Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: EAI_DD_19/light_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/light_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: BUL_bzns_low_popularity_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_bzns_low_popularity_decrease_effect = {
	custom_effect_tooltip = BUL_bzns_tt BUL_low_popularity_decrease_tt
	add_to_variable = {
		BUL_bzns_popularity = BUL_faction_low_decrease
	}
	clamp_variable = {
		var = BUL_bzns_popularity
		min = 0
		max = 100
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_naval_attrition
Constructs: prerequisite, completion_reward, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_naval_attrition
	icon = GFX_goal_generic_navy_submarine
	relative_position_id = VEN_the_big_guns
	x = 1
	y = 1
	cost = 7.2
	prerequisite = {
		focus = VEN_the_big_guns VEN_carrier_development
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = VEN_naval_attrition
			bonus = 1
			uses = 1
			category = ss_tech
		} {
			name = ss_bonus
			bonus = 1
			uses = 1
			technology = basic_submarine_snorkel improved_submarine_snorkel
		}
	}
}
### Entity: Character
Component: PER_sky_guy
Source: game
File: common/characters/PER.txt

Code:
PER_sky_guy = {
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = PER_sky_guy
		ledger = air
		allowed = {
			original_tag = PER
		}
		traits = {
			air_close_air_support_3
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: MON_dashdorj
Source: game
File: common/characters/MON.txt

Code:
MON_dashdorj = {
	advisor = {
		slot = navy_chief
		idea_token = MON_dashdorj
		allowed = {
			original_tag = MON
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MON_dashdorj
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Abolish_the_Unions
Constructs: prerequisite, limit, add_ideas, has_government, add_stability, completion_reward
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Abolish_the_Unions
	icon = GFX_focus_generic_full_employment
	cost = 5
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = DEN_Deregulate_Banking DEN_Shatter_the_Hammer
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	x = 2
	y = 2
	relative_position_id = DEN_Conservative_Majority
	completion_reward = {
		add_stability = 0.05
		if = {
			limit = {
				has_government = fascism
			}
			add_ideas = den_abolish_unions
		}
		else = {
			add_ideas = den_restrict_unions
		}
	}
}
### Entity: Event
Component: PER_communist_events.11
Constructs: is_triggered_only, ai_chance, has_war, fire_only_once, is_in_faction_with, random_days
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_communist_events.11
	title = PER_communist_events.11.t
	desc = PER_communist_events.11.desc
	picture = GFX_report_event_radar_01
	fire_only_once = no
	is_triggered_only = yes
	option = {
		name = PER_communist_events.11.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war = yes
			} {
				factor = 5
				is_in_faction_with = FROM
			}
		}
		FROM = {
			country_event = {
				id = PER_communist_events.12
				days = 7
				random_days = 3
			}
			event_option_tooltip = PER_communist_events.12.a
		}
	} {
		name = PER_communist_events.11.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = PER_communist_events.13
				days = 7
				random_days = 3
			}
		}
	}
}
### Entity: Event
Component: wtt_germany.18
Constructs: is_triggered_only, division_template, limit, add_war_support, add_stability, add_political_power, set_global_flag, add_popularity
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.18
	title = wtt_germany.18.t
	desc = wtt_germany.18.d
	picture = GFX_report_event_fascists_posing
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			news_event = {
				id = wtt_news.8
				hours = 14
			}
			set_global_flag = GER_civil_war_end
		}
	}
	option = {
		name = wtt_germany.18.a
		add_stability = 0.05
		add_war_support = -0.1
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		}
		delete_unit_template_and_units = {
			division_template = Landsturmregiment
		}
		IF = {
			limit = {
				is_faction_leader = yes
			}
			leave_faction = yes
		} {
			limit = {
				OR = {
					has_idea = GER_bismarckjugend_idea GER_eiserne_front_idea
				}
			}
			country_event = {
				id = wuw_GER_civil_war.4
			}
		}
		set_party_name = {
			ideology = fascism
			long_name = GER_black_front_long
			name = GER_black_front
		}
		hidden_effect = {
			IF = {
				limit = {
					has_dlc = Gotterdammerung
				}
				GER_otto_strasser = {
					add_country_leader_role = {
						promote_leader = yes
						country_leader = {
							ideology = nazism
							expire = 1974.1.1.1
							traits = {
								GER_revolutionary_nationalist
							}
						}
					}
				}
				set_country_flag = GER_strasserism_relevant_in_germany_flag
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		country_event = {
			id = wuw_GER_civil_war.9
			hours = 12
			random_hours = 24
		}
	} {
		name = wtt_germany.18.b
		add_political_power = 75
		add_war_support = -0.1
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		set_country_flag = GER_imprisoned_fascist_leadership
		delete_unit_template_and_units = {
			division_template = Landsturmregiment
		}
		IF = {
			limit = {
				is_faction_leader = yes
			}
			leave_faction = yes
		} {
			limit = {
				OR = {
					has_idea = GER_bismarckjugend_idea GER_eiserne_front_idea
				}
			}
			country_event = {
				id = wuw_GER_civil_war.4
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		country_event = {
			id = wuw_GER_civil_war.9
			hours = 12
			random_hours = 24
		}
	}
}
### Entity: Event
Component: LaR_france_vichy_notification_events.10
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = LaR_france_vichy_notification_events.10
	title = LaR_france_vichy_notification_events.10.t
	desc = LaR_france_vichy_notification_events.7.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = LaR_france_vichy_notification_events.7.a
		ai_chance = {
			factor = 100
		}
		effect_tooltip = {
			FRA = {
				FRA_transfer_western_africa_effect = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_INVASION_clear_operation
Constructs: limit, has_country_flag, clr_country_flag, clear_variable, clear_array
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_INVASION_effects.txt

Code:
EAI_MILITARY_INVASION_clear_operation = {
	if = {
		limit = {
			has_country_flag = EAI_invasion_operations_logging
		}
		log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_INVASION_clear_operation
	}
	EAI_MILITARY_clear_this_strategy = yes
	clr_country_flag = EAI_MILITARY_INVASION_min_duration EAI_MILITARY_INVASION_planning_phase EAI_MILITARY_INVASION_execution_phase EAI_MILITARY_INVASION_rapid_phase EAI_MILITARY_INVASION_init EAI_MILITARY_INVASION_cooldown_init
	clear_variable = EAI_MILITARY_INVASION_leader EAI_MILITARY_INVASION_operation_id EAI_MILITARY_INVASION_target_control_pct EAI_MILITARY_INVASION_failed_progress_weeks EAI_MILITARY_INVASION_prev_our_control_pct
	clear_array = EAI_MILITARY_INVASION_allied_countries EAI_MILITARY_INVASION_target_countries EAI_MILITARY_INVASION_states EAI_MILITARY_INVASION_staging_areas EAI_MILITARY_INVASION_sea_regions EAI_MILITARY_INVASION_air_regions EAI_MILITARY_INVASION_objectives EAI_MILITARY_INVASION_operation_start_days EAI_MILITARY_INVASION_cooldowns
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_develop_colonial_dockyards
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction, set_state_flag
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_develop_colonial_dockyards
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = FRA_colonial_naval_bases
	}
	x = 0
	y = 1
	relative_position_id = FRA_colonial_naval_bases
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		459 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
				set_state_flag = FRA_colonial_dockyards
			}
		}
		272 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
				set_state_flag = FRA_colonial_dockyards
			}
		}
		286 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
				set_state_flag = FRA_colonial_dockyards
			}
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_aluminium_company_of_canada
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_resource
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_aluminium_company_of_canada
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = CAN_supply_the_empire
	}
	x = -2
	y = 4
	relative_position_id = CAN_strengthen_the_commonwealth_ties
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		controls_state = 682 863 468
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		682 = {
			add_resource = {
				type = aluminium
				amount = 20
			}
		}
		863 = {
			add_resource = {
				type = aluminium
				amount = 8
			}
		}
		468 = {
			add_resource = {
				type = aluminium
				amount = 8
			}
		}
	}
}
### Entity: Event
Component: rt56.balkan_pact.4
Constructs: is_triggered_only, ai_chance, limit, has_government, has_country_flag, has_opinion, set_country_flag, every_other_country
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.balkan_pact.4
	title = rt56.balkan_pact.4.t
	desc = rt56.balkan_pact.4.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.balkan_pact.4.a
		ai_chance = {
			base = 2
			modifier = {
				has_government = neutrality
				factor = 2
			} {
				has_opinion = {
					target = ROM
					value = > 45
				}
				factor = 2
			}
		}
		set_country_flag = BUL_renounced_territorial_ambitions
		effect_tooltip = {
			custom_effect_tooltip = ROM_sign_the_balkan_pact_tt
			every_other_country = {
				limit = {
					has_country_flag = RT56_balkan_pact_member
				}
				diplomatic_relation = {
					country = BUL
					relation = non_aggression_pact
					active = yes
				}
			}
		}
		77 = {
			remove_claim_by = BUL
		}
		106 = {
			remove_claim_by = BUL
		}
		803 = {
			remove_claim_by = BUL
		}
		731 = {
			remove_claim_by = BUL
		}
		184 = {
			remove_claim_by = BUL
		}
		every_other_country = {
			limit = {
				has_country_flag = RT56_balkan_pact_member
				NOT = {
					original_tag = BUL
				}
			}
			country_event = {
				days = 2
				id = rt56.balkan_pact.5
			}
		}
		BUL = {
			set_country_flag = RT56_balkan_pact_member
		}
	} {
		name = rt56.balkan_pact.4b
		ai_chance = {
			base = 2
			modifier = {
				factor = 3
				OR = {
					has_government = fascism communism
				}
			} {
				factor = 10
				has_wargoal_against = FROM
			} {
				factor = 10
				any_other_country = {
					has_idea = r56_YUG_balkan_pact
					has_wargoal_against = ROOT
				}
			}
		}
		effect_tooltip = {
			ROM = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = BUL
				}
			}
		}
		FROM = {
			country_event = {
				days = 2
				id = rt56.balkan_pact.6
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_continue_british_arms_shipments
Constructs: add_equipment_to_stockpile, prerequisite, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_continue_british_arms_shipments
	icon = GFX_goal_generic_gun_purchase
	relative_position_id = EGY_commonwealth_research_cooperation
	x = 1
	y = 1
	cost = 7.2
	prerequisite = {
		focus = EGY_commonwealth_research_cooperation
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 3000
			producer = ENG
		}
		add_opinion_modifier = {
			target = ENG
			modifier = RAJ_Weapon_Shipments
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.170
Constructs: is_triggered_only, ai_chance, has_war_with, is_on_continent, is_in_faction_with, has_opinion, annex_country
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.170
	title = JUNO_brazil_events.170.t
	desc = JUNO_brazil_events.170.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.170.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_war_with = FROM
					capital_scope = {
						NOT = {
							is_on_continent = south_america
						}
					}
					NOT = {
						is_in_faction_with = FROM
					}
				}
			} {
				factor = 10
				has_opinion = {
					target = FROM
					value = > 80
				}
			}
		}
		effect_tooltip = {
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = JUNO_brazil_events.171
				hours = 1
			}
		}
	} {
		name = JUNO_brazil_events.170.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = JUNO_brazil_events.172
				hours = 1
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_air_base_expansion
Constructs: limit, completion_reward, random_owned_controlled_state, add_building_construction, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_air_base_expansion
	icon = GFX_focus_IRQ_airforce
	x = 15
	y = 0
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = FRA_interwar_experience
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		air_experience = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Technology
Component: mountain_gun
Constructs: research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	artillery_brigade = {
		mountain = {
			attack = 0.08
			movement = 0.15
		}
	}
	anti_tank_brigade = {
		mountain = {
			attack = 0.08
			movement = 0.15
		}
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_indoctrination_focus
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_indoctrination_focus
	icon = GFX_focus_prc_agrarian_socialism
	prerequisite = {
		focus = BHU_mobilization_of_the_masses
	}
	relative_position_id = BHU_mobilization_of_the_masses
	x = -3
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 150
		add_ideas = indoctrination_focus
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: CHL_political_events.42
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, add_political_power, add_popularity, set_cosmetic_tag
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.42
	title = CHL_political_events.42.t
	desc = CHL_political_events.42.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.42.a
		ai_chance = {
			base = 100
		}
		GER = {
			puppet = URG
		}
		URG = {
			add_popularity = {
				ideology = fascism
				popularity = 0.2
			}
			add_war_support = 0.1
			add_stability = -0.2
			set_cosmetic_tag = URG_german
		}
		add_political_power = 120
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.64
Constructs: is_triggered_only, limit, fire_only_once, annex_country, every_state, is_core_of, add_core_of
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.64
	title = SEA_japan_foreign_policy.64.t
	desc = SEA_japan_foreign_policy.64.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.64.a
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
		every_state = {
			limit = {
				is_core_of = FROM
			}
			add_core_of = ROOT
		}
	}
}
### Entity: Event
Component: mongol_soviet_puppet.10
Constructs: is_triggered_only, add_stability, add_political_power
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_soviet_puppet.10
	title = mongol_soviet_puppet.10.t
	desc = mongol_soviet_puppet.10.d
	picture = GFX_report_event_tur_the_montreux_convention
	is_triggered_only = yes
	option = {
		name = mongol_soviet_puppet.10.a
		add_political_power = 50
		add_stability = 0.03
	}
}
### Entity: Event
Component: rt56.rom_west.2
Constructs: is_triggered_only
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_west.2
	title = rt56.rom_west.2.t
	desc = rt56.rom_west.2.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_west.2.a
		FROM = {
			diplomatic_relation = {
				country = ROOT
				relation = guarantee
				active = yes
			}
		}
	}
}
### Entity: Event
Component: r56_afghanistan.67
Constructs: is_triggered_only, has_completed_focus, division_template, create_country_leader, limit, every_country, has_war_with, add_war_support
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.67
	picture = GFX_report_event_AFG_peshawar_conference
	title = r56_afghanistan.67.t
	desc = r56_afghanistan.67.d
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = r56_afghanistan.67.a
		if = {
			limit = {
				ROOT = {
					has_country_flag = gave_autonomy_to_NWFP
					controls_state = 442
				}
			}
			hidden_effect = {
				create_dynamic_country = {
					original_tag = AFG
					save_event_target_as = released_nation_target
					add_state_core = 442
					transfer_state = 442
					give_military_access = ROOT
					every_state = {
						limit = {
							is_owned_and_controlled_by = AFG
						}
						remove_core_of = PREV
					}
					every_country = {
						limit = {
							is_subject = yes
							has_country_flag = accepted_NFP_self_determination_cflag
						}
						diplomatic_relation = {
							country = PREV
							relation = guarantee
							active = yes
						} {
							country = PREV
							relation = non_aggression_pact
							active = yes
						}
						PREV = {
							give_military_access = ROOT
						}
					} {
						limit = {
							is_subject = no
							has_country_flag = accepted_NFP_self_determination_cflag
						}
						set_autonomy = {
							target = PREV
							autonomy_state = autonomy_integrated_puppet
						}
					}
					division_template = {
						name = Khudai Khidmatgar
						priority = 1
						division_names_group = AFG_INF_01
						regiments = {
							irregular_infantry = {
								x = 0
								y = 0
							} {
								x = 0
								y = 1
							} {
								x = 0
								y = 2
							} {
								x = 1
								y = 0
							} {
								x = 1
								y = 1
							} {
								x = 1
								y = 2
							}
						}
					}
					set_cosmetic_tag = NFP
					442 = {
						create_unit = {
							division = name = "Khudai Khidmatgar" division_template = "Khudai Khidmatgar" start_experience_factor = 0.1
							owner = PREV
							count = 3
						}
					}
					set_politics = {
						ruling_party = neutrality
						elections_allowed = no
						long_name = Khudai Khidmatgar
						name = Khudai Khidmatgar
					}
					set_popularities = {
						democratic = 20
						neutrality = 65
						fascism = 10
						communism = 5
					}
					create_country_leader = {
						name = Abdul Ghaffar Khan
						picture = GFX_Portrait_NFP_abdul_ghaffar_khan
						expire = 1965.1.1
						ideology = social_nation
# ... (truncated)
### Entity: Event
Component: arabia.3
Constructs: is_triggered_only, add_opinion_modifier, create_wargoal, take_state
Source: game
File: events/Saudi.txt

Code:
country_event = {
	id = arabia.3
	title = arabia.3.t
	desc = arabia.3.d
	picture = GFX_report_event_polish_cult
	is_triggered_only = yes
	option = {
		name = arabia.3.a
		add_opinion_modifier = {
			target = FROM
			modifier = sau_trade_broken
		}
		create_wargoal = {
			type = take_state
			target = FROM
			generator = {
				656 658 659 765
			}
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_support_bonus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_support_bonus
	icon = GFX_goal_machine_gun
	prerequisite = {
		focus = RUT_equipment_effort
	} {
		focus = RUT_mountain_brigades
	}
	mutually_exclusive = {
		focus = RUT_offensive_weapons_focus
	}
	x = -4
	y = 2
	relative_position_id = RUT_carpathian_sich
	cost = 10
	ai_will_do = {
		factor = 60
	}
	completion_reward = {
		add_tech_bonus = {
			name = RUT_support_bonus
			bonus = 1
			uses = 1
			category = logistics_tech engineers_tech
		} {
			name = RUT_support_bonus
			bonus = 1
			uses = 1
			technology = support_weapons2 support_weapons3
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: State History
Component: 1105
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1105-South Kyushu.txt

Code:
state = {
	id = 1105
	name = STATE_1105
	manpower = 3023000
	state_category = rural
	resources = {
		chromium = 20
	}
	history = {
		owner = JAP
		add_core_of = JAP
		add_to_array = {
			state_victory_points = 4102
		} {
			state_victory_points = 1020
		}
		buildings = {
			infrastructure = 2
			dockyard = 1
			industrial_complex = 1
		}
		victory_points = {
			4102 15
		} {
			1020 2
		}
	}
	provinces = {
		1020 1183 4102 4198 7178 11949 12006 12032
	}
	local_supplies = 10.0
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_adopt_collectivization_policies
Constructs: prerequisite, add_stability, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_adopt_collectivization_policies
	icon = GFX_focus_SOV_merge_plants
	relative_position_id = EGY_join_the_comintern
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_join_the_comintern
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = -0.02
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
		} {
			add_extra_state_shared_building_slots = 1
		} {
			add_extra_state_shared_building_slots = 1
		} {
			add_extra_state_shared_building_slots = 1
		}
	}
}
### Entity: Country History
Country: SAN
Component: SAN_army
Source: game
File: history/countries/SAN - San Marino.txt

Code:
# OOB & Army Setup for SAN
oob = empty