Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: lit_focus
Component: LIT_expand_lithuanian_shipyards
Constructs: prerequisite, limit, completion_reward, is_controlled_by, is_core_of, is_coastal, random_owned_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_expand_lithuanian_shipyards
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = LIT_POL_union
	}
	relative_position_id = LIT_POL_union
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		any_owned_state = {
			is_controlled_by = ROOT
			is_core_of = LIT
			is_coastal = yes
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				is_controlled_by = ROOT
				is_core_of = LIT
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: VEN_david_lopez_henriques
Source: game
File: common/characters/VEN.txt

Code:
VEN_david_lopez_henriques = {
	advisor = {
		slot = air_chief
		idea_token = VEN_david_lopez_henriques
		allowed = {
			original_tag = VEN
		}
		traits = {
			air_chief_all_weather_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = David Lopez Henriques
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_3
		}
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_german_technology
Constructs: prerequisite, has_war_with, completion_reward, add_research_slot
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_german_technology
	icon = GFX_focus_ARG_fascist_researchers
	prerequisite = {
		focus = DNZ_german_industrial_ties
	} {
		focus = DNZ_business_contacts_abroad
	}
	relative_position_id = DNZ_german_industrial_ties
	x = -1
	y = 1
	cost = 10
	available = {
		OR = {
			NOT = {
				country_exists = GER
			} {
				has_war_with = GER
			}
		}
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: naw_norway.2
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.2
	title = naw_norway.2.t
	desc = naw_norway.2.d
	picture = GFX_report_event_soldiers_in_france
	is_triggered_only = yes
	option = {
		name = naw_norway.2.a
		effect_tooltip = {
			add_to_faction = FROM
		}
	}
}
### Entity: Idea
Component: small_fleet
Constructs: removal_cost, cancel_if_invalid, equipment_bonus, build_cost_ic, has_tech, is_coastal
Source: game
File: common/ideas/add_effects_naval_doc.txt

Code:
small_fleet = {
	removal_cost = -1
	cancel_if_invalid = no
	equipment_bonus = {
		screen_ship = {
			instant = yes
			build_cost_ic = -0.25
		}
		submarine = {
			instant = yes
			build_cost_ic = -0.25
		}
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 0
			OR = {
				has_tech = trade_interdiction
			}
		} {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_institute_for_industrial_techniques
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_institute_for_industrial_techniques
	icon = GFX_focus_research
	prerequisite = {
		focus = HUN_support_urbanization HUN_support_domestic_industry
	}
	x = 0
	y = 3
	relative_position_id = HUN_industrial_revitalization
	cost = 10
	ai_will_do = {
		factor = 90
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_industry_nationalizations
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, add_political_power, check_variable, has_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_industry_nationalizations
	icon = GFX_goal_generic_land_seizure
	relative_position_id = AUS_subsidies_for_farmers
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_subsidies_for_farmers
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
	}
	cost = 7
	completion_reward = {
		custom_effect_tooltip = AUS_lose_1_fund generic_skip_one_line_tt
		if = {
			limit = {
				has_idea = AUS_strabag
			}
			swap_ideas = {
				remove_idea = AUS_strabag
				add_idea = AUS_nationalized_strabag
			}
			custom_effect_tooltip = AUS_strabag_nationalized_tt
			add_political_power = 100
		}
		else = {
			add_ideas = AUS_nationalized_strabag
			custom_effect_tooltip = AUS_strabag_nationalized_tt
		}
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_enlarge_the_textile_industries
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, has_game_rule, has_civil_war, every_core_state
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_enlarge_the_textile_industries
	icon = GFX_focus_CHL_enlarge_the_textile_industries
	relative_position_id = CHL_invite_french_aristocracy
	x = 3
	y = 2
	cost = 10
	offset = {
		x = -7
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CHL_address_the_mapuche_conflict
		}
	} {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CHL_rule_by_decree
		}
	}
	prerequisite = {
		focus = CHL_embrace_indigenous_corporatism CHL_invite_french_aristocracy
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	available = {
		has_government = neutrality
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Decision
Component: BEL_cores_in_gallic_france_cat
Constructs: has_country_flag, fire_only_once, is_fully_controlled_by, is_core_of, cancel_trigger, cancel_effect, clr_country_flag, complete_effect
Source: game
File: common/decisions/BEL.txt

Code:
BEL_cores_in_gallic_france_cat = {
	BEL_complete_integration_of_from_decision = {
		icon = GFX_decision_generic_operation
		allowed = {

		}
		available = {
			NOT = {
				has_country_flag = BEL_currently_coring_gallic_state_flag
			}
		}
		state_target = yes
		target_trigger = {
			FROM = {
				OR = {
					state = 29 785 18 28 17 27
				} {
					ROOT = {
						has_country_flag = BEL_currently_coring_gallic_state_flag
					}
					is_fully_controlled_by = ROOT
				}
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		cost = 100
		fire_only_once = yes
		days_remove = 90
		cancel_trigger = {
			FROM = {
				NOT = {
					is_fully_controlled_by = ROOT
				}
			}
		}
		cancel_effect = {
			clr_country_flag = BEL_currently_coring_gallic_state_flag
		}
		complete_effect = {
			set_country_flag = BEL_currently_coring_gallic_state_flag
		}
		remove_effect = {
			FROM = {
				add_core_of = ROOT
			}
			ROOT = {
				clr_country_flag = BEL_currently_coring_gallic_state_flag
			}
		}
	}
}
### Entity: Idea
Component: GDL_coi
Source: game
File: common/ideas/guadeloupe.txt

Code:
GDL_coi = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = GDL
	}
	traits = {
		captain_of_industry
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_the_face_against_communism
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_the_face_against_communism
	icon = GFX_focus_ger_bulwark_against_bolshevism
	prerequisite = {
		focus = LIE_sonderdivision_russland
	}
	relative_position_id = LIE_sonderdivision_russland
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = LIE_the_face_against_communism_idea
	}
}
### Entity: Shared Focus
Component: ARAB_special_forces
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, add_tech_bonus, set_country_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_arab_minor_military_shared.txt

Code:
shared_focus = {
	id = ARAB_special_forces
	text = ABC_special_forces
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = ARAB_equipment_effort_3
	} {
		focus = ARAB_infantry_camouflage
	} {
		focus = ARAB_equipment_effort_2
	}
	x = -2
	y = 1
	relative_position_id = ARAB_equipment_effort_3
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = special_forces
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 2
			uses = 1
			category = r56_desert_infantry_tech r56_jaeger_infantry_tech r56_jungle_infantry_tech r56_marines_infantry_tech r56_mountain_infantry_tech r56_paratroops_infantry_tech r56_shock_infantry_tech
		} {
			name = special_forces_bonus
			bonus = 1.0
			uses = 2
			category = r56_special_forces_training_tech
		}
		hidden_effect = {
			set_country_flag = cite_an_airborne_unit_flag
		}
		unlock_decision_tooltip = {
			decision = cite_an_airborne_unit
			show_effect_tooltip = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_plan_for_the_coup
Constructs: prerequisite, completion_reward, has_idea
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_plan_for_the_coup
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = SOV_undermine_stalins_authority
	} {
		focus = SOV_clandestine_cells
	}
	x = 1
	y = 1
	relative_position_id = SOV_undermine_stalins_authority
	cost = 10
	available = {
		SOV_soviet_civil_war_not_started = yes
		NOT = {
			has_idea = SOV_lavrenty_beriya
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SOV_the_plan_for_the_coup_tt
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_sugar_for_oil
Constructs: prerequisite, has_government, completion_reward, add_offsite_building, give_resource_rights
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_sugar_for_oil
	icon = GFX_goal_oil_agreement
	cost = 7.2
	prerequisite = {
		focus = CUB_expand_the_plantations
	}
	relative_position_id = CUB_expand_the_plantations
	x = -1
	y = 1
	available = {
		num_of_available_civilian_factories = > 2
		country_exists = SOV
		SOV = {
			has_government = communism
		}
	}
	completion_reward = {
		SOV = {
			country_event = cuba.17
		}
		custom_effect_tooltip = if_they_accept
		effect_tooltip = {
			SOV = {
				add_offsite_building = {
					type = industrial_complex
					level = 3
				}
				give_resource_rights = {
					receiver = CUB
					state = 577
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: State History
Component: 341
Constructs: limit, add_core_of, has_dlc, set_demilitarized_zone
Source: game
File: history/states/341-Edirne.txt

Code:
state = {
	id = 341
	name = STATE_341
	manpower = 363947
	resources = {

	}
	state_category = town
	history = {
		owner = TUR
		victory_points = {
			11842 5
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			849 = {
				naval_base = 3
				coastal_bunker = 2
			}
		}
		add_core_of = TUR
		 = 1936.1.1 1936.11.9
		.1 = {
			if = {
				limit = {
					has_dlc = Battle for the Bosporus
				}
				set_demilitarized_zone = yes
			}
		} {
			set_demilitarized_zone = no
		}
	}
	provinces = {
		849 922 3879 3893 6895 11842
	}
	local_supplies = 0.0
}
### Entity: Character
Component: HRZ_fascist_guy
Constructs: has_government
Source: game
File: common/characters/HRZ.txt

Code:
HRZ_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = HRZ_fascist_guy
		allowed = {
			original_tag = HRZ
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
}
### Entity: Decision
Component: INS_malay_unification_cat
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/INS_decision_categories.txt

Code:
INS_malay_unification_cat = {
	icon = GFX_decision_category_INS_unity_in_diversity
	priority = 30
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	visible = {
		has_completed_focus = INSHOL_republic_of_indonesia
	}
}
### Entity: Event
Component: news.301
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.301
	title = news.301.t
	desc = news.301.desc
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	option = {
		name = news.301.a
		trigger = {
			TAG = HUN
		}
	} {
		name = news.301.b
		trigger = {
			TAG = ROM
		}
	} {
		name = news.301.c
		trigger = {
			NOT = {
				TAG = HUN ROM
			}
		}
	}
}
### Entity: Event
Component: siam_r56.17
Constructs: is_triggered_only, give_guarantee
Source: game
File: events/r56_SIA_events.txt

Code:
country_event = {
	id = siam_r56.17
	title = siam_r56.17.title
	desc = siam_r56.17.desc
	picture = GFX_report_event_eng_royal_family
	is_triggered_only = yes
	option = {
		name = siam_r56.14.a
		effect_tooltip = {
			FROM = {
				give_guarantee = ROOT
			}
		}
	}
}
### Entity: Character
Component: GRE_king_george_ii
Source: game
File: common/characters/GRE.txt

Code:
GRE_king_george_ii = {
	name = GRE_king_george_ii
	portraits = {
		civilian = {
			large = GFX_portrait_gre_george_ii
		}
	}
}
### Entity: Scripted Trigger
Component: CHI_southern_warlords
Source: game
File: common/scripted_triggers/CHI_scripted_triggers.txt

Code:
CHI_southern_warlords = {
	OR = {
		tag = YUN GXC GDC
	}
}
### Entity: Balance of Power
Component: KMT_main_bop
Constructs: has_completed_focus, stability_factor, limit, army_attack_factor, add_power_balance_value
Source: game
File: common/bop/china_bop.txt

Code:
KMT_main_bop = {
	initial_value = 0.1
	left_side = KMT_party_beurocracy
	right_side = KMT_chaing_kai_shek
	decision_category = KMT_the_internal_party_shenanigans
	range = {
		id = chaing_party_balance
		min = -0.15
		max = 0.15
		modifier = {
			political_power_factor = -0.05
		}
		on_activate = {
			custom_effect_tooltip = KMT_main_bop_tt
		}
	}
	side = {
		id = KMT_party_beurocracy
		icon = GFX_bop_party
		range = {
			id = party_gaining_influence
			min = -0.45
			max = -0.15
			modifier = {
				political_power_factor = -0.03
				stability_factor = 0.02
			}
			on_activate = {
				custom_effect_tooltip = KMT_main_bop_tt
			}
			on_deactivate = {

			}
		} {
			id = party_influence_solidifying
			min = -0.7
			max = -0.45
			modifier = {
				political_power_factor = -0.02
				stability_factor = 0.05
			}
			on_activate = {
				custom_effect_tooltip = KMT_main_bop_tt
			}
			on_deactivate = {

			}
		} {
			id = the_party_supreme
			min = -0.9
			max = -0.7
			modifier = {
				political_power_factor = -0.01
				stability_factor = 0.075
			}
			on_activate = {
				custom_effect_tooltip = KMT_main_bop_tt
			}
			on_deactivate = {

			}
		} {
			id = the_party_dictatorship
			min = -1
			max = -0.9
			modifier = {
				political_power_factor = 0.05
				stability_factor = 0.1
			}
			on_activate = {
				IF = {
					limit = {
						NOT = {
							has_completed_focus = KMT_consolidate_party_supremacy
						}
					}
					add_power_balance_value = {
						id = KMT_main_bop
						value = 0.11
						tooltip_side = KMT_chaing_kai_shek
					}
					custom_effect_tooltip = generic_skip_one_line_tt KMT_party_bop_tt
				}
				else = {
					custom_effect_tooltip = KMT_main_bop_tt
				}
			}
			on_deactivate = {

			}
		}
	} {
		id = KMT_chaing_kai_shek
		icon = GFX_bop_CKS
		range = {
			id = chaing_gaining_influence
			min = 0.15
			max = 0.45
			modifier = {
				political_power_factor = -0.03
				army_attack_factor = 0.01
			}
			on_activate = {
				custom_effect_tooltip = KMT_main_bop_tt
			}
			on_deactivate = {

			}
		} {
			id = chaing_influence_solidifying
			min = 0.45
			max = 0.7
			modifier = {
				political_power_factor = -0.02
				army_attack_factor = 0.025
			}
			on_activate = {
				custom_effect_tooltip = KMT_main_bop_tt
			}
			on_deactivate = {

			}
		} {
			id = chaing_supreme
			min = 0.7
			max = 0.9
			modifier = {
				political_power_factor = -0.01
	
# ... (truncated)
### Entity: Character
Component: FRA_maurice_gauche
Constructs: has_intelligence_agency, has_dlc
Source: game
File: common/characters/FRA.txt

Code:
FRA_maurice_gauche = {
	name = FRA_maurice_gauche
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FRA_maurice_gauche
		available = {
			has_intelligence_agency = yes
		}
		allowed = {
			original_tag = FRA
			has_dlc = La Resistance
		}
		traits = {
			head_of_intelligence
		}
		ai_will_do = {
			factor = 0.25
		}
	}
}
### Entity: AI Strategy
Component: GER_market_management_after_anschluss
Constructs: has_completed_focus, has_government
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_market_management_after_anschluss = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_government = fascism
		has_completed_focus = GER_anschluss
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_for_sale_threshold
		id = infantry
		value = 200000
	} {
		type = equipment_market_for_sale_threshold
		id = support
		value = 1000
	} {
		type = equipment_market_for_sale_threshold
		id = artillery
		value = 1500
	} {
		type = equipment_market_for_sale_threshold
		id = anti_air
		value = 1000
	} {
		type = equipment_market_for_sale_threshold
		id = anti_tank
		value = 1500
	} {
		type = equipment_market_for_sale_threshold
		id = armor
		value = 1000
	} {
		type = equipment_market_for_sale_threshold
		id = motorized
		value = 2000
	} {
		type = equipment_market_for_sale_threshold
		id = train
		value = 200
	}
}
### Entity: Character
Component: BRA_emperor_trait
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
BRA_emperor_trait = {
	random = no
	stability_factor = 0.1
	war_support_factor = 0.1
	political_power_factor = 0.1
	army_core_defence_factor = 0.1
	army_core_attack_factor = 0.1
}
### Entity: AI Strategy
Component: AUS_now_we_need_mils
Source: game
File: common/ai_strategy/r56_AUS.txt

Code:
AUS_now_we_need_mils = {
	allowed = {
		original_tag = AUS
	}
	enable = {
		date = > 1937.4.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 100
	}
}
### Entity: Idea
Component: INS_army_idea_two_1
Constructs: war_support_factor, removal_cost, conscription_factor, planning_speed
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_army_idea_two_1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = INS_army
	modifier = {
		conscription_factor = -0.15
		war_support_factor = -0.05
		planning_speed = -0.15
		land_doctrine_cost_factor = 0.15
		air_doctrine_cost_factor = 0.25
		naval_doctrine_cost_factor = 0.2
		military_leader_cost_factor = -0.25
	}
}
### Entity: Country History
Country: SUD
Component: SUD_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SUD - Sudan.txt

Code:
# Politics & Parties for SUD
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: Character
Component: FRA_roger_salengro
Constructs: has_completed_focus
Source: game
File: common/characters/FRA.txt

Code:
FRA_roger_salengro = {
	name = FRA_roger_salengro
	portraits = {
		army = {
			small = GFX_idea_FRA_roger_salengro
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FRA_roger_salengro
		allowed = {
			original_tag = FRA
		}
		available = {
			has_completed_focus = FRA_form_the_popular_front
		}
		traits = {
			compassionate_gentleman
		}
		on_add = {

		}
		do_effect = {

		}
		ai_will_do = {
			factor = 0.5
		}
	}
}
### Entity: Event
Component: WW_hungary.63
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, every_state, is_controlled_by, is_subject_of, is_core_of
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.63
	title = WW_hungary.63.t
	desc = WW_hungary.63.desc
	picture = GFX_report_event_royal_visit
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.63.a
		ai_chance = {
			factor = 100
		}
		every_state = {
			limit = {
				OR = {
					is_controlled_by = ROOT
					any_country = {
						is_subject_of = ROOT
						controls_state = PREV
					}
				}
				NOT = {
					is_core_of = ROOT
				} {
					is_owned_and_controlled_by = MEX
				}
				is_core_of = MEX
			}
			transfer_state_to = MEX
		}
		custom_effect_tooltip = HUN_third_mexican_empire_tt
		MEX = {
			hidden_effect = {
				drop_cosmetic_tag = yes
				set_cosmetic_tag = MEX_habsburg_empire
			}
			country_event = {
				id = WW_hungary.61
				hours = 0
			}
		}
		add_to_faction = FROM
		hidden_effect = {
			set_country_flag = HUN_created_mexican_habsburg_monarchy
		}
	}
}
### Entity: Resistance
Component: compliance_60
Source: game
File: common/resistance_compliance_modifiers/compliance_modifiers.txt

Code:
compliance_60 = {
	type = core_compliance_modifier
	icon = GFX_occupation_compliance_modifier_strip:4
	small_icon = GFX_occupation_compliance_modifier_small_strip:4
	threshold = 60
	margin = 2
	state_modifier = {
		recruitable_population_factor = 0.2
	}
}
### Entity: Character
Component: personal_agenda_aaltonen
Source: game
File: common/country_leader/00_traits.txt

Code:
personal_agenda_aaltonen = {
	random = no
	custom_modifier_tooltip = FIN_personal_agenda_aaltonen_tt
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_the_eastern_frontier
Constructs: prerequisite, completion_reward, has_civil_war, has_capitulated, add_building_construction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_the_eastern_frontier
	icon = GFX_goal_generic_construct_military
	relative_position_id = EGY_expand_the_defence_department
	x = 2
	y = 1
	cost = 5
	available = {
		has_civil_war = no
		controls_state = 453
	}
	bypass = {
		OR = {
			has_capitulated = yes
			NOT = {
				controls_state = 453
			}
		}
	}
	prerequisite = {
		focus = EGY_expand_the_defence_department
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		453 = {
			add_building_construction = {
				type = bunker
				province = 4161
				level = 1
				instant_build = yes
			} {
				type = bunker
				province = 10002
				level = 1
				instant_build = yes
			} {
				type = bunker
				province = 12073
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: KOR_choe_hyon
Constructs: is_subject_of
Source: game
File: common/characters/KOR.txt

Code:
KOR_choe_hyon = {
	name = KOR_choe_hyon
	portraits = {
		civilian = {
			large = GFX_portrait_Syngman_Rhee
		}
	}
	corps_commander = {
		traits = {
			trickster trait_mountaineer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				is_subject_of = JAP
			}
		}
	}
}