Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: lar_news.18
Constructs: is_triggered_only, create_country_leader, limit, has_country_flag, has_global_flag
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.18
	title = lar_news.17.t
	desc = lar_news.18.desc
	picture = GFX_news_event_royal_visit
	major = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					original_tag = SPR
				}
				if = {
					limit = {
						has_country_flag = SPB_xavier_king
					}
					create_country_leader = {
						name = Javier I
						desc = POLITICS_JAVIER_I_DESC
						picture = GFX_portrait_SPA_xavier_of_bourbon_parma
						expire = 1965.1.1
						ideology = despotism
						traits = {
							the_sacred_king
						}
					}
				} {
					limit = {
						NOT = {
							has_country_flag = SPB_xavier_king
						} {
							has_global_flag = SPB_alfonso_xiii_dead
						}
					}
					create_country_leader = {
						name = Alfonso XIII
						desc = POLITICS_ALFONSO_XIII_DESC
						picture = GFX_portrait_SPA_alfonso_xiii
						expire = 1965.1.1
						ideology = despotism
						traits = {
							disgraced_monarch
						}
					}
				} {
					limit = {
						NOT = {
							has_country_flag = SPB_xavier_king
						}
						has_global_flag = SPB_alfonso_xiii_dead
					}
					create_country_leader = {
						name = Jaime IV
						desc = POLITICS_JAIME_IV_DESC
						picture = GFX_portrait_fra_infante_jaime
						expire = 1965.1.1
						ideology = despotism
						traits = {
							the_legitimist
						}
					}
				}
			}
		}
	}
	option = {
		name = lar_news.18.a
		trigger = {
			original_tag = SPR
		}
		effect_tooltip = {
			if = {
				limit = {
					has_country_flag = SPB_xavier_king
				}
				create_country_leader = {
					name = Javier I
					desc = POLITICS_JAVIER_I_DESC
					picture = GFX_portrait_SPA_xavier_of_bourbon_parma
					expire = 1965.1.1
					ideology = despotism
					traits = {
						the_sacred_king
					}
				}
			} {
				limit = {
					NOT = {
						has_country_flag = SPB_xavier_king
					} {
						has_global_flag = SPB_alfonso_xiii_dead
					}
				}
				create_country_leader = {
					name = Alfonso XIII
					desc = POLITICS_ALFONSO_XIII_DESC
					picture = GFX_portrait_SPA_alfonso_xiii
					expire = 1965.1.1
					ideology = despotism
					traits = {
						disgraced_monarch
					}
				}
			} {
				limit = {
					NOT = {
						has_country_flag = SPB_xavier_king
					}
					has_global_flag = SPB_alfonso_xiii_dead
				}
				create_country_leader = {
					name = Jaime IV
					desc = POLITICS_JAIME_IV_DESC
					picture = G
# ... (truncated)
### Entity: National Focus
Tree: isr_focus
Component: ISR_suez_crisis
Constructs: has_completed_focus, add_war_support, has_country_flag, completion_reward, has_global_flag, allow_branch
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_suez_crisis
	icon = GFX_focus_generic_the_suez
	relative_position_id = ISR_revolution
	x = 30
	y = 0
	offset = {
		trigger = {
			has_global_flag = MPL_jerusalem_conference
		}
		x = 25
		y = 3
	} {
		trigger = {
			has_completed_focus = ISR_irgun_in_power
		}
		x = -19
	} {
		trigger = {
			has_completed_focus = ISR_irgun_in_power
			has_global_flag = MPL_jerusalem_conference
		}
		x = -18
		y = -1
	}
	cost = 5
	allow_branch = {
		has_country_flag = ISR_suez_crisis_flag
	}
	completion_reward = {
		add_war_support = 0.05
	}
}
### Entity: Idea
Component: ITA_astaldi_improved
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
ITA_astaldi_improved = {
	name = ITA_astaldi
	picture = ITA_astaldi
	allowed = {
		original_tag = ITA
	}
	visible = {
		has_completed_focus = ITA_new_industrialization_program ITA_modernize_the_mezzogiorno
	}
	available = {
		controls_state = 2
		ITA_is_southern_designer_improved = yes
	}
	traits = {
		construction_company
	}
	research_bonus = {
		electronics = 0.1
	}
	modifier = {
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_dockyard_factor = 0.1
	}
}
### Entity: Idea
Component: CHI_confucian_opposition5
Constructs: stability_factor, industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_confucian_opposition5 = {
	picture = chi_war_of_resistance3
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		industrial_capacity_factory = -0.1
		conscription_factor = -0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Scripted Trigger
Component: EAI_STR_tech_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_STR_tech_focus = {
	date = > 1936.7.1
	num_of_military_factories = > 25
	check_variable = {
		EAI_FOCUS/AIR/strategic_bomber = global.EAI_ON
	}
	OR = {
		EAI_major_country = yes
		date = > 1939.1.1
	}
}
### Entity: Event
Component: lar_spain.78
Constructs: is_triggered_only, create_country_leader
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.78
	title = lar_spain.78.t
	desc = lar_spain.78.desc
	picture = GFX_report_event_spr_plane_crash
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			kill_country_leader = yes
			create_country_leader = {
				name = Military Junta
				desc = POLITICS_MILITARY_JUNTA_DESC
				picture = GFX_portrait_SPA_military_junta
				expire = 1965.1.1
				ideology = despotism
				traits = {
					divided_interests
				}
			}
		}
	}
	option = {
		name = lar_spain.78.a
		effect_tooltip = {
			custom_effect_tooltip = lar_spain.78_tt
			hidden_effect = {
				kill_country_leader = yes
			}
			create_country_leader = {
				name = Military Junta
				desc = POLITICS_MILITARY_JUNTA_DESC
				picture = GFX_portrait_SPA_military_junta
				expire = 1965.1.1
				ideology = despotism
				traits = {
					divided_interests
				}
			}
		}
	}
}
### Entity: Decision
Component: FRA_decolonization
Constructs: has_war, limit, has_country_flag, is_controlled_by, every_state, is_core_of, add_resistance_target
Source: game
File: common/decisions/FRA.txt

Code:
FRA_decolonization = {
	FRA_independence_for_syria_mission = {
		available = {
			country_exists = LEB SYR
		}
		activation = {
			has_country_flag = FRA_syria_promised_independence
			has_war = no
			NOT = {
				country_exists = SYR LEB
			}
			680 = {
				is_controlled_by = ROOT
			}
			677 = {
				is_controlled_by = ROOT
			}
			554 = {
				is_controlled_by = ROOT
			}
			553 = {
				is_controlled_by = ROOT
			}
		}
		days_mission_timeout = 180
		timeout_effect = {
			every_state = {
				limit = {
					OR = {
						is_core_of = LEB SYR
					}
				}
				add_resistance_target = {
					amount = 10
					tooltip = FRA_promised_independence_tt
				}
			}
		}
	}
	FRA_independence_for_indochina_mission = {
		available = {
			country_exists = LAO CAM VIN
		}
		activation = {
			has_country_flag = FRA_indochina_promised_independence
			has_war = no
			NOT = {
				country_exists = CAM LAO VIN
			}
			671 = {
				is_controlled_by = ROOT
			}
			670 = {
				is_controlled_by = ROOT
			}
			286 = {
				is_controlled_by = ROOT
			}
			741 = {
				is_controlled_by = ROOT
			}
			1017 = {
				is_controlled_by = ROOT
			}
		}
		days_mission_timeout = 180
		timeout_effect = {
			every_state = {
				limit = {
					OR = {
						is_core_of = LAO CAM VIN
					}
				}
				add_resistance_target = {
					amount = 10
					tooltip = FRA_promised_independence_tt
				}
			}
		}
	}
	FRA_independence_for_madagascar_mission = {
		available = {
			country_exists = MAD
		}
		activation = {
			has_country_flag = FRA_madagascar_promised_independence
			has_war = no
			NOT = {
				country_exists = MAD
			}
			543 = {
				is_controlled_by = ROOT
			}
		}
		days_mission_timeout = 180
		timeout_effect = {
			543 = {
				add_resistance_target = {
					amount = 10
					tooltip = FRA_promised_independence_tt
				}
			}
		}
	}
	FRA_independence_for_north_africa_mission = {
		available = {
			country_exists = ALG MOR TUN
		}
		activation = {
			has_country_flag = FRA_north_africa_promised_independence
			has_war = no
			NOT = {
				country_exists = MOR ALG TUN
			}
			461 = {
				is_controlled_by = ROOT
			}
			462 = {
				is_controlled_by = ROOT
			}
			459 = {
				is_controlled_by = ROOT
			}
			513 = {
				is_controlled_by = ROOT
			}
			460 = {
				is_controlled_by = ROOT
			}
			458 = {
				is_controlled_by = ROOT
			}
			665 = {
				is_controlled_by = ROOT
			}
		}
		days_mission_timeout = 180
	
# ... (truncated)
### Entity: National Focus
Tree: den_focus
Component: DEN_Appeal_for_German_Funding
Constructs: has_completed_focus, prerequisite, has_government, has_war_with, completion_reward, add_political_power, has_civil_war, add_popularity
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Appeal_for_German_Funding
	icon = GFX_focus_generic_seek_accomodation_with_germany
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		GER = {
			NOT = {
				has_war_with = DEN
			}
			has_government = fascism
			has_civil_war = no
		}
		den_cancel_intro_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	prerequisite = {
		focus = DEN_Bolster_the_SA
	} {
		focus = DEN_Secure_Industrialists_Support
	}
	mutually_exclusive = {
		focus = DEN_Press_the_Schleswig_Claim
	}
	cancel = {
		has_completed_focus = DEN_King_Christian_Coup
	}
	x = 0
	y = 2
	relative_position_id = DEN_Galvanise_the_German_Minority
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		add_political_power = -75
		add_timed_idea = {
			idea = den_german_funding
			days = 730
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_elevate_the_iran_party
Constructs: prerequisite, completion_reward, add_political_power, allow_branch, set_party_name
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_elevate_the_iran_party
	icon = GFX_focus_PER_elevate_the_iran_party
	prerequisite = {
		focus = PER_reach_to_seperatists
	}
	x = 1
	y = 1
	relative_position_id = PER_reach_to_seperatists
	mutually_exclusive = {
		focus = PER_strengthen_the_tudeh
	}
	cost = 5
	available = {

	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_party_name = {
			ideology = communism
			name = PER_communism_iran_party
			long_name = PER_communism_iran_party_long
		}
		add_political_power = 100
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_army_modernisation
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_army_modernisation
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = PHI_import_new_howitzers PHI_anti_tank_guns
	}
	relative_position_id = PHI_anti_tank_guns
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 25
		add_doctrine_cost_reduction = {
			cost_reduction = 0.5
			uses = 2
			name = doctrine_effort
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_garrison_state_cyprus
Constructs: has_country_flag, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_garrison_state_cyprus = {
	enable = {
		has_country_flag = EAI_MILITARY_garrison_state_strategies
		NOT = {
			is_in_array = {
				EAI_MILITARY_INVASION_staging_areas = 183
				 = .id
			}
		}
		controls_state = 183
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.1
		order_id = 996
		states = {
			183
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Idea
Component: SWE_universal_basic_income_idea
Constructs: research_speed_factor, stability_factor, has_government, removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_universal_basic_income_idea = {
	allowed = {
		original_tag = SWE
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		consumer_goods_factor = 0.1
		research_speed_factor = 0.08
		stability_factor = 0.1
		resistance_target = -0.15
		resistance_growth = -0.2
	}
	picture = generic_goods_red_bonus
	removal_cost = -1
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_planning_focus_2
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_planning_focus_2
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = SLO_planning_focus
	}
	x = 0
	y = 1
	relative_position_id = SLO_planning_focus
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = SLO_planning_expertise
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = signal_company_tech_bonus_name
			bonus = 1
			uses = 1
			category = signal_company_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Technology
Component: gwtank_chassis
Constructs: limit, is_major, enable_equipments, enable_equipment_modules, enable_subunits, has_template_containing_unit, has_tech, load_oob
Source: game
File: common/technologies/NSB_armor.txt

Code:
technology = {
	show_equipment_icon = yes
	enable_equipments = {
		light_tank_chassis_0 medium_tank_chassis_0 heavy_tank_chassis_0 light_tank_destroyer_chassis_0 medium_tank_destroyer_chassis_0 heavy_tank_destroyer_chassis_0 light_tank_artillery_chassis_0 medium_tank_artillery_chassis_0 heavy_tank_artillery_chassis_0 light_tank_aa_chassis_0 medium_tank_aa_chassis_0 heavy_tank_aa_chassis_0
	}
	enable_equipment_modules = {
		tank_torsion_bar_suspension tank_riveted_armor tank_gasoline_engine tank_diesel_engine tank_petrol_electric_engine tank_cast_armor tank_christie_suspension tank_bogie_suspension tank_interleaved_suspension tank_light_one_man_tank_turret tank_light_two_man_tank_turret tank_light_three_man_tank_turret tank_light_fixed_superstructure_turret tank_medium_one_man_tank_turret tank_medium_two_man_tank_turret tank_medium_three_man_tank_turret tank_medium_fixed_superstructure_turret tank_heavy_two_man_tank_turret tank_heavy_three_man_tank_turret tank_heavy_fixed_superstructure_turret tank_super_heavy_four_man_tank_turret tank_super_heavy_three_man_tank_turret tank_modern_tank_turret sloped_armor extra_ammo_storage wet_ammo_storage smoke_launchers expanded_fuel_tank
	}
	enable_subunits = {
		light_armor medium_armor heavy_armor
	}
	on_research_complete_limit = {
		NOT = {
			has_template_containing_unit = light_armor
		} {
			has_template_containing_unit = heavy_armor
		} {
			has_template_containing_unit = medium_armor
		}
	}
	on_research_complete = {
		hidden_effect = {
			if = {
				limit = {
					has_tech = motorised_infantry
				}
				load_oob = unlock_tanks_mot
			} {
				limit = {
					NOT = {
						has_tech = motorised_infantry
					}
				}
				load_oob = unlock_tanks
			}
		}
		custom_effect_tooltip = UNLOCK_DIVISION_TEMPLATE
	}
	path = {
		leads_to_tech = basic_light_tank_chassis
		research_cost_coeff = 1
	} {
		leads_to_tech = basic_heavy_tank_chassis
		research_cost_coeff = 1
	} {
		leads_to_tech = basic_medium_tank_chassis
		research_cost_coeff = 1
	} {
		leads_to_tech = sp_armored_advanced_flamethrower_tech
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1918
	folder = {
		name = nsb_armour_folder
		position = {
			x = 2
			y = 0
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
		} {
			factor = 1.2
			date = > 1937.1.1
		} {
			factor = 1.2
			date = > 1938.1.1
		} {
			factor = 1.2
			da
# ... (truncated)
### Entity: Character
Component: SIA_noble_courtier
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_noble_courtier = {
	sprite = 13
	random = no
	political_power_factor = 0.15
	stability_factor = 0.05
	war_support_factor = -0.05
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_indian_army_corps_of_engineers
Constructs: prerequisite, completion_reward, cancel_if_invalid, every_army_leader, random_select_amount, add_trait, add_logistics, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_indian_army_corps_of_engineers
	icon = GFX_focus_SOV_organize_wreckers
	prerequisite = {
		focus = RAJ_legacy_of_military_service RAJ_military_pensions
	}
	x = -3
	y = 1
	relative_position_id = RAJ_legacy_of_military_service
	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_MILITARY_CHARACTER
	} {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		every_army_leader = {
			random_select_amount = 2
			add_trait = {
				trait = trait_engineer
			}
			add_logistics = 2
		}
		add_tech_bonus = {
			name = RAJ_indian_army_corps_of_engineers
			bonus = 1
			uses = 1
			category = engineers_tech
		}
	}
}
### Entity: Scripted Effect
Component: JAP_intervene_in_china_remove
Constructs: limit, remove_ideas, has_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_intervene_in_china_remove = {
	if = {
		limit = {
			has_idea = JAP_intervene_in_china_5
		}
		remove_ideas = JAP_intervene_in_china_5
	} {
		limit = {
			has_idea = JAP_intervene_in_china_4
		}
		remove_ideas = JAP_intervene_in_china_4
	} {
		limit = {
			has_idea = JAP_intervene_in_china_3
		}
		remove_ideas = JAP_intervene_in_china_3
	} {
		limit = {
			has_idea = JAP_intervene_in_china_2
		}
		remove_ideas = JAP_intervene_in_china_2
	}
	else = {
		remove_ideas = JAP_intervene_in_china_1
	}
}
### Entity: Idea
Component: KMT_rheinmetall
Constructs: has_completed_focus, has_war_with, is_literally_china, has_focus_tree, research_bonus, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_rheinmetall = {
	picture = rheinmetall
	allowed = {
		AND = {
			is_literally_china = yes
			NOT = {
				original_tag = PRC
			}
		}
	}
	visible = {
		has_focus_tree = china_nationalist_focus
	}
	available = {
		has_completed_focus = KMT_hold_the_national_defense_conference
		NOT = {
			has_war_with = GER
		}
	}
	research_bonus = {
		artillery = 0.15
	}
	cost = 150
	removal_cost = 10
	traits = {
		artillery_manufacturer
	}
}
### Entity: Idea
Component: special_economic_zones
Constructs: has_completed_focus, industrial_capacity_factory, production_speed_buildings_factor, removal_cost, research_bonus, cancel_if_invalid
Source: game
File: common/ideas/_economic.txt

Code:
special_economic_zones = {
	available = {
		always = no
	} {

	}
	visible = {
		original_tag = RAJ
		has_completed_focus = RAJ_special_economic_zones
	}
	picture = RAJ_special_economic_zones
	cost = 0
	removal_cost = -1
	research_bonus = {
		industry = 0.15
	}
	modifier = {
		min_export = 0.9
		industrial_capacity_factory = 0.2
		industrial_capacity_dockyard = 0.2
		production_speed_buildings_factor = 0.2
		civilian_intel_to_others = 80
		navy_intel_to_others = 30.0
		resource_trade_cost_bonus_per_factory = 1
	}
	cancel_if_invalid = no
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_naval_fighter_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, air_bonus
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_naval_fighter_focus
	icon = GFX_goal_generic_air_fighter2
	x = 16
	y = 3
	cost = 10
	prerequisite = {
		focus = CHL_naval_aviation_focus
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = air_bonus
			bonus = 1
			uses = 1
			technology = cv_fighter1 cv_fighter2 cv_fighter3
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: bra_infantry_equipment_manufacturer
Constructs: has_completed_focus, limit, has_allowed_idea_with_traits, removal_cost, research_bonus
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_infantry_equipment_manufacturer = {
	picture = imbel
	allowed = {
		tag = BRA
		NOT = {
			has_allowed_idea_with_traits = {
				idea = infantry_equipment_manufacturer
				limit = 1
			}
		}
	}
	available = {
		has_completed_focus = BRA_R56_imbel
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_infiltrate_the_railway_system
Constructs: prerequisite, limit, has_country_flag, completion_reward, add_political_power, has_active_mission, add_days_mission_timeout, unlock_decision_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_infiltrate_the_railway_system
	icon = GFX_goal_generic_seize_railway
	prerequisite = {
		focus = MON_assists_deviants_struggle
	}
	x = 1
	y = 1
	relative_position_id = MON_assists_deviants_struggle
	cost = 5
	available = {
		has_country_flag = MON_exploited_nkvd
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		if = {
			limit = {
				has_active_mission = MON_trial_of_genden
			}
			add_days_mission_timeout = {
				mission = MON_trial_of_genden
				days = 70
			}
		}
		add_political_power = 100
		unlock_decision_tooltip = MON_steal_railway_plan_moscow
		MON_mongol_bank_funds_decrease = yes
	}
}
### Entity: Idea
Component: RAJ_famine
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/british_raj.txt

Code:
RAJ_famine = {
	picture = ENG_the_war_to_end_all_wars
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.15
		war_support_factor = -0.1
		industrial_capacity_factory = -0.25
		industrial_capacity_dockyard = -0.25
		conscription_factor = -0.1
		consumer_goods_factor = 0.1
	}
}
### Entity: Trigger Reference
Construct: is_island_state
Constructs: is_island_state, is_one_state_island
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_island_state

* Supported Scopes: STATE
* Supported Targets: any

```
return true if the state is composed exclusively of one-province-islands.
More precisly, all provinces in the state have no land neighbor.
Or if they do they are connected by a strait.
(cf. is_one_state_island for checking if the state itself is an island)
ex: 145 = {
	is_island_state = yes
	is_island_state = no
}
```
### Entity: National Focus
Tree: prc_focus
Component: PRC_reclaim_tibet
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, cancel_if_invalid, every_other_country, is_core_of
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_reclaim_tibet
	icon = GFX_focus_PRC_reclaim_tibet
	prerequisite = {
		focus = PRC_the_peoples_republic
	}
	x = -4
	y = 1
	relative_position_id = PRC_the_peoples_republic
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = TIB
		}
	}
	bypass = {
		TIB = {
			OR = {
				has_war_with = ROOT
				all_core_state = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		every_other_country = {
			limit = {
				any_controlled_state = {
					is_core_of = TIB
				}
			}
			display_individual_scopes = yes
			every_controlled_state = {
				limit = {
					is_core_of = TIB
				}
				add_to_temp_array = {
					array = PREV.PRC_tibet_target_states_array
					value = THIS
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					generator = PREV.PRC_tibet_target_states_array
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt PRC_unlock_integration_decisions_tt
	}
}