_idea = officers_purged_10
			}
		}
	}
	bypass = {
		OR = {
			AND = {
				NOT = {
					country_exists = GER
				}
				has_war_with = PRE
			} {
				NOT = {
					country_exists = PRE
				}
				has_war_with = GER
			}
		}
	}
	will_lead_to_war_with = GER PRE
	x = 1
	y = 1
	relative_position_id = SOV_polish_autonomy_old
	cost = 5
	ai_will_do = {
		factor = 0.2
		modifier = {
			factor = 0
			OR = {
				any_enemy_country = {
					is_neighbor_of = ROOT
				}
				alliance_strength_ratio = > 0.9
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				ROOT = {
					has_government = democratic
				}
				country_exists = GER
			}
			create_wargoal = {
				type = topple_government
				target = GER
				expire = 0
			}
		} {
			limit = {
				ROOT = {
					NOT = {
						has_government = democratic
					}
				}
				country_exists = GER
			}
			create_wargoal = {
				type = annex_everything
				target = GER
				expire = 0
			}
		} {
			limit = {
				ROOT = {
					has_government = democratic
				}
				country_exists = PRE
			}
			create_wargoal = {
				type = topple_government
				target = PRE
				expire = 0
			}
		} {
			limit = {
				ROOT = {
					NOT = {
						has_government = democratic
					}
				}
				country_exists = PRE
			}
			create_wargoal = {
				type = annex_everything
				target = PRE
				expire = 0
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Order of Battle
Component: Presidency & Assam District
Constructs: division_template
Source: game
File: history/units/RAJ_1939.txt

Code:
division = {
	name = Presidency & Assam District
	location = 1497
	division_template = District Garrison
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Idea
Component: EAI_DD_5/light_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/light_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: Event
Component: japan_border_conflict.6
Constructs: is_triggered_only
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = japan_border_conflict.6
	title = japan_border_conflict.6.t
	desc = japan_border_conflict.6.desc
	picture = GFX_report_event_SOV_tank_column
	is_triggered_only = yes
	option = {
		name = japan_border_conflict.6.a
	}
}
### Entity: State History
Component: 824
Constructs: add_core_of
Source: game
File: history/states/824-Asir.txt

Code:
state = {
	id = 824
	name = STATE_856
	provinces = {
		1923 2090 5037 8073 10786 12883
	}
	history = {
		owner = SAU
		add_core_of = SAU
		buildings = {
			infrastructure = 1
			12883 = {
				naval_base = 5
			}
		}
		victory_points = {
			12883 1
		}
	}
	manpower = 500000
	state_category = pastoral
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_trans_pacific_influence
Constructs: prerequisite, limit, has_government, every_country, completion_reward, is_subject, is_faction_leader, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_trans_pacific_influence
	icon = GFX_focus_GER_align_south_america
	x = 0
	y = 3
	relative_position_id = JAP_to_rival_the_comintern
	prerequisite = {
		focus = JAP_to_rival_the_comintern
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		is_subject = no
		is_faction_leader = yes
	}
	bypass = {

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

	}
	completion_reward = {
		every_country = {
			limit = {
				capital_scope = {
					is_on_continent = south_america
				}
			}
			country_event = {
				id = SEA_japan_popup_events.36
				hours = 6
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				add_timed_idea = {
					idea = JAP_fifth_international_agitation
					days = 720
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt JAP_trans_pacific_influence_tt
	}
}
### Entity: Modifier Reference
Component: CHI_foreign_economic_support
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_foreign_economic_support = {
	icon = GFX_idea_generic_supply_depot
	custom_modifier_tooltip = CHI_foreign_economic_support_dm_tt
}
### Entity: Character
Component: POL_lucjan_zeligowski
Source: game
File: common/characters/POL.txt

Code:
POL_lucjan_zeligowski = {
	name = POL_lucjan_zeligowski
	portraits = {
		army = {
			large = GFX_portrait_POL_lucjan_zeligowski
			small = GFX_idea_POL_lucjan_zeligowski
		}
	}
	corps_commander = {
		traits = {
			old_guard infantry_officer POL_sanation_left_leader
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Idea
Component: NOR_heavy_water
Constructs: removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_heavy_water = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = jap_supremacy_of_technology
	modifier = {
		production_speed_nuclear_facility_factor = 0.05
		production_speed_nuclear_reactor_factor = 0.05
		sp_tag_nuclear_power_speed_factor = 0.05
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_aland_issue
Constructs: prerequisite, limit, has_war_with, completion_reward, has_war_support, has_army_manpower, is_subject, add_core_of
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_the_aland_issue
	icon = GFX_focus_generic_attack_finland
	prerequisite = {
		focus = SWE_mythologize_swedish_history
	}
	x = 1
	y = 1
	relative_position_id = SWE_mythologize_swedish_history
	cost = 5
	available = {
		has_war_support = > 0.4
		has_army_manpower = {
			size = > 80000
		}
		145 = {
			controller = {
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {
		OR = {
			145 = {
				controller = {
					original_tag = ROOT
				}
			}
			is_subject = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		145 = {
			controller = {
				country_event = {
					id = AAT_Sweden.40
					hours = 4
				}
			}
		}
		custom_effect_tooltip = if_they_accept_tt SWE_crisis_affecting_variables
		effect_tooltip = {
			transfer_state = 145
			145 = {
				add_core_of = ROOT
				add_extra_state_shared_building_slots = 2
			}
			if = {
				limit = {
					145 = {
						is_demilitarized_zone = yes
					}
				}
				145 = {
					set_demilitarized_zone = no
				}
			}
		}
	}
}
### Entity: Idea
Component: GER_recieving_payments_from_lithuania_idea
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_recieving_payments_from_lithuania_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = LIT_victory_in_trust
	modifier = {
		consumer_goods_factor = -0.05
	}
}
### Entity: Event
Component: GOE_RAJ.41
Constructs: is_triggered_only, set_state_owner_to, limit, has_truce_with, set_truce
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.41
	is_triggered_only = yes
	title = GOE_RAJ.41.t
	desc = GOE_RAJ.41.desc
	picture = GFX_report_event_indian_parade
	option = {
		name = GOE_RAJ.41.a
		trigger = {
			tag = RAJ
		}
		transfer_state = 986
		if = {
			limit = {
				has_truce_with = PAK
			}
			set_truce = {
				target = PAK
				days = 0
			}
		}
	} {
		name = GOE_RAJ.41.b
		trigger = {
			tag = PAK
		}
		effect_tooltip = {
			986 = {
				set_state_owner_to = RAJ
			}
		}
	}
}
### Entity: Event
Component: wtt_infiltration.10
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.10
	title = wtt_infiltration.10.t
	desc = wtt_infiltration.10.desc
	picture = GFX_report_event_chinese_soldiers_running
	is_triggered_only = yes
	option = {
		name = wtt_infiltration.10.a
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_fill_the_supply_gaps
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_fill_the_supply_gaps
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = BUL_ministries_coop
	} {
		focus = BUL_finalize_rearmament_plans
	}
	relative_position_id = BUL_ministries_coop
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: INS_industrial_events.16
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.16
	hidden = yes
	is_triggered_only = yes
	option = {
		name = INS_industrial_events.16.a
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_country_resource_cost_oil
			value = -120
			tooltip = country_resource_cost_oil_tt
		}
	}
}
### Entity: Scripted Effect
Component: set_add_communist_weight_small
Constructs: limit, set_add_communist_weight_small, has_variable, set_variable, add_to_variable
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
set_add_communist_weight_small = {
	GER = {
		if = {
			limit = {
				NOT = {
					has_variable = communist_game_weight
				}
			}
			set_variable = {
				var = communist_game_weight
				value = 8
			}
		}
		else = {
			add_to_variable = {
				var = communist_game_weight
				value = 8
			}
		}
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_liberate_belgian
Constructs: prerequisite, has_war, has_country_flag, completion_reward, cancel_if_invalid, create_wargoal, take_state_focus
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_liberate_belgian
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = SAF_liberate_portugese
	}
	x = 4
	y = 6
	relative_position_id = SAF_empower_the_workers
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			BEL = {
				has_war = yes
			}
			factor = 10
		}
	}
	available = {
		COG = {
			exists = no
		}
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = BEL
			expire = 0
			generator = {
				538 718 295
			}
		}
	}
}
### Entity: Event
Component: election.12
Constructs: is_triggered_only, ai_chance, has_government, is_puppet, has_dlc, set_politics
Source: game
File: events/ElectionEvents.txt

Code:
country_event = {
	id = election.12
	title = election.12.t
	desc = election.12.d
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	trigger = {
		has_government = democratic
		communism = > 0.5
		is_puppet = no
		DEN_aat = no
		NOR_AAT = no
		AST_taog = no
		NOT = {
			AND = {
				original_tag = GRE
				has_dlc = Battle for the Bosporus
			} {
				original_tag = TUR
				has_dlc = Battle for the Bosporus
			} {
				has_dlc = Trial of Allegiance
				tag = BRA
			}
		}
	}
	option = {
		name = election.12.a
		ai_chance = {
			base = 75
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
	} {
		name = election.12.b
		ai_chance = {
			base = 35
		}
		start_civil_war = {
			ideology = communism
			size = 0.5
		}
	}
}
### Entity: Order of Battle
Component: air_wing_219
Source: game
File: history/units/SOV_1939_air_bba.txt

Code:
air_wings = {
	219 = {
		small_plane_airframe_0 = {
			owner = SOV
			amount = 90
			version_name = I-15
		}
		transport_plane_equipment_1 = {
			owner = SOV
			amount = 60
		}
		large_plane_airframe_0 = {
			owner = SOV
			amount = 60
			version_name = TB-3
		}
	}
}