Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Operation
Component: FRA_instigate_workers_revolution_britain
Constructs: has_completed_focus, every_owned_state, limit, has_war_with, operation_cost, is_core_of, force_enable_resistance, every_state
Source: game
File: common/operations/LaR_FRA_operations.txt

Code:
FRA_instigate_workers_revolution_britain = {
	icon = GFX_operations_coup_government
	map_icon = GFX_operations_coup_government_map
	name = FRA_instigate_workers_revolution_britain
	desc = FRA_carry_the_revolution_north_desc
	days = 180
	allowed = {
		original_tag = FRA
	}
	available = {
		ENG = {
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	visible = {
		has_completed_focus = FRA_carry_the_revolution_north
		FROM = {
			tag = ENG
		}
	}
	operatives = 1
	network_strength = 25
	requirements = {

	}
	equipment = {
		infantry_equipment = 5000
		support_equipment = 500
	}
	on_start = {

	}
	outcome_modifiers = {
		operation_outcome
	}
	cost_modifiers = {
		operation_cost
	}
	risk_modifiers = {
		operation_risk
	}
	outcome_potential = {
		ENG = {
			every_owned_state = {
				limit = {
					is_core_of = SCO
				}
				force_enable_resistance = {
					occupier = ENG
					occupied = SCO
				}
				start_resistance = SCO
			} {
				limit = {
					is_core_of = WLS
				}
				force_enable_resistance = {
					occupier = ENG
					occupied = WLS
				}
				start_resistance = WLS
			} {
				limit = {
					is_core_of = NIR
				}
				force_enable_resistance = {
					occupier = ENG
					occupied = NIR
				}
				start_resistance = NIR
			}
		}
	}
	risk_chance = 0.2
	outcome_execute = {
		every_state = {
			limit = {
				is_core_of = SCO
			}
			if = {
				limit = {
					has_resistance = no
				}
				force_enable_resistance = {
					occupier = ENG
					occupied = SCO
				}
				start_resistance = SCO
			}
			add_resistance_target = {
				amount = 50
				tooltip = intelligency_agency_resistance_boost_tt
			}
		} {
			limit = {
				is_core_of = WLS
			}
			if = {
				limit = {
					has_resistance = no
				}
				force_enable_resistance = {
					occupier = ENG
					occupied = WLS
				}
				start_resistance = WLS
			}
			add_resistance_target = {
				amount = 50
				tooltip = intelligency_agency_resistance_boost_tt
			}
		} {
			limit = {
				is_core_of = NIR
			}
			if = {
				limit = {
					has_resistance = no
				}
				force_enable_resistance = {
					occupier = ENG
					occupied = NIR
				}
				start_resistance = NIR
			}
			add_resistance_target = {
				amount = 50
				tooltip = intelligency_agency_resistance_boost_tt
			}
		}
	}
	phases = {
		infiltration_submarine = {
			base = 33
		}
		infiltration_paradrop = {
			base = 33
			modifier = {
				ROOT = {
					has_equipment = {
		
# ... (truncated)
### Entity: National Focus
Tree: lat_focus
Component: LAT_latvia_for_latvians
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_popularity, unlock_decision_category_tooltip
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_latvia_for_latvians
	icon = GFX_focus_LAT_latvia_for_latvians
	prerequisite = {
		focus = LAT_empower_paramilitarists
	}
	mutually_exclusive = {
		focus = LAT_the_sun_shines_equally
	}
	x = 3
	y = 1
	relative_position_id = LAT_empower_paramilitarists
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		fascism = > 0.1
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		unlock_decision_category_tooltip = LAT_delay_perkonkrust_decisions
		custom_effect_tooltip = LAT_perkonkrust_war_tt
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_lift_ban_on_perkonkrusts
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_popularity, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_lift_ban_on_perkonkrusts
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = LAT_latvia_for_latvians
	}
	x = -1
	y = 1
	relative_position_id = LAT_latvia_for_latvians
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		fascism = > 0.1
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		swap_ideas = {
			remove_idea = LAT_perkonkrust_idea
			add_idea = perkonkrust_fas_idea_1
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = LAT_gustavs_celminsh
	}
}
### Entity: AI Strategy
Component: SWE_kilbom_is_in_charge_and_he_is_a_weird_communist_that_does_not_like_stalin_or_hitler_so_we_like_him
Constructs: has_government, has_country_leader
Source: game
File: common/ai_strategy/SWE.txt

Code:
SWE_kilbom_is_in_charge_and_he_is_a_weird_communist_that_does_not_like_stalin_or_hitler_so_we_like_him = {
	allowed = {
		OR = {
			original_tag = ENG FRA USA
		}
	}
	enable = {
		country_exists = SWE
		SWE = {
			has_country_leader = {
				ruling_only = yes
				character = SWE_karl_kilbom
			}
			has_government = communism
		}
	}
	abort = {
		SWE = {
			NOT = {
				has_government = communism
				has_country_leader = {
					ruling_only = yes
					character = SWE_karl_kilbom
				}
			}
		}
	}
	ai_strategy = {
		type = avoid_starting_wars
		id = SWE
		value = 200
	} {
		type = befriend
		id = SWE
		value = 200
	} {
		type = alliance
		id = SWE
		value = 1000
	}
}
### Entity: Idea
Component: YUG_zmaj
Constructs: has_completed_focus, has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_zmaj = {
	picture = generic_air_manufacturer_1
	available = {
		has_completed_focus = YUG_zmaj
	}
	allowed = {
		original_tag = YUG
		has_dlc = Death or Dishonor
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		heavy_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Effect Reference
Construct: add_operation_token
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_operation_token

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Adds a specific token against against another country
add_operation_token = {
	tag = GER
	token = some_token_id
}
```
### Entity: Idea
Component: EAI_DD_19/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.19
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_singapore_strategy
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, random_owned_controlled_state, is_core_of, is_fully_controlled_by, is_coastal
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_singapore_strategy
	icon = GFX_focus_generic_singapore
	prerequisite = {
		focus = AST_solidarity_by_the_empire
	}
	relative_position_id = AST_solidarity_by_the_empire
	x = 2
	y = 1
	cost = 10
	available = {
		OR = {
			ENG = {
				controls_state = 1021
				is_in_faction_with = AST
			}
			controls_state = 1021
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				impassable = no
				is_core_of = AST
				is_fully_controlled_by = AST
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt AST_singapore_strategy_tt
		IF = {
			limit = {
				ENG = {
					controls_state = 1021
				}
			}
			ENG = {
				add_timed_idea = {
					idea = AST_singapore_strategy_idea
					days = 180
				}
			}
		}
		ELSE = {
			add_timed_idea = {
				idea = AST_singapore_strategy_idea
				days = 180
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: hon.14
Constructs: is_triggered_only, add_core_of, give_military_access, send_equipment, add_timed_idea
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.14
	title = hon.14.t
	desc = hon.14.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.14.a
		311 = {
			add_core_of = ROOT
		}
		transfer_state = 311
		give_military_access = ENG
		send_equipment = {
			target = ENG
			type = convoy
			amount = 100
		}
		add_timed_idea = {
			idea = HON_banana_boat_payment
			days = 100
		}
	}
}
### Entity: Event
Component: AUS_political_events.31
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, limit, add_opinion_modifier, has_opinion, is_fully_controlled_by, is_core_of
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.31
	title = AUS_political_events.31.t
	desc = AUS_political_events.31.desc
	picture = GFX_report_event_spain_civil_war_soldiers
	is_triggered_only = yes
	option = {
		name = AUS_political_events.31.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 10
				has_opinion = {
					target = FROM
					value = > 29
				}
			}
		}
		army_experience = 50
		FROM = {
			IF = {
				limit = {
					4 = {
						is_fully_controlled_by = FROM
						is_core_of = FROM
					}
				}
				4 = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			}
			add_tech_bonus = {
				bonus = 0.15
				uses = 1
				category = construction_tech
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
			army_experience = 50
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AUS_political_events.32
					hours = 12
				}
			}
		}
	} {
		name = AUS_political_events.31.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 3
				has_opinion = {
					target = FROM
					value = > 14
				}
			}
		}
		army_experience = 50
		FROM = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 2500
				producer = ROOT
			}
			add_tech_bonus = {
				bonus = 0.25
				uses = 1
				category = infantry_weapons
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = small_increase
			}
			army_experience = 50
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AUS_political_events.33
					hours = 12
				}
			}
		}
	} {
		name = AUS_political_events.31.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 20
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AUS_political_events.34
					hours = 12
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: RAJ_mazagon_dock_limited_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/RAJ_organization.txt

Code:
RAJ_mazagon_dock_limited_organization = {
	name = RAJ_mazagon_dock_limited_organization
	include = generic_escort_ship_organization
	icon = GFX_idea_mazagon_dock_limited
	allowed = {
		original_TAG = RAJ
		has_dlc = Together for Victory
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_27
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_27 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 27
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 27
	}
}
### Entity: Joint Focus
Component: ABDA_keep_trade_open
Constructs: has_completed_focus, prerequisite, joint_focus, has_country_flag, add_to_variable
Source: game
File: common/national_focus/abdacom_shared_branch.txt

Code:
joint_focus = {
	id = ABDA_keep_trade_open
	icon = GFX_goal_generic_trade
	prerequisite = {
		focus = ABDA_unified_naval_command
	}
	relative_position_id = ABDA_abdacom
	text_icon = ABDACOM_focus_style
	x = 2
	y = 4
	cost = 5
	available = {
		OR = {
			has_country_flag = abdacom_member
			has_completed_focus = ABDA_abdacom
		}
	}
	available_if_capitulated = no
	ai_will_do = {
		base = 1
		modifier = {
			add = 1
			original_tag = INS
		}
	}
	completion_reward_joint_originator = {
		custom_effect_tooltip = ABDA_keep_trade_open_modifier_tt
		hidden_effect = {
			add_to_variable = {
				ABDA_screening_efficiency = 0.1
			} {
				ABDA_screen_defence_factor = 0.1
			}
		}
	}
	completion_reward_joint_member = {
		custom_effect_tooltip = ABDA_keep_trade_open_modifier_tt
		hidden_effect = {
			add_to_variable = {
				ABDA_screening_efficiency = 0.1
			} {
				ABDA_screen_defence_factor = 0.1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_observation_mission
Constructs: prerequisite, has_war_with, completion_reward, has_global_flag, add_doctrine_cost_reduction, add_tech_bonus, add_ai_strategy
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_observation_mission
	available = {
		SPR_scw_in_progress = yes
		country_exists = SPA
		NOT = {
			has_war_with = SPA
		}
	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = POR_portuguese_legion
	}
	icon = GFX_goal_generic_position_armies
	x = -4
	y = 1
	relative_position_id = POR_portuguese_legion
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = POR_observation_mission
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		add_tech_bonus = {
			name = POR_observation_mission
			bonus = 0.5
			uses = 1
			category = light_air
		} {
			name = POR_observation_mission
			bonus = 0.5
			uses = 1
			category = cat_light_armor
		}
		army_experience = 10
		air_experience = 20
		hidden_effect = {
			add_ai_strategy = {
				type = befriend
				id = SPA
				value = 100
			}
			SPA = {
				add_ai_strategy = {
					type = befriend
					id = POR
					value = 100
				}
			}
		}
	}
}
### Entity: Idea
Component: EFR_STO3_idea
Constructs: is_subject_of, removal_cost
Source: game
File: common/ideas/etat_francais.txt

Code:
EFR_STO3_idea = {
	picture = EFR_STO_idea
	allowed = {
		is_subject_of = GER
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	modifier = {
		conscription = -0.015
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_expand_mazagon_dock_dlc
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_expand_mazagon_dock_dlc
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = RAJ_royal_indian_navy_dlc
	}
	x = -2
	y = 1
	relative_position_id = RAJ_royal_indian_navy_dlc
	cost = 5
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = RAJ_expand_mazagon_dock_dlc
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			if = {
				limit = {
					has_state_flag = RAJ_expand_mazagon_dock_dlc_NB
				}
				add_building_construction = {
					type = naval_base
					level = 2
					instant_build = yes
					province = 1349
				}
			}
		}
	}
	completion_reward = {
		navy_experience = 50
		random_owned_controlled_state = {
			prioritize = {
				429
			}
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			set_state_flag = RAJ_expand_mazagon_dock_dlc
			if = {
				limit = {
					state = 429
				}
				add_building_construction = {
					type = naval_base
					level = 2
					instant_build = yes
					province = 1349
				}
				set_state_flag = RAJ_expand_mazagon_dock_dlc_NB
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AAPP-6_Mechanized.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: Scripted Trigger
Component: has_200_land_doctrine_mastery
Constructs: has_200_land_doctrine_mastery, has_at_least_200_mastery_in_any_land_subdoctrine_tt, has_mastery
Source: game
File: common/scripted_triggers/POR_scripted_triggers_r56.txt

Code:
has_200_land_doctrine_mastery = {
	custom_trigger_tooltip = {
		tooltip = has_at_least_200_mastery_in_any_land_subdoctrine_tt
		OR = {
			has_mastery = {
				amount = 200
				track = infantry
			} {
				amount = 200
				track = combat_support
			} {
				amount = 200
				track = armor
			} {
				amount = 200
				track = operations
			}
		}
	}
}
### Entity: National Focus
Tree: sic_focus
Component: SIC_push_back_the_tibetans
Constructs: prerequisite, limit, completion_reward, is_subject, cancel_if_invalid, unlock_decision_tooltip, add_timed_idea, has_character
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIC_push_back_the_tibetans
	icon = GFX_focus_CHI_decisive_battles
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SIC_develop_xikang
	}
	relative_position_id = SIC_develop_xikang
	ai_will_do = {
		base = 0
	}
	available = {
		is_subject = no
	}
	will_lead_to_war_with = TIB
	bypass = {

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

	}
	completion_reward = {
		unlock_decision_tooltip = {
			decision = SIC_push_into_xikang
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = SIC_push_into_xikang_idea
			days = 365
		}
		IF = {
			limit = {
				has_character = SIC_liu_wenhui
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			SIC_liu_wenhui = {
				clr_character_flag = yes
				remove_trait = {
					trait = SIC_dubious_loyalty
				}
			}
		}
	}
}
### Entity: Event
Component: AFG_loya_jirga.2
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_country_flag, fire_only_once, add_political_power, has_idea
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = AFG_loya_jirga.2
	title = AFG_loya_jirga.2.t
	desc = AFG_loya_jirga.2.desc
	picture = GFX_report_event_AFG_loya_jirga_discussions_3
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			country_event = {
				id = AFG_loya_jirga.3
				days = 16
			}
		}
	}
	option = {
		name = AFG_loya_jirga.2.a
		add_political_power = -35
		if = {
			limit = {
				NOT = {
					has_idea = r56i_laws_security_balanced
				}
			}
			add_ideas = r56i_laws_security_balanced
			custom_effect_tooltip = r56_newline
			effect_tooltip = {
				add_power_balance_value = {
					id = AFG_power_balance
					value = -0.05
					tooltip_side = AFG_government_side
				}
			}
		}
		else = {
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.05
				tooltip_side = AFG_government_side
			}
		}
		add_to_variable = {
			AFG_loya_jirga_good_var_var = 1
		}
		ai_chance = {
			base = 100
			modifier = {
				NOT = {
					has_country_flag = AFG_win_loya_jirga
				}
				factor = 0
			}
		}
	} {
		name = AFG_loya_jirga.2.b
		add_political_power = 15
		if = {
			limit = {
				NOT = {
					has_idea = r56i_laws_security_order
				}
			}
			add_ideas = r56i_laws_security_order
			custom_effect_tooltip = r56_newline
			effect_tooltip = {
				add_power_balance_value = {
					id = AFG_power_balance
					value = -0.1
					tooltip_side = AFG_government_side
				}
			}
		}
		else = {
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		}
		add_to_variable = {
			AFG_loya_jirga_bad_var = 1
		}
		ai_chance = {
			base = 100
			modifier = {
				has_country_flag = AFG_win_loya_jirga
				factor = 0
			}
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_invest_in_our_weaker_allies
Constructs: prerequisite, limit, completion_reward, is_in_faction, is_in_faction_with, check_variable, cancel_if_invalid, every_other_country
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_invest_in_our_weaker_allies
	icon = GFX_goal_generic_build_tank
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_invite_romania
	}
	relative_position_id = FRA_invite_romania
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction = yes
		any_other_country = {
			is_in_faction_with = ROOT
			custom_trigger_tooltip = {
				tooltip = FRA_invest_in_our_weaker_allies_trigger_tt
				check_variable = {
					num_of_military_factories = < FRA.num_of_military_factories
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
				NOT = {
					is_subject_of = ROOT
				}
				check_variable = {
					num_of_military_factories = < FRA.num_of_military_factories
				}
			}
			random_owned_state = {
				limit = {
					is_core_of = PREV
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: INS_check_plan_true_historical
Constructs: has_completed_focus, has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/scripted_triggers/INS_scripted_triggers.txt

Code:
INS_check_plan_true_historical = {
	INS = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = INS_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = INS_AI_RANDOM_TRUE_HISTORICAL
			has_game_rule = {
				rule = INS_ai_behavior
				option = TRUE_HISTORICAL
			}
		}
	}
	NOT = {
		HOL = {
			has_completed_focus = HOL_taog_guarantee_colonial_loyalty
		}
	}
}