Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: afg_focus
Component: AFG_land_redistribution
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_land_redistribution
	icon = GFX_goal_agrarian_reform
	x = 4
	y = 1
	available = {
		has_government = communism
	}
	prerequisite = {
		focus = AFG_national_front AFG_soviet_expedition
	}
	relative_position_id = AFG_national_front
	ai_will_do = {
		factor = 1
	}
	cost = 5
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_stability = -0.05
		custom_effect_tooltip = r56_newline
		add_power_balance_value = {
			id = AFG_communist_power_balance
			value = 0.05
			tooltip_side = AFG_khalq_side
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: INS_volksraad_events.61
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_volksraad_events.61
	title = INS_volksraad_events.61.t
	desc = INS_volksraad_events.61.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_volksraad_events.11.a
		ai_chance = {
			base = 10
		}
		indonesia_volksraad_knil_rank_limit_effect = yes
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_send_in_the_zombies
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_send_in_the_zombies
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = CAN_commit_to_the_war
	}
	x = 3
	y = 4
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = CAN_send_in_the_zombies
	}
}
### Entity: Event
Component: belgium.96
Constructs: is_triggered_only, has_government
Source: game
File: events/BEL_events.txt

Code:
news_event = {
	id = belgium.96
	title = belgium.96.t
	desc = belgium.96.d
	picture = GFX_news_event_leopold_III_negative
	major = yes
	is_triggered_only = yes
	option = {
		name = belgium.96.a
		trigger = {
			has_government = communism
		}
	} {
		name = belgium.96.b
		trigger = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: Idea
Component: r56_LUX_red_army
Constructs: has_government
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_red_army = {
	picture = MEX_revolutionary_army
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		army_core_defence_factor = 0.15
		army_core_attack_factor = 0.075
		army_morale_factor = 0.05
		conscription = 0.01
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_military_police_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_military_police_defence_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: National Focus
Tree: spa_focus
Component: SPA_contact_the_union_militar_espanola
Constructs: prerequisite, completion_reward, has_global_flag, add_doctrine_cost_reduction, random_hours
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_contact_the_union_militar_espanola
	available = {

	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = SPA_prepare_the_carlist_insurrection
	}
	icon = GFX_goal_generic_major_alliance
	x = 0
	y = 1
	relative_position_id = SPA_prepare_the_carlist_insurrection
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = SPA_contact_the_union_militar_espanola
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		country_event = {
			id = lar_spain.33
			hours = 6
			random_hours = 6
		}
	}
}
### Entity: Idea
Component: AFG_welfare_state
Constructs: stability_factor, has_government, industrial_capacity_factory, democratic_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_welfare_state = {
	picture = MON_sheltering_refugees
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			has_government = communism fascism
		}
	}
	modifier = {
		stability_factor = 0.1
		political_power_factor = 0.05
		consumer_goods_factor = 0.05
		industrial_capacity_factory = -0.1
		production_factory_efficiency_gain_factor = 0.1
		democratic_drift = 0.01
	}
}
### Entity: Modifier Reference
Component: ARG_military_owned_state
Constructs: conscription_factor
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
ARG_military_owned_state = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_invaders_must_die
	conscription_factor = -0.02
	state_production_speed_buildings_factor = -0.1
	army_speed_factor_for_controller = -0.1
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_flexible_navy
Constructs: prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_flexible_navy
	icon = GFX_goal_generic_build_navy
	prerequisite = {
		focus = RUT_foreign_port RUT_ukrainian_shipbuilding
	}
	mutually_exclusive = {
		focus = RUT_large_navy
	}
	relative_position_id = RUT_foreign_port
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = sub_op_bonus
			cost_reduction = 0.5
			uses = 2
			category = submarine_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Component: GER_mefo_bills_modifier
Constructs: research_speed_factor, industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_mefo_bills_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ger_mefo_bills
	custom_modifier_tooltip = GER_industrial_consumer_goods_factor_tt
	consumer_goods_factor = GER_industrial_consumer_goods_factor
	civilian_intel_to_others = GER_industrial_civilian_intel_to_others
	army_intel_to_others = GER_industrial_army_intel_to_others
	navy_intel_to_others = GER_industrial_navy_intel_to_others
	airforce_intel_to_others = GER_industrial_airforce_intel_to_others
	production_speed_arms_factory_factor = GER_industrial_production_speed_arms_factory_factor
	production_speed_dockyard_factor = GER_industrial_production_speed_dockyard_factor
	industrial_capacity_factory = GER_industrial_industrial_capacity_factory
	industrial_capacity_dockyard = GER_industrial_industrial_capacity_dockyard
	production_lack_of_resource_penalty_factor = GER_industrial_production_lack_of_resource_penalty_factor
	conversion_cost_civ_to_mil_factor = GER_industrial_conversion_cost_civ_to_mil_factor
	industry_air_damage_factor = GER_industrial_industry_air_damage_factor
	research_speed_factor = GER_industrial_research_speed_factor
	industrial_concern_cost_factor = GER_industrial_industrial_concern_cost_factor
	tank_manufacturer_cost_factor = GER_industrial_capacity_tank_manufacturer_cost_factor
	naval_manufacturer_cost_factor = GER_industrial_capacity_naval_manufacturer_cost_factor
	aircraft_manufacturer_cost_factor = GER_industrial_capacity_aircraft_manufacturer_cost_factor
	materiel_manufacturer_cost_factor = GER_industrial_capacity_materiel_manufacturer_cost_factor
	military_industrial_organization_funds_gain = GER_industrial_capacity_military_industrial_organization_funds_gain
	military_industrial_organization_research_bonus = GER_industrial_capacity_military_industrial_organization_research_bonus
	production_factory_max_efficiency_factor = GER_industrial_production_factory_max_efficiency_factor
	production_factory_efficiency_gain_factor = GER_industrial_production_factory_efficiency_gain_factor
	production_factory_start_efficiency_factor = GER_industrial_production_factory_start_efficiency_factor
	line_change_production_efficiency_factor = GER_industrial_line_change_production_efficiency_factor
	equipment_conversion_speed = GER_industrial_equipment_conversion_speed
	consumer_goods_expected_value = GER_industrial_consumer_goods_expected_value
}
### Entity: Event
Component: bftb_turkey.143
Constructs: is_triggered_only
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.143
	hidden = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			BUL = {
				country_event = generic.5
			}
		}
	}
}
### Entity: Idea
Component: GRE_friendly_monarchists
Constructs: stability_factor, check_variable, removal_cost, conscription_factor
Source: game
File: common/ideas/greece.txt

Code:
GRE_friendly_monarchists = {
	allowed = {
		always = no
	}
	cancel = {
		NOT = {
			check_variable = {
				GRE_monarchist_loyalty = 1
				compare = equals
			}
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		conscription_factor = 0.15
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.63
Constructs: is_triggered_only, ai_chance, add_core_of, add_autonomy_score
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.63
	title = wuw_GER_diplomacy.63.t
	desc = wuw_GER_diplomacy.63.desc
	picture = GFX_report_event_DEN_danish_politics
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			912 = {
				transfer_state_to = FROM
				add_core_of = FROM
			}
		}
	}
	option = {
		name = wuw_GER_diplomacy.63.a
		ai_chance = {
			base = 100
		}
		add_autonomy_score = {
			value = 100
			localization = GER_seized_north_schleswig
		}
		effect_tooltip = {
			912 = {
				transfer_state_to = FROM
				add_core_of = FROM
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/TOG_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 1951
	division_template = Infantry Division
	start_experience_factor = 0.5
}
### Entity: Event
Component: r56_afghanistan.26
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.26
	picture = GFX_report_event_AFG_pamir_flight_disappears
	title = r56_afghanistan.26.t
	desc = r56_afghanistan.26.d
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			country_event = {
				id = r56_afghanistan.27
				days = 18
			}
		}
	}
	option = {
		name = r56_afghanistan.26.a
	}
}
### Entity: Character
Component: RNG_sun_dianying
Source: game
File: common/characters/RNG.txt

Code:
RNG_sun_dianying = {
	name = RNG_sun_dianying
	portraits = {
		civilian = {
			large = GFX_portrait_RNG_sun_dianying
			small = GFX_portrait_RNG_sun_dianying_civilian_small
		}
		army = {
			small = GFX_portrait_RNG_sun_dianying_military_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			CHI_bandit_warlord
		}
		expire = 1950.1.1.1
		id = -1
	} {
		ideology = fascism_ideology
		traits = {
			CHI_bandit_warlord
		}
		expire = 1950.1.1.1
		id = -1
	}
}
### Entity: Idea
Component: JAP_anti_communist_volunteers
Constructs: has_government, removal_cost, send_volunteer_size, send_volunteer_divisions_required
Source: game
File: common/ideas/japan.txt

Code:
JAP_anti_communist_volunteers = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	rule = {
		can_send_volunteers = yes
	}
	modifier = {
		send_volunteer_size = 3
		send_volunteer_divisions_required = -1
	}
}
### Entity: AI Strategy
Component: CHI_you_should_be_prepared_for_war
Constructs: is_literally_china, has_dlc, force_build_armies
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_you_should_be_prepared_for_war = {
	allowed = {
		is_literally_china = yes
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	enable = {
		date = < 1938.6.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_build_armies
		value = 100
	}
}
### Entity: Idea
Component: EAI_DD_8/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Character
Component: ITA_alberto_pariani
Constructs: has_completed_focus
Source: game
File: common/characters/ITA.txt

Code:
ITA_alberto_pariani = {
	name = ITA_alberto_pariani
	portraits = {
		army = {
			small = GFX_portrait_ITA_alberto_pariani_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = ITA_alberto_pariani
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			has_completed_focus = ITA_a_bandits_war
		}
		traits = {
			army_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Idea
Component: IRQ_british_overseas_airway_corporation
Constructs: has_war_with, has_dlc, research_bonus
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_british_overseas_airway_corporation = {
	picture = IRQ_british_overseas_airway_corporation
	allowed = {
		original_tag = IRQ
		has_dlc = Graveyard of Empires
	}
	available = {
		NOT = {
			has_war_with = ENG
		}
	}
	visible = {

	}
	research_bonus = {
		air_equipment = 0.05
	}
	ai_will_do = {
		base = 1
	}
	traits = {
		civilian_airway_company
	}
	modifier = {

	}
}
### Entity: Idea
Component: POR_looming_economic_disaster
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_looming_economic_disaster = {
	picture = generic_production_bonus
	allowed = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		stability_weekly = -0.005
		production_speed_buildings_factor = 0.125
		production_factory_efficiency_gain_factor = 0.15
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_get_distance_score
Constructs: limit, has_country_flag, set_temp_variable, is_neighbor, check_variable, add_to_temp_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_get_distance_score = {
	set_temp_variable = {
		state_best_distance = 100000
	} {
		is_neighbor = 0
	} {
		distance_score_factor = state_best_distance
	} {
		_scale_to_min_max = 0
	}
	for_each_scope_loop = {
		array = _AIRBASE_get_best_target_on_TARGET_COUNTRIES
		for_each_loop = {
			array = controlled_states
			var:v = {
				var:tmp_potential_target_state = {
					if = {
						limit = {
							check_variable = {
								distance_to@PREV = < state_best_distance
							}
						}
						set_temp_variable = {
							state_best_distance = distance_to@PREV
						}
					} {
						limit = {
							any_neighbor_state = {
								state = var:v
							}
						}
						set_temp_variable = {
							is_neighbor = 1
						}
					}
				}
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				is_neighbor = 1
			}
		}
		set_temp_variable = {
			state_best_distance = 0
		}
	} {
		limit = {
			ROOT = {
				has_country_flag = EAI_PC_AIRBASE_score_logging
			}
		}
		log = [this.getname] - distance_score_factor [?distance_score_factor] - weight [?EAI_PC_AIRBASE_get_distance_score_WEIGHT]
	}
	clamp_temp_variable = {
		var = distance_score_factor
		min = 0
		max = _preferred_max_distance
	} {
		var = distance_score_factor
		min = 0.0
		max = 1.0
	}
	divide_temp_variable = {
		distance_score_factor = _preferred_max_distance
	}
	multiply_temp_variable = {
		distance_score_factor = -1
	}
	add_to_temp_variable = {
		distance_score_factor = 1
	}
	add_to_temp_array = {
		modifier_score_factors = distance_score_factor
	} {
		modifier_score_weights = EAI_PC_AIRBASE_get_distance_score_WEIGHT
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_98
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_98 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 98
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 98
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_the_three_year_plan
Constructs: prerequisite, has_war, completion_reward, enable_automatic_bypass, add_timed_idea
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_the_three_year_plan
	icon = GFX_focus_CHI_planned_economy
	prerequisite = {
		focus = CHI_promote_the_national_currency
	}
	x = 0
	y = 1
	relative_position_id = CHI_promote_the_national_currency
	cost = 10
	enable_automatic_bypass = no
	available = {
		has_war = no
	}
	bypass = {
		has_war = yes
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_timed_idea = {
			idea = CHI_the_three_year_plan
			days = 1095
		}
	}
}
### Entity: Unit Template
Component: SPR_CV_HISTORICAL
Source: game
File: common/units/names_ships/SPR_ship_names.txt

Code:
SPR_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		SPR
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = ARE 
	fallback_name = Portaaviones %d
	unique = {
		Dédalo Príncipe de Asturias República Victoria
	}
}
### Entity: Trigger Reference
Construct: has_attache_from
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_attache_from

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

```
Has attaché from specified country
```
### Entity: Character
Component: CMR_pot
Source: game
File: common/characters/CMR.txt

Code:
CMR_pot = {
	advisor = {
		slot = political_advisor
		idea_token = CMR_pot
		allowed = {
			original_tag = CMR
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Event
Component: SEA_japan_popup_events.9
Constructs: is_triggered_only, ai_chance, has_government, add_stability, fire_only_once, add_political_power, has_country_leader, set_politics
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.9
	title = SEA_japan_popup_events.9.t
	desc = SEA_japan_popup_events.9.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.9.a
		ai_chance = {
			base = 100
		}
		add_stability = 0.05
		add_political_power = 50
	} {
		name = SEA_japan_popup_events.9.b
		ai_chance = {
			base = 0
		}
		trigger = {
			has_government = neutrality
			OR = {
				has_country_leader = {
					ruling_only = yes
					character = JAP_emperor_yasuhito
				} {
					ruling_only = yes
					character = JAP_sadao_araki
				}
			}
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
			long_name = JAP_fascism_party_kodoha_long
			name = JAP_fascism_party_kodoha
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = fascism
			popularity = 0.35
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_reform_the_agricultural_system
Constructs: prerequisite, completion_reward, has_dynamic_modifier, cancel_if_invalid, add_to_variable, remove_agrarian_society_if_void
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_reform_the_agricultural_system
	icon = GFX_focus_generic_farmland
	prerequisite = {
		focus = RAJ_the_mughal_uprising
	}
	x = -2
	y = 1
	relative_position_id = RAJ_the_mughal_uprising
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		NOT = {
			has_dynamic_modifier = {
				modifier = idea_RAJ_agrarian_society
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	} {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		try_build_civ_in_core_otherwise_build_in_controlled = yes
		custom_effect_tooltip = RAJ_relax_agrarian_society_criteria_tt
		add_to_variable = {
			RAJ_agrarian_society_conscription_factor = 0.09
			tooltip = conscription_factor_tt
		} {
			RAJ_agrarian_society_mobilization_speed = 0.09
			tooltip = mobilization_speed_tt
		} {
			RAJ_agrarian_society_mobilization_laws_cost_factor = -0.27
			tooltip = mobilization_laws_cost_factor_tt
		}
		remove_agrarian_society_if_void = yes
	}
}
### Entity: Event
Component: lar_news.9
Constructs: is_triggered_only, has_government
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.9
	title = lar_news.9.t
	desc = lar_news.9.desc
	picture = GFX_news_event_generic_rally2
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.9.a
		trigger = {
			has_government = neutrality
		}
	} {
		name = lar_news.9.b
		trigger = {
			has_government = communism
			NOT = {
				tag = FRA
			}
		}
	} {
		name = lar_news.9.c
		trigger = {
			has_government = democratic
		}
	} {
		name = lar_news.9.e
		trigger = {
			has_government = fascism
		}
	} {
		name = lar_news.9.d
		trigger = {
			tag = FRA
		}
	}
}
### Entity: Game Rule
Component: oceania_colonization_status
Source: game
File: common/game_rules/00_game_rules.txt

Code:
oceania_colonization_status = {
	name = OCEANIA_COLONIZATION_STATUS
	required_dlc = Man the Guns
	group = RULE_GROUP_GAME_SETUP
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_COLONIZATION_DESC
	}
	option = {
		name = OCEANIA_DECOLONIZED
		text = RULE_OPTION_OCEANIA_DECOLONIZED
		desc = RULE_OPTION_OCEANIA_DECOLONIZED_DESC
	} {
		name = OCEANIA_UNITED
		text = RULE_OPTION_OCEANIA_UNITED
		desc = RULE_OPTION_OCEANIA_UNITED_DESC
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_invite_yugoslavia
Constructs: prerequisite, has_war, has_government, completion_reward, is_faction_leader, is_subject, is_in_faction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_invite_yugoslavia
	icon = GFX_goal_generic_befriend_yugoslavia
	prerequisite = {
		focus = CZE_revive_little_entente
	}
	relative_position_id = CZE_revive_little_entente
	x = -1
	y = 1
	cost = 10
	available = {
		is_faction_leader = yes
		has_war = no
		YUG = {
			exists = yes
			OR = {
				has_government = neutrality democratic
			}
		}
	}
	bypass = {
		YUG = {
			OR = {
				exists = no
				is_subject = yes
				has_war = yes
				is_in_faction = yes
			}
		}
	}
	ai_will_do = {
		factor = 0.3
	}
	completion_reward = {
		YUG = {
			country_event = CZE.331
		}
		custom_effect_tooltip = if_they_accept_tt CZE_invite_yugoslavia_tooltip_reward
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Wiki Documentation
Construct: Transporting_goods
Source: wiki
File: wiki/Trade.html

Doc:
Transporting goods[edit]
Overseas trade requires Convoys, which are vulnerable to enemy action.

Distance to the trade partner seems to be reflected in the trade screen as a modifier that is high for nearby countries and low for distant countries. This may affect the effectiveness of convoys, but no specifics have been shown yet.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Trade&oldid=2467"