Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: phi_focus
Component: PHI_join_the_axis
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction, has_capitulated
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_join_the_axis
	icon = GFX_goal_generic_the_axis
	cost = 5
	prerequisite = {
		focus = PHI_claim_the_spanish_mantle
	}
	relative_position_id = PHI_claim_the_spanish_mantle
	mutually_exclusive = {
		focus = PHI_align_with_the_japanese
	}
	x = 1
	y = 1
	available = {
		is_subject = no
		is_in_faction = no
		OR = {
			has_government = fascism neutrality
		}
		AND = {
			GER = {
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					has_government = fascism neutrality
				}
				has_capitulated = no
				is_faction_leader = yes
			}
		}
	}
	bypass = {
		OR = {
			is_subject_of = GER
			GER = {
				OR = {
					NOT = {
						has_government = fascism
					}
					has_civil_war = yes
				}
			}
			AND = {
				is_in_faction_with = GER
				GER = {
					is_faction_leader = yes
					has_government = fascism
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			GER = {
				country_event = {
					id = generic.2
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Character
Component: SIA_direk_jayanama
Constructs: has_country_flag, has_game_rule
Source: game
File: common/characters/SIA.txt

Code:
SIA_direk_jayanama = {
	advisor = {
		slot = political_advisor
		idea_token = SIA_direk_jayanama
		allowed = {
			original_tag = SIA
		}
		traits = {
			humanist
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
			modifier = {
				OR = {
					has_country_flag = SIA_AI_RANDOM_DEMOCRATIC
					has_game_rule = {
						rule = SIA_ai_behavior
						option = DEMOCRATIC
					}
				}
				factor = 100
			}
		}
		on_add = {
			SIA_increase_civilian_approval = yes
		}
		on_remove = {
			SIA_decrease_civilian_approval = yes
		}
	}
	name = SIA_direk_jayanama
	portraits = {
		civilian = {
			small = GFX_portrait_SIA_direk_jayanama_small
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_hatay_issue
Constructs: prerequisite, limit, owns_state, add_war_support, completion_reward, is_subject_of, random_neighbor_country
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_hatay_issue
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = TUR_assess_our_future
	}
	x = 0
	y = 2
	relative_position_id = TUR_assess_our_future
	cost = 5
	ai_will_do = {
		base = 10
	}
	bypass = {
		TUR = {
			owns_state = 799
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		if = {
			limit = {
				FRA = {
					owns_state = 799
				}
			}
			FRA = {
				country_event = {
					id = bftb_turkey.25
					hours = 6
				}
			}
		}
		else_if = {
			limit = {
				SYR = {
					owns_state = 799
					is_subject_of = FRA
				}
			}
			FRA = {
				country_event = {
					id = bftb_turkey.25
					hours = 6
				}
			}
		}
		else = {
			random_neighbor_country = {
				limit = {
					owns_state = 799
				}
				country_event = {
					id = bftb_turkey.60
					hours = 6
				}
			}
		}
		add_war_support = 0.05
	}
}
### Entity: Achievement
Component: united_netherlands
Constructs: owns_state, has_any_custom_difficulty_setting, is_ironman, has_start_date
Source: game
File: common/achievements.txt

Code:
united_netherlands = {
	id = 17
	possible = {
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		tag = HOL
	}
	happened = {
		controls_state = 6 34 977 980 8 35 7 36
		owns_state = 6 34 977 980 8 35 7 36
	}
}
### Entity: Character
Component: KEN_ncm
Source: game
File: common/characters/KEN.txt

Code:
KEN_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = KEN_ncm
		allowed = {
			original_tag = KEN
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Decision
Component: maghreb_formable_category
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
maghreb_formable_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_form_maghreb
	allowed = {
		OR = {
			original_tag = ALG TUN LBA MOR RIF WES MRT
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_outlaw_the_party_of_national_will
Constructs: prerequisite, has_country_flag, add_stability, completion_reward, cancel_if_invalid, add_timed_idea, set_party_name
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_outlaw_the_party_of_national_will
	icon = GFX_focus_HUN_outlaw_the_party_of_national_will
	prerequisite = {
		focus = wuw_HUN_pass_statute_xix
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_pass_statute_xix
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		has_country_flag = HUN_gombos_has_died_flag
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_timed_idea = {
			idea = HUN_crackdown_on_extremism
			days = 728
		}
		set_party_name = {
			ideology = fascism
			long_name = HUN_arrow_cross_party_hungarist_movement_long
			name = HUN_arrow_cross_party_hungarist_movement
		}
	}
}
### Entity: Idea
Component: HUN_maort
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/hungary.txt

Code:
HUN_maort = {
	picture = HUN_maort
	allowed = {
		original_tag = HUN
	}
	available = {
		has_completed_focus = wuw_HUN_tap_newfound_oil_deposits
	}
	visible = {
		has_dlc = Gotterdammerung
	}
	research_bonus = {
		synth_resources = 0.15
	}
	ai_will_do = {
		base = 2
	}
	traits = {
		oil_extraction_company_trait
	}
	modifier = {

	}
}
### Entity: Event
Component: belgium.77
Constructs: is_triggered_only, has_government
Source: game
File: events/BEL_events.txt

Code:
news_event = {
	id = belgium.77
	title = belgium.77.t
	desc = belgium.77.d
	picture = GFX_news_event_french_parade
	major = yes
	is_triggered_only = yes
	option = {
		name = belgium.77.a
		trigger = {
			OR = {
				tag = FRA BEL
			}
		}
	} {
		name = belgium.77.b
		trigger = {
			NOT = {
				tag = FRA BEL
			}
			has_government = democratic
		}
	} {
		name = belgium.77.c
		trigger = {
			NOT = {
				tag = FRA BEL
				has_government = democratic
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_royal_indian_artillery_dlc
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_royal_indian_artillery_dlc
	prerequisite = {

	}
	x = 8
	y = 0
	relative_position_id = RAJ_ammunition_factory_khadki
	icon = GFX_focus_SWE_let_fly_all_guns
	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_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_royal_indian_artillery_dlc
			bonus = 0.5
			uses = 2
			category = artillery
		}
	}
}
### Entity: Character
Component: AFG_generic_american_1
Constructs: has_completed_focus
Source: game
File: common/characters/AFG.txt

Code:
AFG_generic_american_1 = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_generic_american_1
		allowed = {
			original_tag = AFG
		}
		visible = {
			has_completed_focus = AFG_recruit_foreign_experts
		}
		available = {
			has_completed_focus = AFG_recruit_foreign_experts
		}
		traits = {
			war_industrialist
		}
		cost = 75
	}
	name = AFG_generic_american_1
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_4
		}
	}
}
### Entity: Order of Battle
Component: 15ya Tankovaya Korpus
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SOV_1939_nsb.txt

Code:
division = {
	name = 15ya Tankovaya Korpus
	location = 9353
	division_template = Tankovaya Korpus
	start_experience_factor = 0.3
	force_equipment_variants = {
		light_tank_chassis_2 = {
			owner = SOV
			creator = SOV
			version_name = BT-7
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_caribfed
Constructs: prerequisite, has_war, limit, has_government, completion_reward, has_army_manpower, has_guaranteed, is_ally_with
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_caribfed
	icon = GFX_goal_CUB_caribbean_dominance
	relative_position_id = HON_prepare_the_liberation
	prerequisite = {
		focus = HON_prepare_the_liberation
	}
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			strength_ratio = {
				tag = CUB
				ratio = > 1.5
			}
		} {
			add = 25
			strength_ratio = {
				tag = DOM
				ratio = > 1.5
			}
		} {
			add = 25
			strength_ratio = {
				tag = HAI
				ratio = > 1.5
			}
		} {
			add = 15
			has_war = no
			has_army_manpower = {
				size = > 150000
			}
			any_other_country = {
				NOT = {
					has_guaranteed = CUB
					is_ally_with = CUB
				}
			}
		}
	}
	will_lead_to_war_with = CUB DOM HAI
	available = {
		has_army_manpower = {
			size = > 55000
		}
		has_navy_size = {
			size = > 4
		}
		r56_script_i_am_sane = yes
		CUB = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		CUB = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				CUB = {
					exists = yes
					NOT = {
						has_government = communism
					}
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = CUB
				expire = 0
			}
		} {
			limit = {
				DOM = {
					exists = yes
					NOT = {
						has_government = communism
					}
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = DOM
				expire = 0
			}
		} {
			limit = {
				HAI = {
					exists = yes
					NOT = {
						has_government = communism
					}
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = HAI
				expire = 0
			}
		}
		else_if = {
			limit = {
				is_faction_leader = yes
				CUB = {
					exists = yes
					has_government = communism
				}
			}
			CUB = {
				country_event = generic.5
			}
		} {
			limit = {
				is_faction_leader = yes
				DOM = {
					exists = yes
					has_government = communism
				}
			}
			DOM = {
				country_event = generic.5
			}
		} {
			limit = {
				is_faction_leader = yes
				HAI = {
					exists = yes
					has_government = communism
				}
			}
			HAI = {
				country_event = generic.5
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: axis_minors_ruthenia.8
Constructs: is_triggered_only, ai_chance, retire_character, add_country_leader_role, set_politics, add_popularity, set_cosmetic_tag
Source: game
File: events/r56_ruthenia.txt

Code:
country_event = {
	id = axis_minors_ruthenia.8
	title = We are now UPA
	desc = UPA is hidden here, in this little event.
	picture = GFX_report_event_stalin_02
	is_triggered_only = yes
	hidden = yes
	option = {
		name = UPA? URA?!
		ai_chance = {
			base = 100
		}
		RUT = {
			retire_character = RUT_andrej_brodij
			add_country_leader_role = {
				Character = RUT_roman_chukhevytch
				Promote_leader = yes
				Country_leader = {
					ideology = fascism_ideology
					expire = 1965.1.1.12
					traits = {
						fierce_patriot
					}
				}
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
			add_popularity = {
				ideology = fascism
				popularity = 1
			}
			set_cosmetic_tag = RUT3
		}
	}
}
### Entity: Idea
Component: GRE_venerate_the_ancient_hellenes_4
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_venerate_the_ancient_hellenes_4 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = gre_venerate_the_ancient_hellenes_alexander_the_great
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		command_power_gain_mult = 0.05
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_hemvarnet
Constructs: division_template, prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip, is_locked
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_hemvarnet
	icon = GFX_focus_SOV_penal_battalions
	x = -8
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_totalforsvar
	}
	relative_position_id = SWE_totalforsvar
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		custom_effect_tooltip = SWE_hemvarnet_tt
		unlock_decision_tooltip = SWE_set_up_home_guard_forces SWE_activate_home_guard
		division_template = {
			name = Hemvärn
			is_locked = yes
			priority = 1
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				}
			}
		}
	}
}
### Entity: Event
Component: AST_political_events.5
Constructs: is_triggered_only, add_ideas
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_political_events.5
	title = AST_political_events.5.t
	desc = AST_political_events.5.desc
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			add_ideas = {
				AST_anti_fascist_measures
			}
		}
	}
	option = {
		name = AST_political_events.5.a
		effect_tooltip = {
			add_ideas = {
				AST_anti_fascist_measures
			}
		}
	}
}
### Entity: Idea
Component: COG_forminiere_idea
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/congo.txt

Code:
COG_forminiere_idea = {
	allowed = {
		original_tag = BEL
	}
	allowed_civil_war = {
		always = yes
	}
	picture = SPR_relocate_the_gold_reserves
	modifier = {
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_set_suppression_template_flags
Constructs: limit, has_country_flag, set_country_flag, has_tech, set_temp_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_set_suppression_template_flags = {
	if = {
		limit = {
			has_country_flag = EAI_TEMPLATE_suppression_template_upgrade
			NOT = {
				has_country_flag = EAI_SUPPRESSION_TEMPLATE
			}
		}
		set_country_flag = {
			flag = EAI_SUPPRESSION_TEMPLATE
			value = 1
		}
	} {
		limit = {
			has_country_flag = {
				flag = EAI_SUPPRESSION_TEMPLATE
				value = 1
			}
			has_tech = tech_military_police
			set_temp_variable = {
				_check_xp = 100
			}
			EAI_XP_has_army_check_xp = yes
			EAI_land_doctrine_completed = yes
		}
		set_country_flag = {
			flag = EAI_SUPPRESSION_TEMPLATE
			value = 2
		}
	} {
		limit = {
			has_country_flag = {
				flag = EAI_SUPPRESSION_TEMPLATE
				value = 2
			}
			EAI_40w_template_unlocked = yes
			EAI_land_doctrine_completed = yes
		}
		set_country_flag = {
			flag = EAI_SUPPRESSION_TEMPLATE
			value = 3
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_war_with_the_ussr
Constructs: has_completed_focus, prerequisite, limit, has_government, every_country, has_war_with, completion_reward, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_war_with_the_ussr
	icon = GFX_focus_attack_soviet
	alternate_icon = GFX_focus_GER_war_with_the_ussr
	prerequisite = {
		focus = GER_anti_comintern_pact
	}
	mutually_exclusive = {
		focus = GER_alliance_with_the_ussr
	}
	x = 0
	y = 3
	relative_position_id = GER_anti_comintern_pact
	cost = 10
	will_lead_to_war_with = SOV
	bypass = {
		OR = {
			has_war_with = SOV
			SOV = {
				exists = no
			}
		}
	}
	available_if_capitulated = no
	available = {
		is_subject = no
	}
	cancel = {
		is_subject = yes
		NOT = {
			country_exists = SOV
		}
	}
	historical_ai = {
		NOT = {
			any_home_area_neighbor_country = {
				has_war_with = ROOT
				has_capitulated = no
				NOT = {
					OR = {
						tag = NOR DEN LUX
					}
				}
			}
		}
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			OR = {
				has_army_manpower = {
					size = < 1199999
				}
				any_home_area_neighbor_country = {
					has_war_with = ROOT
				}
			}
		} {
			factor = 0
			NOT = {
				any_home_area_neighbor_country = {
					tag = SOV
				}
			}
		} {
			factor = 0
			is_historical_focus_on = yes
			date = < 1939.1.1
		} {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		IF = {
			limit = {
				SOV = {
					has_civil_war = no
				}
			}
			create_wargoal = {
				type = annex_everything
				target = SOV
				expire = 0
			}
		} {
			limit = {
				KUB = {
					exists = no
				}
				DON = {
					exists = no
				}
				SOV = {
					NOT = {
						has_completed_focus = SOV_beaten_but_not_defeated
					}
				}
			}
			country_event = {
				id = wuw_GER_legions.8
			}
		}
		ELSE = {
			every_country = {
				limit = {
					original_tag = SOV
				}
				GER = {
					create_wargoal = {
						type = annex_everything
						target = PREV
						expire = 0
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_top_of_the_line_agrarianism
Constructs: prerequisite, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_top_of_the_line_agrarianism
	icon = GFX_goal_generic_agriculture
	prerequisite = {
		focus = LAT_micromanage_the_economy
	} {
		focus = LAT_house_of_proffesions
	}
	relative_position_id = LAT_micromanage_the_economy
	x = 1
	y = 1
	cost = 7.15
	available_if_capitulated = yes
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
		}
		add_ideas = LAT_top_of_the_line_agrarianism
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: marine_establishment_ins
Constructs: research_bonus
Source: game
File: common/ideas/indonesia.txt

Code:
marine_establishment_ins = {
	picture = generic_naval_manufacturer_1
	allowed = {
		original_tag = INS
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		repair_and_refurbishment_plant
	}
}
### Entity: Idea
Component: yasuda_zaibatsu
Constructs: has_completed_focus, research_bonus, has_active_mission
Source: game
File: common/ideas/japan.txt

Code:
yasuda_zaibatsu = {
	picture = JAP_yasuda_zaibatsu
	allowed = {
		original_tag = JAP
	}
	visible = {

	}
	available = {
		has_completed_focus = JAP_approach_yasuda
	}
	research_bonus = {

	}
	ai_will_do = {
		base = 0.5
		modifier = {
			factor = 15
			has_active_mission = JAP_zaibatsu_faction_demands_industrial_company_employment
		}
	}
	traits = {
		zaibatsu_bank
	}
	modifier = {
		political_power_factor = -0.1
		consumer_goods_factor = -0.2
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Encourage_Foreign_Investment
Constructs: prerequisite, completion_reward, set_country_flag
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Encourage_Foreign_Investment
	icon = GFX_goal_free_trade
	cost = 5
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Conservative_Majority
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = -1
	y = 1
	relative_position_id = DEN_Conservative_Majority
	completion_reward = {
		set_country_flag = r56_generic_investments
		custom_effect_tooltip = r56_generic_investments_tt
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3A2267.gif.png.html

Doc:
File

File history

File usage

Metadata
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File history
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Restructure_the_Army_Command
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, is_historical_focus_on
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Restructure_the_Army_Command
	icon = GFX_focus_generic_military_mission
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 0.5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	prerequisite = {
		focus = DEN_Rearm_the_Royal_Army
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	x = -1
	y = 1
	relative_position_id = DEN_Rearm_the_Royal_Army
	completion_reward = {
		add_ideas = den_restructure_army_command
	}
}
### Entity: Scripted Effect
Component: BUL_join_wars_of_from
Constructs: limit, has_war_with, every_other_country, is_in_faction_with, add_to_war
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_join_wars_of_from = {
	hidden_effect = {
		every_other_country = {
			limit = {
				has_war_with = FROM
				NOT = {
					is_in_faction_with = ROOT
				}
			}
			ROOT = {
				add_to_war = {
					targeted_alliance = FROM
					enemy = PREV
					hostility_reason = asked_to_join
				}
			}
		}
	}
}
### Entity: Event
Component: GOE_RAJ_loyalist.03
Constructs: is_triggered_only, ai_chance, is_historical_focus_on, declare_war_on, annex_everything, random_hours, is_ai
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_loyalist.03
	title = GOE_RAJ_loyalist.03.t
	desc = GOE_RAJ_loyalist.03.desc
	picture = GFX_report_event_PER_iran_invasion
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_loyalist.03.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				is_historical_focus_on = yes
			}
		}
		effect_tooltip = {
			FROM = {
				declare_war_on = {
					target = PER
					type = annex_everything
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = GOE_RAJ_loyalist.04
					hours = 8
					random_hours = 2
				}
			}
		}
	} {
		name = GOE_RAJ_loyalist.03.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				FROM = {
					is_ai = no
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = GOE_RAJ_loyalist.05
					hours = 8
					random_hours = 2
				}
			}
		}
	}
}