Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: KOS
Source: game
File: common/names/r56_names.txt

Code:
KOS = {
	male = {
		names = {
			Ahmet Ali Azem Bajram Behxhet Davud Ekrem Elez Enver Eqrem Esad Fatmir Fejzi Fiqri Gjergj Gjon Hasan Hashim Ibrahim Idhomene Iliaz Ishak Ismail Izet Kara Kastriot Koçi Köpryly Kostaq Lekë Maliq Marin Mehdi Musa Mustafa Pandeli Petro Qamil Qazim Ramush Rexhep Shefqet Skënder Sulejman Tewfik Theofan Turhan Vasil Veton Xhafer
		}
	}
	female = {
		names = {
			Gjylo Afërdita Blerta Bora Dafina Dardana Era Fatmire Flutura Gentiana Jehona Lindita Lule Luljeta Pranvera Shpresa Shqipe Teuta Venera Vera Vesa Yllka
		}
	}
	surnames = {
		Ahmeti al-Albani Bardha Bazna Tahiri Hoti Belishi Burbank Bushati Buza Çabej Çeku Dine Dragoti Dukagiini Dushku Evangjeli Feza Hoxha Islami Kadare Koculi Konica Konushevci Kosturi Kota Logoreci Merlika-Kruja Mitrovica Mula Noli Pashë Përmeti Pashë Tepelena Pashë Toptani Poga Qemal Bej Shahini Skiroi Thaçi Troja Xoxe Jevtić Dumoshi Rakić Kervan Mustafa Selimi Bajrami Haradinaj
	}
	callsigns = {

	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/USA_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = USA
		}
		requested_factories = 6
		progress = 0.1
		efficiency = 100
		industrial_manufacturer = mio:USA_springfield_armory_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = USA
		}
		requested_factories = 2
		progress = 0.3
		efficiency = 100
	} {
		equipment = {
			type = artillery_equipment_1
			creator = USA
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 100
		industrial_manufacturer = mio:USA_rock_island_arsenal_organization
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_reorganize_general_staff
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_reorganize_general_staff
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = CZE_ministry_of_defense
	}
	x = 1
	y = 1
	relative_position_id = CZE_ministry_of_defense
	cost = 5
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		custom_effect_tooltip = CZE_modify_bm_tt
		add_to_variable = {
			CZE_bm_max_planning_factor = 0.05
			tooltip = max_planning_factor_tt
		} {
			CZE_bm_promote_cost_factor = -0.1
			tooltip = promote_cost_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Idea
Component: KOS_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/kosovo.txt

Code:
KOS_fascist_guy = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = KOS
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_Tac_Bomber
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Tac_Bomber
	icon = GFX_goal_generic_air_naval_bomber
	cost = 10.0
	prerequisite = {
		focus = SPR_Fighters
	}
	mutually_exclusive = {
		focus = SPR_CAS SPR_Strat
	}
	x = 20
	y = 3
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = SPR_Tac_Bonus
			bonus = 1
			uses = 1
			category = tactical_bomber naval_bomber
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_support_a_spanish_monarchy_in_the_war
Constructs: add_equipment_to_stockpile, prerequisite, add_ideas, has_war_with, add_opinion_modifier, completion_reward, has_global_flag, add_manpower
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_support_a_spanish_monarchy_in_the_war
	available = {
		SPR_scw_in_progress = yes
		country_exists = SPB
		NOT = {
			has_war_with = SPB
		}
	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = POR_the_return_of_duarte
	}
	icon = GFX_focus_spa_supremacy_of_the_communion
	x = 2
	y = 1
	relative_position_id = POR_the_return_of_duarte
	cost = 10
	completion_reward = {
		SPB = {
			add_opinion_modifier = {
				target = POR
				modifier = POR_helped_in_civil_war
			}
			add_manpower = 10000
		}
		add_ideas = POR_volunteers_in_the_war_carlist
		add_manpower = -10000
		hidden_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 2000
			}
		}
		send_equipment = {
			equipment = infantry_equipment
			amount = 2000
			target = SPB
		}
		set_rule = {
			can_send_volunteers = yes
		}
	}
}
### Entity: Event
Component: canada_vanilla.1
Constructs: is_triggered_only
Source: game
File: events/TFV_Canada.txt

Code:
country_event = {
	id = canada_vanilla.1
	title = canada_vanilla.1.title
	desc = canada_vanilla.1.desc
	picture = GFX_report_event_canada_ronnie
	is_triggered_only = yes
	option = {
		name = canada_vanilla.1.opt
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Invite_International_Experts
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Invite_International_Experts
	icon = GFX_goal_generic_foreign_diplomacy
	cost = 10
	prerequisite = {
		focus = PAK_New_Fighter_Designs
	}
	x = 37
	y = 3
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = PAK_Invite_International_Experts
			uses = 2
			bonus = 1
			category = air_equipment
		}
	}
}
### Entity: Character
Component: ROM_horia_macellariu
Source: game
File: common/characters/ROM.txt

Code:
ROM_horia_macellariu = {
	name = ROM_horia_macellariu
	portraits = {
		army = {
			small = GFX_idea_ROM_horia_macellariu
			large = GFX_Portrait_romania_horia_macellariu
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = ROM_horia_macellariu
		allowed = {
			original_tag = ROM
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	navy_leader = {
		traits = {
			gentlemanly spotter
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		maneuvering_skill = 2
		coordination_skill = 1
		legacy_id = -1
	}
}
### Entity: AI Strategy
Component: DEN_r56_conservative_plan
Constructs: has_country_flag, has_global_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/DEN_r56_alternate_strategy_plan.txt

Code:
DEN_r56_conservative_plan = {
	name = DEN conservative plan
	desc = 
	allowed = {
		original_tag = DEN
	}
	enable = {
		NOT = {
			has_global_flag = DEN_use_DLC_tree
		}
		OR = {
			has_country_flag = DEN_AI_RANDOM_CONSERVATIVE
			has_game_rule = {
				rule = DEN_ai_behavior
				option = CONSERVATIVE
			}
		}
	}
	ai_national_focuses = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_demand_labrador_and_newfoundland
Constructs: prerequisite, owns_state, has_country_flag, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_demand_labrador_and_newfoundland
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = CAN_skewer_the_eagle CAN_pinion_the_eagle CAN_reject_authoritarianism
	}
	x = 0
	y = 4
	relative_position_id = CAN_swastika_clubs
	mutually_exclusive = {
		focus = CAN_offer_concessions_for_labrador_and_newfoundland
	}
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
		ENG = {
			owns_state = 331 332
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = CAN_demand_labrador_tooltip
		ENG = {
			country_event = {
				id = tfv_canada.60
			}
		}
	}
}
### Entity: Character
Component: HRZ_ai2
Source: game
File: common/characters/HRZ.txt

Code:
HRZ_ai2 = {
	advisor = {
		slot = high_command
		idea_token = HRZ_ai2
		ledger = army
		allowed = {
			original_tag = HRZ
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
}
### Entity: Character
Component: HAN_ernest_august
Source: game
File: common/characters/HAN.txt

Code:
HAN_ernest_august = {
	name = HAN_ernest_august
	portraits = {
		civilian = {
			large = GFX_portrait_HAN_ernest_august
		}
	}
	country_leader = {
		ideology = despotism
		traits = {

		}
		expire = 1960.1.1.1
		id = -1
	}
}
### Entity: Technology
Component: tech_military_police4
Constructs: has_war, suppression_factor, research_cost
Source: game
File: common/technologies/support.txt

Code:
technology = {
	military_police = {
		suppression_factor = 0.1
	}
	motorized_military_police = {
		suppression_factor = 0.1
		battalion_mult = {
			category = category_vehicle_infantry
			default_morale = 0.05
		}
	}
	research_cost = 2.0
	start_year = 1945
	folder = {
		name = support_folder
		position = {
			x = 4
			y = @1945
		}
	}
	categories = {
		support_tech military_police_tech
	}
	ai_will_do = {
		base = 0.5
		modifier = {
			factor = 2
			has_war = yes
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_artillery_regiments
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_artillery_regiments
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = SER_supremacy_of_offense SER_supremacy_of_defense
	} {
		focus = SER_domestic_artillery_production
	}
	x = -3
	y = 3
	relative_position_id = SER_army_maneuvers
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = YUG_artillery_regiments
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_influence_the_king
Constructs: prerequisite, add_ideas, completion_reward, set_politics
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_influence_the_king
	icon = GFX_goal_communist_revolt
	cost = 10
	prerequisite = {
		focus = SAU_enforce_the_zakat
	} {
		focus = SAU_reform_the_tax_system
	}
	available = {
		communism = > 0.25
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		set_politics = {
			ruling_party = communism
			elections_allowed = no
			long_name = Jabhat al-Tahrīr al-Watani al-Arabia
			name = JTWA
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		promote_character = SAU_revolutionary_council
		add_ideas = SAU_abdulaziz_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = -1
	y = 1
	relative_position_id = SAU_enforce_the_zakat
}
### Entity: Event
Component: new_ger.62
Constructs: is_triggered_only, add_political_power
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.62
	title = new_ger.62.t
	desc = new_ger.62.d
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = new_ger.62.a
		add_political_power = 25
		effect_tooltip = {
			country_event = {
				id = new_ger.63
				days = 30
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_dam_the_consequences
Constructs: prerequisite, completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_dam_the_consequences
	icon = GFX_focus_BEL_dam_the_consequences
	prerequisite = {
		focus = BEL_flooded_tank_barriers
	}
	relative_position_id = BEL_flooded_tank_barriers
	x = 0
	y = 1
	cost = 2
	available = {
		controls_province = 3488
	}
	search_filters = {

	}
	completion_reward = {
		980 = {
			damage_building = {
				tags = dam_building
				damage = 1
				province = 3488
				repair_speed_modifier = -0.8
			}
			add_dynamic_modifier = {
				scope = BEL
				modifier = dam_blown_modifier
				days = 360
			}
		}
	}
}
### Entity: Character
Component: WLS_fascist_guy
Constructs: has_government
Source: game
File: common/characters/WLS.txt

Code:
WLS_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = WLS_fascist_guy
		allowed = {
			original_tag = WLS
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
}
### Entity: Event
Component: WW_hungary.115
Constructs: is_triggered_only, limit, owns_state, add_stability, add_political_power, is_ai, add_core_of
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.115
	title = WW_hungary.115.t
	desc = WW_hungary.115.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = WW_hungary.115.a
		IF = {
			limit = {
				OR = {
					FROM = {
						owns_state = 73
					} {
						any_subject_country = {
							is_ai = yes
							owns_state = 73
						}
					}
				}
			}
			FROM = {
				add_political_power = 50
				add_stability = 0.05
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			73 = {
				add_core_of = ROOT
			}
			ROOT = {
				transfer_state = 73
			}
		}
	}
}
### Entity: Event
Component: AAT_norway_rikstanken.1
Constructs: is_triggered_only, ai_chance, limit, has_war_with, clear_variable, has_any_tank_tech, set_variable, has_variable
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_rikstanken.1
	title = AAT_norway_rikstanken.1.t
	desc = AAT_norway_rikstanken.1.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			clear_variable = NOR_nordic_tank_seller NOR_communist_tank_seller NOR_fascist_tank_seller
			if = {
				limit = {
					SWE = {
						exists = yes
						NOT = {
							has_war_with = ROOT
						}
						has_any_tank_tech = yes
					}
				}
				set_variable = {
					NOR_nordic_tank_seller = SWE
				}
			} {
				limit = {
					var:GLOBAL.platonic_big_communist = {
						NOT = {
							has_war_with = ROOT
						}
						has_any_tank_tech = yes
					}
				}
				set_variable = {
					NOR_communist_tank_seller = var:GLOBAL.platonic_big_communist
				}
			} {
				limit = {
					var:GLOBAL.platonic_big_fascist = {
						NOT = {
							has_war_with = ROOT
						}
						has_any_tank_tech = yes
					}
				}
				set_variable = {
					NOR_fascist_tank_seller = var:GLOBAL.platonic_big_fascist
				}
			}
			else_if = {
				limit = {
					FIN = {
						exists = yes
						NOT = {
							has_war_with = ROOT
						}
						has_any_tank_tech = yes
					}
				}
				set_variable = {
					NOR_nordic_tank_seller = FIN
				}
			} {
				limit = {
					DEN = {
						exists = yes
						NOT = {
							has_war_with = ROOT
						}
						has_any_tank_tech = yes
					}
				}
				set_variable = {
					NOR_nordic_tank_seller = DEN
				}
			} {
				limit = {
					ICE = {
						exists = yes
						NOT = {
							has_war_with = ROOT
						}
						has_any_tank_tech = yes
					}
				}
				set_variable = {
					NOR_nordic_tank_seller = ICE
				}
			}
			find_biggest_communist = yes
			find_biggest_fascist = yes
		}
	}
	option = {
		name = AAT_norway_rikstanken.1.a
		ai_chance = {
			base = 10
		}
		trigger = {
			has_variable = NOR_nordic_tank_seller
		}
		clear_variable = NOR_fascist_tank_seller NOR_communist_tank_seller
		country_event = {
			id = AAT_norway_rikstanken.2
			days = 3
			random_days = 5
		}
	} {
		name = AAT_norway_rikstanken.1.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				NOR_is_historical_ai = yes
			}
		}
		trigger = {
			has_variable = NOR_communist_tank_seller
		}
		clear_variable = NOR_fascist_tank_seller NOR_nordic_tank_seller
		country_event = {
			id = AAT_norway_rikstanken.2
			days = 3
			random_days = 5
		}
	} {
		name = AAT_norwa
# ... (truncated)
### Entity: National Focus
Tree: que_focus
Component: QUE_toward_utopian_socialism
Constructs: prerequisite, has_government, completion_reward, is_subject, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_toward_utopian_socialism
	icon = GFX_goal_generic_red_freedom
	prerequisite = {
		focus = QUE_councilism
	} {
		focus = QUE_provide_to_the_people
	}
	relative_position_id = QUE_total_self_sufficiency
	x = -1
	y = 4
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		swap_ideas = {
			add_idea = QUE_utopian_socialism
			remove_idea = QUE_providing_to_people
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: lar_portugal_navy_mutiny.4
Constructs: is_triggered_only, has_country_flag
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_navy_mutiny.4
	title = lar_portugal_navy_mutiny.4.t
	desc = {
		text = lar_portugal_navy_mutiny.4.desc
		trigger = {
			POR = {
				has_country_flag = POR_navy_mutiny_allowed_flag
			}
		}
	} {
		text = lar_portugal_navy_mutiny.4_extra.desc
		trigger = {
			POR = {
				NOT = {
					has_country_flag = POR_navy_mutiny_allowed_flag
				}
			}
		}
	}
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lar_portugal_navy_mutiny.4.a
		custom_effect_tooltip = lar_portugal_navy_mutiny.4_tt
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_reform_the_iron_wolf
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_reform_the_iron_wolf
	icon = GFX_goal_generic_wolf_pack
	relative_position_id = LIT_voldemarininkai_coup
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_voldemarininkai_coup
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = LIT_iron_wolf_paramilitary
		hidden_effect = {
			activate_mission = LIT_iron_wolf_disorder_mission
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Unit Template
Component: SWI_PAR_01
Source: game
File: common/units/names_divisions/SWI_names_divisions.txt

Code:
SWI_PAR_01 = {
	name = Paratrooper Division
	for_countries = {
		SWI
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = Fallschirmjäger-Division %d
	ordered = {
		1 = {
			Fallschirmjäger-Division %d
		}
		2 = {
			Fallschirmjäger-Division %d
		}
		3 = {
			Fallschirmjäger-Division %d
		}
		4 = {
			Fallschirmjäger-Division %d
		}
		5 = {
			Fallschirmjäger-Division %d
		}
		6 = {
			Fallschirmjäger-Division %d
		}
		7 = {
			Fallschirmjäger-Division %d
		}
		8 = {
			Fallschirmjäger-Division %d
		}
		9 = {
			Fallschirmjäger-Division %d
		}
		10 = {
			Fallschirmjäger-Division %d
		}
	}
}
### Entity: Character
Component: JAP_kijiro_nambu
Source: game
File: common/characters/JAP.txt

Code:
JAP_kijiro_nambu = {
	name = JAP_kijiro_nambu
	portraits = {
		army = {
			large = GFX_portrait_JAP_kijiro_nambu
		}
	}
	scientist = {
		traits = {
			scientist_trait_artillery_specialist
		}
		skills = {
			specialization_land = 2
		}
	}
}
### Entity: Event
Component: argentina.29
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.29
	title = argentina.29.t
	desc = argentina.29.d
	is_triggered_only = yes
	option = {
		name = argentina.29.a
		ARG = {
			create_wargoal = {
				type = take_state_focus
				target = ENG
				generator = {
					720
				}
			}
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_claim_the_bucovina
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, add_state_claim
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_claim_the_bucovina
	icon = GFX_focus_generic_strike_at_democracy2
	prerequisite = {
		focus = HUN_claim_galicia
	}
	x = 1
	y = 6
	relative_position_id = HUN_invite_the_habsburg_prince
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {
		is_subject = no
	}
	bypass = {
		controls_state = 80
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_state_claim = 80
	}
}
### Entity: Trigger Reference
Construct: is_in_faction_with
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_in_faction_with

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

```
check if member of same faction as specified country
```
### Entity: Character
Component: naval_aviation_pioneer
Source: game
File: common/country_leader/00_traits.txt

Code:
naval_aviation_pioneer = {
	sprite = 14
	new_base_strike_mastery_gain_factor = 0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_decentralised_alliance
Constructs: prerequisite, limit, add_ideas, has_government, every_country, completion_reward, is_faction_leader, is_subject
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_decentralised_alliance
	icon = GFX_goal_LUX_decentralised_alliance
	cost = 5
	x = 3
	y = 1
	relative_position_id = LUX_benelux_alliance
	prerequisite = {
		focus = LUX_benelux_alliance
	}
	mutually_exclusive = {
		focus = LUX_dreams_of_federation
	}
	available = {
		is_faction_leader = yes
		is_subject = no
		has_government = democratic
	}
	completion_reward = {
		every_country = {
			limit = {
				OR = {
					original_tag = ROOT
					is_in_faction_with = ROOT
				}
			}
			add_ideas = r56_LUX_benelux_alliance
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: WW_hungary.83
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_ideas, fire_only_once, add_political_power, is_in_faction, add_offsite_building
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.83
	title = WW_hungary.83.t
	desc = WW_hungary.83.desc
	picture = GFX_report_event_vienna_award_hungary
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.83.a
		ai_chance = {
			factor = 75
			modifier = {
				strength_ratio = {
					tag = HUN
					ratio = < 0.8
				}
				factor = 2
			} {
				is_in_faction = no
				HUN = {
					is_in_faction = yes
				}
				factor = 2
			} {
				NOT = {
					OR = {
						has_completed_focus = AUS_great_austrian_economic_push AUS_bring_phonix_insurance_from_the_ashes AUS_apprentice_programmes
					}
				}
				factor = 1.5
			}
		}
		effect_tooltip = {
			ROOT = {
				add_ideas = HUN_payments_from_hungary_idea
				add_offsite_building = {
					type = industrial_complex
					level = 2
				}
			}
			FROM = {
				add_political_power = -120
				transfer_state = 975
			}
		}
		FROM = {
			country_event = {
				id = WW_hungary.84
				hours = 2
			}
		}
	} {
		name = WW_hungary.83.b
		ai_chance = {
			factor = 50
			modifier = {
				strength_ratio = {
					tag = HUN
					ratio = > 1.5
				}
				factor = 2
			} {
				has_completed_focus = AUS_great_austrian_economic_push
				factor = 2.5
			}
		}
		FROM = {
			country_event = {
				id = WW_hungary.85
				hours = 2
			}
		}
	}
}