Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_new_bomber_prototypes
Constructs: prerequisite, limit, completion_reward, set_technology, has_dlc, has_tech, create_equipment_variant, add_tech_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_new_bomber_prototypes
	icon = GFX_goal_generic_air_tactical_bomber_new
	prerequisite = {
		focus = CZE_walter_engines
	}
	x = 1
	y = 1
	relative_position_id = CZE_walter_engines
	cost = 10
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			country_event = {
				id = CZE.224
				days = 12
			}
			custom_effect_tooltip = generic_skip_one_line_tt alternative_diplomatic_reward generic_skip_one_line_tt alternative_diplomatic_reward
			effect_tooltip = {
				if = {
					limit = {
						CZE = {
							has_tech = basic_medium_airframe
						}
					}
					create_equipment_variant = {
						name = Aero A-300
						type = medium_plane_airframe_1
						parent_version = 1
						modules = {
							fixed_main_weapon_slot = medium_bomb_bay
							fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
							engine_type_slot = engine_2_2x
							special_type_slot_1 = lmg_defense_turret_2x
							special_type_slot_2 = lmg_defense_turret
						}
					}
				} {
					limit = {
						CZE = {
							NOT = {
								has_tech = basic_medium_airframe
							}
						}
					}
					set_technology = {
						basic_medium_airframe = 1
					}
					create_equipment_variant = {
						name = Aero A-290
						type = medium_plane_airframe_0
						parent_version = 1
						modules = {
							fixed_main_weapon_slot = medium_bomb_bay
							engine_type_slot = engine_2_2x
							special_type_slot_1 = lmg_defense_turret
						}
					}
				}
			} {
				if = {
					limit = {
						CZE = {
							has_tech = basic_medium_airframe
						}
					}
					create_equipment_variant = {
						name = Avia B-158
						type = medium_plane_airframe_1
						parent_version = 1
						modules = {
							fixed_main_weapon_slot = light_mg_2x
							fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
							fixed_auxiliary_weapon_slot_2 = bomb_locks
							engine_type_slot = engine_2_2x
							special_type_slot_1 = lmg_defense_turret
							special_type_slot_2 = lmg_defense_turret_2x
						}
					}
				} {
					limit = {
						CZE = {
							NOT = {
								has_tech = basic_medium_airframe
							}
						}
					}
					create_equipment_variant = {
						name = Avia B-157
						type = medium_plane_airframe_0
						parent_version = 1
						modules = {
							fixed_main_weapon_slot = light_mg_2x
							fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
				
# ... (truncated)
### Entity: Character
Component: ARG_enrique_mosca
Constructs: has_government, has_country_leader
Source: game
File: common/characters/ARG.txt

Code:
ARG_enrique_mosca = {
	portraits = {
		civilian = {
			large = GFX_portrait_ARG_enrique_mosca
		}
		army = {
			small = GFX_portrait_ARG_enrique_mosca_small
		}
	}
	country_leader = {
		ideology = socialism
		expire = 1965.1.1.1
		id = -1
		traits = {
			ARG_prominent_centrist
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ARG_enrique_mosca
		allowed = {
			original_tag = ARG
		}
		traits = {
			democratic_reformer
		}
		visible = {
			has_government = democratic
		}
		available = {
			has_government = democratic
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = ARG_enrique_mosca
				}
			}
		}
	}
}
### Entity: Character
Component: SPA_jose_antonio_primo_de_rivera
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPA_jose_antonio_primo_de_rivera = {
	name = SPA_jose_antonio_primo_de_rivera
	portraits = {
		army = {
			small = GFX_idea_SPA_jose_antonio_primo_de_rivera
		}
		civilian = {
			large = GFX_portrait_SPA_jose_antonio_primo_de_rivera
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SPR_SPA_jose_antonio_primo_de_rivera
		name = SPA_jose_antonio_primo_de_rivera
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPD SPC
			}
		}
		available = {
			has_completed_focus = SPA_primo_de_rivera_prisoner_exchange
			custom_trigger_tooltip = {
				tooltip = SPA_not_republican_spain_tt
				NOT = {
					tag = SPD
				}
			}
		}
		traits = {
			falangist_figurehead
		}
	}
	country_leader = {
		ideology = falangism
		traits = {
			sins_of_the_father
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Order of Battle
Component: 1. Chasseurs Ardennais
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/WLL_home_guard.txt

Code:
division = {
	name = 1. Chasseurs Ardennais
	location = 11519
	division_template = Chasseurs Ardennais
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = BEL
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: Idea
Component: ITA_papal_support_strengthened_no_lar
Constructs: has_completed_focus, stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_papal_support_strengthened_no_lar = {
	name = ITA_papal_support
	picture = ITA_papal_state_ns
	removal_cost = -1
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_completed_focus = ITA_strengthen_the_papacy
	}
	modifier = {
		political_power_factor = 0.1
		neutrality_drift = 0.02
		stability_factor = 0.08
		justify_war_goal_time = 0.1
		opinion_gain_monthly_factor = 0.15
		compliance_growth = 0.05
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L24
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L24 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^24 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L24
		value = 5000
	} {
		type = support
		id = L24
		value = 5000
	} {
		type = diplo_action_desire
		id = L24
		target = lend_lease
		value = 2000
	}
}
### Entity: Character
Component: indies_rep_hoog
Constructs: political_power_gain, autonomy_gain, neutrality_drift, democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
indies_rep_hoog = {
	sprite = 13
	random = no
	autonomy_gain = 0.1
	political_power_gain = 0.05
	neutrality_drift = 0.04
	democratic_drift = 0.01
}
### Entity: Modifier Reference
Construct: paradrop_organization_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## paradrop_organization_factor

* Number with 1 decimal places
* **Categories**: unit_leader, country
### Entity: Idea
Component: cag_night_fighting_spirit
Constructs: has_dlc
Source: game
File: common/ideas/air_spirits.txt

Code:
cag_night_fighting_spirit = {
	ledger = air
	visible = {
		tag = ENG
	}
	modifier = {
		air_carrier_night_penalty_reduction_factor = 0.25
		carrier_night_traffic = 0.5
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: Unit_experience
Source: wiki
File: wiki/Experience.html

Doc:
Unit experience[edit]
Land units can gain Experience via off-map training (via the Army Planner), on-map training (via a Commander), or via engaging in Combat.

Level
Notes
Combat modifier

Green |
|
-50%
|

Trained |
Maximum possible from off-map training. |
-25%
|

Regular |
Maximum possible from on-map training. |
0%
|

Seasoned |
|
+25%
|

Veteran |
|
+50%
|

Experience is currently a straight modifier to Combat Effectiveness. It seems likely that each Experience Level represents a 20% range of Experience.

As a unit takes Casualties and is Reinforced, its experience will be reduced. However, this will be less than proportionally so, representing green soldiers being more likely to be Casualties. Exact details are still unknown.

Air Units cannot gain Experience.
### Entity: Special Project
Component: sp_r56_heavy_tank_studies
Constructs: limit, fire_only_once, set_technology, has_dlc, has_tech, breakthrough_cost, resource_cost, add_tech_bonus
Source: game
File: common/special_projects/projects/r56_land_projects.txt

Code:
sp_r56_heavy_tank_studies = {
	specialization = specialization_land
	icon = GFX_sp_land_heavy_tank_study
	project_tags = {
		sp_tag_tank
	}
	available = {
		if = {
			limit = {
				has_dlc = No Step Back
			}
			FROM = {
				has_tech = basic_heavy_tank_chassis
			}
		} {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			FROM = {
				has_tech = basic_heavy_tank
			}
		}
	}
	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.medium
	breakthrough_cost = {
		specialization_land = 1
	}
	resource_cost = {
		resources = {
			steel = 4
			chromium = 4
		}
	}
	project_output = {
		country_effects = {
			if = {
				limit = {
					has_dlc = No Step Back
				}
				if = {
					limit = {
						ROOT = {
							NOT = {
								has_tech = advanced_heavy_tank_chassis
							}
						}
					}
					ROOT = {
						add_tech_bonus = {
							name = sp_r56_heavy_tank_studies
							bonus = 0.25
							uses = 1
							category = cat_heavy_armor
						}
					}
					custom_effect_tooltip = generic_skip_one_line_tt
				} {
					limit = {
						ROOT = {
							has_tech = advanced_heavy_tank_chassis
							NOT = {
								has_tech = advanced_main_battle_tank_chassis
							}
						}
					}
					ROOT = {
						add_tech_bonus = {
							name = sp_r56_heavy_tank_studies
							bonus = 0.25
							uses = 1
							technology = main_battle_tank_chassis advanced_main_battle_tank_chassis
						}
					}
					custom_effect_tooltip = generic_skip_one_line_tt
				} {
					limit = {
						ROOT = {
							NOT = {
								has_tech = super_heavy_tank_chassis
							}
						}
					}
					ROOT = {
						add_tech_bonus = {
							name = sp_r56_heavy_tank_studies
							ahead_reduction = 1
							bonus = 1.0
							uses = 1
							technology = super_heavy_tank_chassis
						}
					}
					custom_effect_tooltip = generic_skip_one_line_tt
				} {
					limit = {
						ROOT = {
							has_tech = super_heavy_tank_chassis
						}
					}
					ROOT = {
						army_experience = 5
						custom_effect_tooltip = generic_skip_one_line_tt
					}
				}
			} {
				limit = {
					NOT = {
						has_dlc = No Step Back
					}
				}
				if = {
					limit = {
						ROOT = {
							NOT = {
								has_tech = advanced_heavy_tank
							}
						}
					}
					ROOT = {
						add_tech_bonus = {
							name = sp_r56_heavy_tank_studies
							bonus = 0.25
							uses = 1
							category = cat_heavy_armor
# ... (truncated)
### Entity: Event
Component: lar_spain.9
Constructs: is_triggered_only, set_political_party, has_completed_focus, division_template, create_country_leader, every_owned_state, add_equipment_to_stockpile, set_stability
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.9
	title = lar_spain.9.t
	desc = {
		text = lar_spain.9.desc
		trigger = {
			NOT = {
				has_global_flag = scw_early_end
			}
		}
	} {
		text = lar_spain.9.desc_2
		trigger = {
			has_global_flag = scw_early_end
		}
	}
	picture = GFX_report_event_spr_anarchist_uprising2
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_global_flag = SPR_anarchist_uprising_flag {
				flag = SPR_civil_war_startup
				value = 1
				days = 3
			}
			if = {
				limit = {
					has_global_flag = SOV_covert_support_for_poum_flag
				}
				if = {
					limit = {
						communism = > 0.03
					}
					set_political_party = {
						ideology = communism
						popularity = 3
					}
				} {
					limit = {
						SOV = {
							has_completed_focus = SOV_covert_support_for_spanish_poum
						}
						SPD = {
							has_volunteers_amount_from = {
								tag = SOV
								count = > 0
							}
						}
					}
					SOV = {
						recall_volunteers_from = SPD
					}
				}
				add_popularity = {
					ideology = neutrality
					popularity = -0.05
				}
				SPC = {
					set_rule = {
						can_generate_female_aces = yes
					}
					set_politics = {
						ruling_party = communism
					}
					set_popularities = {
						communism = 58
						democratic = 2
						neutrality = 40
					}
					create_country_leader = {
						name = Julián Gorkin
						desc = POLITICS_JULIAN_GORKIN_DESC
						picture = GFX_portrait_SPR_julian_gorkin
						expire = 1965.1.1
						ideology = anarchist_communism
						traits = {
							militant_socialist
						}
					}
					if = {
						limit = {
							has_global_flag = SOV_poum_has_covert_depots_from_soviets_flag
						}
						add_equipment_to_stockpile = {
							type = infantry_equipment
							amount = 6000
							producer = SOV
						} {
							type = support_equipment
							amount = 600
							producer = SOV
						} {
							type = artillery_equipment
							amount = 120
							producer = SOV
						} {
							type = motorized_equipment
							amount = 60
							producer = SOV
						} {
							type = train_equipment
							amount = 6
							producer = SOV
						}
						add_opinion_modifier = {
							target = SOV
							modifier = SOV_sent_us_weapons
						}
					}
				}
			} {
				limit = {
					165 = {
						is_capital = yes
					}
				}
				random_owned_controlled_state = {
					limit = {
						NOT = 
# ... (truncated)
### Entity: Event
Component: prc.68
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.68
	title = prc.68.t
	desc = prc.68.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = prc.68.a
		effect_tooltip = {
			puppet = FROM
			transfer_state = 621
		}
	}
}
### Entity: Event
Component: news.705
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_portugal.txt

Code:
news_event = {
	id = news.705
	title = news.705.t
	desc = news.705.d
	picture = GFX_news_event_011
	major = yes
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = news.705.o
	}
}
### Entity: Idea
Component: COG_short_term_massive_debt_recieved
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/congo.txt

Code:
COG_short_term_massive_debt_recieved = {
	allowed = {
		original_tag = BEL
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_economic_increase
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.1
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_afghan_royal_army
Constructs: limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_afghan_royal_army
	icon = GFX_goal_AFG_army
	x = 15
	y = 0
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		army_experience = 15
		random_owned_controlled_state = {
			prioritize = {
				267
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_armored_car_recon_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_armored_car_recon_speed_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Idea
Component: EAI_HARD/medium_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/medium_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Idea
Component: IRQ_militarized_settlements
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_iraq.txt

Code:
IRQ_militarized_settlements = {
	removal_cost = -1
	allowed = {
		original_tag = IRQ
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	picture = generic_manpower_bonus
	modifier = {
		conscription = 0.005
	}
}
### Entity: Character
Component: AFG_palestinian_freedom_fighter
Constructs: fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_palestinian_freedom_fighter = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	fascism_drift = 0.05
	modifier_army_sub_unit_irregular_infantry_attack_factor = 0.1
	modifier_army_sub_unit_irregular_infantry_defence_factor = 0.05
}
### Entity: Idea
Component: AST_great_depression_1
Constructs: stability_factor, industrial_capacity_factory, has_dlc, removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_great_depression_1 = {
	allowed = {
		NOT = {
			has_dlc = Thunder at Our Gates
		}
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = great_depression
	modifier = {
		consumer_goods_factor = 0.4
		industrial_capacity_factory = -0.15
		industrial_capacity_dockyard = -0.15
		stability_factor = -0.1
	}
}
### Entity: Idea
Component: RUT_ukrainian_revanchism_focus
Constructs: has_government, removal_cost
Source: game
File: common/ideas/ruthenia.txt

Code:
RUT_ukrainian_revanchism_focus = {
	picture = ukraine
	allowed = {
		original_tag = RUT
		always = no
		NOT = {
			has_government = communism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.25
		generate_wargoal_tension = -0.4
	}
}
### Entity: Idea
Component: CHI_army_corruption_1
Constructs: army_defence_factor, army_attack_factor, removal_cost, mobilization_speed
Source: game
File: common/ideas/china.txt

Code:
CHI_army_corruption_1 = {
	picture = chi_army_corruption
	name = CHI_army_corruption
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = -0.3
		army_defence_factor = -0.3
		mobilization_speed = -0.35
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_motorized
Constructs: shared_focus, has_completed_focus, prerequisite, limit, add_ideas, completion_reward, has_dlc, add_mio_size
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_motorized
	icon = GFX_focus_generic_truck
	relative_position_id = SMB_military_facilities
	prerequisite = {
		focus = SMB_military_facilities SMB_army_academy
	}
	mutually_exclusive = {
		focus = SMB_regular_infantry
	}
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
				original_tag = BRA
			}
			IF = {
				limit = {
					NOT = {
						has_completed_focus = BRA_fabrica_nacional_de_motores
					}
				}
				custom_effect_tooltip = available_mio_tt
				show_mio_tooltip = BRA_fnm_organization
			}
			mio:BRA_fnm_organization = {
				add_mio_size = 1
			}
		}
		ELSE = {
			add_ideas = idea_JUNO_truck_production_cost
			add_tech_bonus = {
				name = JUNO_motorization_initiative
				bonus = 0.5
				uses = 2
				category = motorized_equipment
			}
		}
	}
}
### Entity: Character
Component: ENG_jackie_smyth
Source: game
File: common/characters/ENG.txt

Code:
ENG_jackie_smyth = {
	name = ENG_jackie_smyth
	portraits = {
		army = {
			large = GFX_portrait_ENG_jackie_smyth
			small = GFX_portrait_ENG_jackie_smyth_small
		}
	}
	corps_commander = {
		traits = {
			old_guard
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_cancel_strategies
Constructs: limit, check_variable, add_to_temp_array, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_cancel_strategies = {
	if = {
		limit = {
			check_variable = {
				_cancel_strategies^num = > 0
			}
		}
		for_each_loop = {
			array = _cancel_strategies
			value = strategy_type_id
			add_to_temp_array = {
				_cancel_projects_TYPE_IDS = strategy_type_id
			}
		}
		set_temp_variable = {
			EAI_PC_cancel_projects_source = 6
		}
		EAI_PC_cancel_projects = yes
	}
}
### Entity: Event
Component: bra.14
Constructs: is_triggered_only, fire_only_once, add_political_power, retire_character, set_nationality, add_country_leader_role, set_politics, add_popularity
Source: game
File: events/Brazil.txt

Code:
country_event = {
	id = bra.14
	title = bra.14.t
	desc = bra.14.d
	picture = GFX_bra.14
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bra.14.a
		effect_tooltip = {
			retire_character = BRA_getulio_vargas
		}
		hidden_effect = {
			BRA_getulio_vargas = {
				set_nationality = G01
			}
			add_country_leader_role = {
				character = BRA_eurico_gaspar_dutra
				promote_leader = yes
				country_leader = {
					desc = POLITICS_DUTRA_DESC
					ideology = oligarchism
					traits = {
						r56_trait_opposed_to_communism
					}
					expire = 1965.1.1
				}
			}
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.125
		}
		add_political_power = 150
	}
}
### Entity: Event
Component: belgium.50
Constructs: ai_chance, has_completed_focus, has_government, owns_state, has_global_flag, set_province_name, set_global_flag
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.50
	title = belgium.50.t
	desc = belgium.50.d
	picture = GFX_report_event_van_severen_meeting
	trigger = {
		OR = {
			original_tag = BEL FLA
		} {
			BEL = {
				has_government = fascism
				has_completed_focus = BEL_choose_Verdinaso
				owns_state = 29 6
			}
			FLA = {
				has_government = fascism
				has_completed_focus = BEL_choose_Verdinaso
				owns_state = 29
			}
		}
		NOT = {
			has_global_flag = BEL_french_cities_renamed_flemish
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = belgium.50.a
		ai_chance = {
			base = 100
		}
		set_province_name = {
			id = 575
			name = Duinkerke
		} {
			id = 11483
			name = Rijsel
		} {
			id = 11548
			name = Kales
		}
		set_global_flag = BEL_french_cities_renamed_flemish
	} {
		name = belgium.50.b
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Idea
Component: POR_improved_production
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/portugal.txt

Code:
POR_improved_production = {
	picture = generic_production_bonus
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Event
Component: WW_hungary.29
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, fire_only_once, add_political_power, has_dlc, send_embargo
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.29
	title = WW_hungary.29.t
	desc = WW_hungary.29.desc
	picture = GFX_report_event_HUN_charles_von_habsburg_marching
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = WW_hungary.29.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_decrease
		}
		add_political_power = 50
	} {
		name = WW_hungary.29.b
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				has_dlc = By Blood Alone
			}
			send_embargo = FROM
		}
		ELSE = {
			add_opinion_modifier = {
				target = FROM
				modifier = embargo
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = large_decrease
		}
		add_political_power = 15
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE_update
Constructs: limit, has_country_flag
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE_update = {
	if = {
		limit = {
			date = > 1936.2.1
			has_country_flag = EAI_military_focus_config_finished
		}
		EAI_FOCUS_UPDATE/LAND/update_focuses = yes
		EAI_FOCUS_UPDATE/AIR/update_focuses = yes
		EAI_FOCUS_UPDATE/NAVY/update_focuses = yes
	}
}