Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: MUN_the_fall_of_the_republic.3
Constructs: is_triggered_only, ai_chance, has_war, limit, add_ideas, remove_ideas, add_war_support, add_stability
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_the_fall_of_the_republic.3
	title = MUN_the_fall_of_the_republic.3.t
	desc = MUN_the_fall_of_the_republic.3.d
	picture = GFX_report_event_generic_strike
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			every_core_state = {
				set_state_flag = CZE_restore_core
			}
		}
	}
	option = {
		name = MUN_the_fall_of_the_republic.3.a
		ai_chance = {
			base = 75
			modifier = {
				is_historical_focus_on = yes
				factor = 5
			}
		}
		trigger = {
			has_war = no
		}
		if = {
			limit = {
				RUT = {
					exists = no
				}
				73 = {
					is_fully_controlled_by = ROOT
				}
			}
			hidden_effect = {
				73 = {
					add_core_of = RUT
				}
			} {
				RUT = {
					set_popularities = {
						democratic = 76
						fascism = 9
						communism = 14
						neutrality = 1
					}
					set_politics = {
						ruling_party = democratic
					}
					if = {
						limit = {
							num_of_military_factories = < 1
						}
						add_offsite_building = {
							type = arms_factory
							level = 1
						}
					}
				}
			}
			release_autonomy = {
				target = RUT
				autonomy_state = autonomy_integrated_puppet
				freedom_level = 0.5
			}
		}
	} {
		name = MUN_the_fall_of_the_republic.3.b
		ai_chance = {
			base = 15
			modifier = {
				is_historical_focus_on = no
				factor = 5
			} {
				is_historical_focus_on = yes
				factor = 0.1
			}
		}
		add_political_power = -25
		add_stability = -0.05
		add_war_support = -0.05
	} {
		name = MUN_the_fall_of_the_republic.3.c
		ai_chance = {
			base = 0
		}
		trigger = {
			has_war = no
			is_ai = no
			73 = {
				is_fully_controlled_by = ROOT
			}
		}
		if = {
			limit = {
				RUT = {
					exists = no
				}
				73 = {
					is_fully_controlled_by = ROOT
				}
			}
			hidden_effect = {
				73 = {
					add_core_of = RUT
				}
				RUT = {
					transfer_state = 73
				}
				89 = {
					add_core_of = RUT
				}
				80 = {
					add_core_of = RUT
				}
				every_state = {
					limit = {
						is_core_of = UKR
						NOT = {
							OR = {
								state = 73 89 80
							}
						}
					}
					add_claim_by = RUT
				}
			} {
				RUT = {
					add_political_power = 150
					add_command_power = 25
					army_experience = 25
					remove_ideas = CZE_back_against_the_mountains_RUT
					add_ideas = low_economic_mobilisation limited_conscription CZE_back_against_the_mountains_RUT_player
					set_popularities = {
						democrat
# ... (truncated)
### Entity: Idea
Component: NOR_the_hard_thirties_ns_2
Constructs: has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/norway.txt

Code:
NOR_the_hard_thirties_ns_2 = {
	picture = usa_great_depression_2
	name = NOR_the_hard_thirties_ns
	allowed = {
		NOR_AAT = yes
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.35
		production_speed_buildings_factor = -0.15
	}
}
### Entity: Character
Component: JAP_yoshihige_abe
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_yoshihige_abe = {
	name = JAP_yoshihige_abe
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_yoshisuge_abe_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_yoshihige_abe
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_completed_focus = JAP_revere_the_emperor_destroy_the_traitors JAP_sea_purge_the_kodoha_faction
			}
		}
		available = {
			OR = {
				has_completed_focus = JAP_reform_the_education_system JAP_overhaul_the_education_system
			}
		}
		traits = {
			IRQ_minister_of_education
		}
		ai_will_do = {
			base = 5
		}
	}
}
### Entity: Idea
Component: GER_bodenreform_projects_idea
Constructs: has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_bodenreform_projects_idea = {
	removal_cost = -1
	picture = generic_central_management
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		production_speed_buildings_factor = 0.1
		global_building_slots_factor = 0.1
	}
}
### Entity: Name List
Component: PER
Source: game
File: common/names/00_names.txt

Code:
PER = {
	male = {
		names = {
			Abbas Abdolazim Abdolhossein Abdolsamad Abolghasem Afshin Ahmad Ali Amir Ammar Arash Ardashir Aria Arman Armand Arshad Arvin Atash Aziz Babak Bahram Bardia Basir Bijan Dalir Dariush Derafsh Ebrahim Ehsan Ervin Esmail Farbod Farhad Farrokh Farshid Fazlollah Hamid Hamzeh Hasan Hassan Hormuzd Hossein Iman Izad Jamshid Kamran Karim Kasra Khashayar Khosrow Kourosh Mahmoud Manuchehr Marzban Massoud Mazdak Mazdan Maziar Mehdi Mehran Mehrdad Milad Mir Mohammad Muhsin Murad Nosret Omid Papak Parsa Parviz Payam Pedram Piruz Pouria Ramin Rexa Reza Rostam Sadegh Sassan Sepehr Shahin Shahryar Shams Shapour Shervin Sohrab Soroush Turan Vahid Vandad Yousef Zand Zartosh Zurvan
		}
	}
	female = {
		names = {
			Mehrnaz Farnaz Afsaneh Ahu Arghavan Azarmidokht Asa Azadeh Bahar Banafsheh Behnaz Burandokht Darya Delaram Delbar Dinah Donya Elham Elnaz Farah Fareedeh Farnaz Farrin Farva Furuzan Ghamze Ghazal Ghoncheh Ghoncheh Golbahar Golbahar Golnaz Golnaz Golpari Golshan Hamdam Hurmat Irandokht Jamileh Javaneh Leila Mahdokht Mahtab Mariam Mariam Navvaba Nazgol Nazgol Nazilla Noor Parvaneh Parvaneh Parvin Pertevniyal Pourandokht Pourandokht Roshanora Roxana Salomeh Shahrzad Shahzadeh Shirin Soraya Touran Tourandokht Yasaman Yekta Zarrindokht Zeynab Zohreh Atiya
		}
	}
	surnames = {
		Abed Ahura Airom Ansari Ayrum Buzarjomehri Davallu Ebrahimi Esfahani Esfandiari Faghihinejad Farahmand Farhani Farrokhzad Ghademi Ghorbani Homayoun Hooshang Jahanbani Jahandar Jahandideh Jahangir Jahanshah Jamshidi Jorjani Kashani Kavoosi Khadem Khiabni Khorasani Khorram-din Khuzai Lajani Madani Mazandarani Mazdaki Mazdani Mehregan Meshhedi Mohsen Mokri Nakhchevani Paria Parsi Pesyan Pouran Rahbar Rajavi Rezaei Rokni Rostamian Sassani Shafaei Shahbakhti Shamshiri Shir-Del Shirazi Tabrizi Tahmasebi Tehrani Turani Zahedi
	}
	callsigns = {

	}
}
### Entity: Idea
Component: POL_pkp
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/poland.txt

Code:
POL_pkp = {
	allowed = {
		original_tag = POL
		has_dlc = Poland: United and Ready
	}
	picture = generic_industrial_concern_1
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
	modifier = {

	}
}
### Entity: AI Strategy
Component: HOL_lead_the_minor_democracies_democratic_plan
Constructs: has_completed_focus, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/HOL_alternate_strategy_plan.txt

Code:
HOL_lead_the_minor_democracies_democratic_plan = {
	name = Netherlands Lead the Minor Democracies Alternate Democratic plan
	desc = Democratic Netherlands will create their own alliance of minor democracies.
	allowed = {
		original_tag = HOL
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	enable = {
		OR = {
			has_completed_focus = HOL_lead_the_minor_democracies
			has_country_flag = HOL_AI_RANDOM_DEMOCRATIC_ALTERNATE_3
			has_game_rule = {
				rule = HOL_ai_behavior
				option = DEMOCRATIC_ALTERNATE_3
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		HOL_obtain_foreign_colonial_investments HOL_the_crown_jewel_colony HOL_the_western_possessions HOL_abandon_the_gold_standard HOL_continue_the_public_works HOL_finish_the_noordoostpolder HOL_the_maastunnel HOL_expand_the_artillerieinrichtingen HOL_philips_focus HOL_expand_RD_facilities HOL_overturn_military_budget_cuts HOL_prepare_naval_expansion HOL_cornerstone_of_colonial_defense HOL_modernize_the_cruiser_fleet HOL_expand_curacao_oil_refineries HOL_prepare_the_inundation_lines HOL_germany_is_the_greater_threat HOL_antilles_defenses HOL_form_new_government HOL_gateway_to_europe HOL_responsibility_for_our_own_defense HOL_cave_to_the_british HOL_unity_through_democracy HOL_lead_the_minor_democracies HOL_replace_the_defeatist_government HOL_form_the_benelux HOL_lessons_from_the_low_countries HOL_foundations_for_a_european_union HOL_the_continents_best_and_brightest HOL_appoint_new_supreme_commander HOL_modernize_our_infantry_equipment HOL_expand_the_mld HOL_protect_the_colonies HOL_java HOL_reinforce_java HOL_modernize_the_air_fleet
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: JAP_restructing_the_industrial_conglomerates
Constructs: stability_factor, removal_cost, add_to_variable
Source: game
File: common/ideas/japan.txt

Code:
JAP_restructing_the_industrial_conglomerates = {
	picture = jap_zaibatsu_control
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.15
		stability_factor = -0.05
	}
	cancel = {

	}
	on_remove = {
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		} {
			JAP_industry_factory_energy_consumption = -0.05
			tooltip = factory_energy_consumption_tt
		} {
			JAP_industry_local_resources_coal_factor = 0.05
			tooltip = local_resources_coal_factor_tt
		} {
			JAP_industry_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		}
	}
}
### Entity: Event
Component: TOA_ven_blockade.2
Constructs: is_triggered_only
Source: game
File: events/TOA_Generic_Events.txt

Code:
news_event = {
	id = TOA_ven_blockade.2
	title = TOA_ven_blockade.2.t
	desc = TOA_ven_blockade.2.desc
	picture = GFX_news_event_strasbourg
	is_triggered_only = yes
	major = no
	option = {
		name = TOA_ven_blockade.2.a
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_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/poland.txt

Code:
focus = {
	id = POL_expand_lithuanian_shipyards
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = POL_LIT_union
	}
	relative_position_id = POL_LIT_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: POL_Foreign_Affairs
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_Foreign_Affairs = {
	sprite = 13
	random = no
	opinion_gain_monthly_same_ideology_factor = 0.5
	join_faction_tension = -0.05
	stability_factor = 0.03
}
### Entity: Event
Component: china.107
Constructs: limit, has_war_with, has_country_flag, fire_only_once, has_dlc, has_global_flag, is_subject, remove_opinion_modifier
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.107
	title = china.107.t
	desc = {
		text = china.107.d_PRC_joined
		trigger = {
			PRC = {
				has_country_flag = PRC_joined_CHI_against_JAP
			}
		}
	} {
		text = china.107.d_PRC_refused
		trigger = {
			PRC = {
				NOT = {
					has_country_flag = PRC_joined_CHI_against_JAP
				}
			}
		}
	}
	picture = GFX_report_event_generic_sign_treaty1
	fire_only_once = yes
	trigger = {
		NOT = {
			has_dlc = No Compromise, No Surrender
		} {
			has_war_with = JAP
		}
		tag = CHI
		has_global_flag = CHI_unite
		is_subject = no
		PRC = {
			is_subject = no
		}
	}
	mean_time_to_happen = {
		days = 60
	}
	option = {
		name = china.107.a
		if = {
			limit = {
				NOT = {
					PRC = {
						has_country_flag = PRC_joined_CHI_against_JAP
					}
				}
			}
			dismantle_faction = yes
			PRC = {
				remove_opinion_modifier = {
					target = CHI
					modifier = unstable_alliance
				}
			}
			CHI = {
				remove_opinion_modifier = {
					target = PRC
					modifier = unstable_alliance
				}
			}
		} {
			limit = {
				PRC = {
					has_country_flag = PRC_joined_CHI_against_JAP
				}
			}
			custom_effect_tooltip = china.107_tt
			effect_tooltip = {
				dismantle_faction = yes
				PRC = {
					remove_opinion_modifier = {
						target = CHI
						modifier = unstable_alliance
					}
				}
				CHI = {
					remove_opinion_modifier = {
						target = PRC
						modifier = unstable_alliance
					}
				}
			}
		}
		hidden_effect = {
			PRC = {
				country_event = {
					id = china.111
				}
			} {
				country_event = {
					id = china.108
					days = 90
				}
			}
		}
	}
}
### Entity: Event
Component: denmark_expansion_event.10
Constructs: is_triggered_only, ai_chance, has_government, add_war_support, add_stability, fire_only_once, add_political_power, has_opinion
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.10
	title = denmark_expansion_event.10.t
	desc = denmark_expansion_event.10.desc
	picture = GFX_report_event_DEN_danish_politics
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.10.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 5
				has_government = FROM
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			}
		}
		add_stability = -0.1
		add_war_support = -0.05
		effect_tooltip = {
			FROM = {
				puppet = ROOT
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = denmark_expansion_event.11
					hours = 6
				}
			}
		}
	} {
		name = denmark_expansion_event.10.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			} {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = > 1.5
				}
			}
		}
		add_political_power = 25
		FROM = {
			country_event = {
				id = denmark_expansion_event.12
				hours = 6
			}
		}
	}
}
### Entity: Character
Component: JOR_abdullah_bin_al_hussein
Source: game
File: common/characters/JOR.txt

Code:
JOR_abdullah_bin_al_hussein = {
	name = JOR_abdullah_bin_al_hussein
	portraits = {
		civilian = {
			large = GFX_portrait_JOR_abdullah_bin_al_hussein
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			JOR_emir_of_transjordan
		}
		expire = 1951.1.1.1
		id = -1
	}
}
### Entity: Scripted Effect
Component: JAP_big_naval_faction_loss
Constructs: limit, check_variable
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_big_naval_faction_loss = {
	if = {
		limit = {
			check_variable = {
				JAP_naval_faction_influence_level = > JAP_tier_1_gate
			}
		}
		if = {
			limit = {
				JAP_naval_faction_is_tier_4 = yes
			}
			if = {
				limit = {
					check_variable = {
						JAP_naval_faction_influence_level = > JAP_maximum_faction_level_check
					}
				}
				custom_effect_tooltip = JAP_big_naval_faction_loss_tt
			}
			else = {
				custom_effect_tooltip = JAP_big_naval_faction_loss_tt
				JAP_naval_faction_goes_down_from_tier_4_to_tier_3 = yes
			}
		}
		else_if = {
			limit = {
				JAP_naval_faction_is_tier_3 = yes
			}
			if = {
				limit = {
					check_variable = {
						JAP_naval_faction_influence_level = > JAP_tier_3_to_tier_2_big_gate
					}
				}
				custom_effect_tooltip = JAP_big_naval_faction_loss_tt
			}
			else = {
				custom_effect_tooltip = JAP_big_naval_faction_loss_tt
				JAP_naval_faction_goes_down_from_tier_3_to_tier_2 = yes
			}
		} {
			limit = {
				JAP_naval_faction_is_tier_2 = yes
			}
			if = {
				limit = {
					check_variable = {
						JAP_naval_faction_influence_level = > JAP_tier_2_to_tier_1_big_gate
					}
				}
				custom_effect_tooltip = JAP_big_naval_faction_loss_tt
			}
			else = {
				custom_effect_tooltip = JAP_big_naval_faction_loss_tt
				JAP_naval_faction_goes_down_from_tier_2_to_tier_1 = yes
			}
		}
		else = {
			custom_effect_tooltip = JAP_big_naval_faction_loss_tt
		}
		subtract_from_variable = {
			JAP_naval_faction_influence_level = JAP_big_influence_point
		}
	}
	else_if = {
		limit = {
			check_variable = {
				JAP_naval_faction_influence_level = > JAP_tier_1_minimum_limit
			}
		}
		custom_effect_tooltip = JAP_small_naval_faction_loss_tt
		subtract_from_variable = {
			JAP_naval_faction_influence_level = JAP_small_influence_point
		}
	}
}
### Entity: Game Data
Component: mustard_is_delicious
Constructs: has_completed_focus, has_any_custom_difficulty_setting, has_cosmetic_tag
Source: game
File: common/achievements/rt56-achievements.txt

Code:
mustard_is_delicious = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = GER
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = mustard_is_delicious_tt
			OR = {
				has_cosmetic_tag = GER_rep_gold GER_prov_gov_gold GER_pres_gov_gold
			}
		}
		has_completed_focus = GER_a_new_national_anthem
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SIK_1936_sea.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 10545
	division_template = Juntuán
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Scripted Trigger
Component: SOV_has_aircraft_merged_2
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_aircraft_merged_2 = {
	OR = {
		has_country_flag = SOV_merge_aircraft_mig_2_flag SOV_merge_aircraft_ilyushin_2_flag SOV_merge_aircraft_tupolev_2_flag SOV_merge_aircraft_yakovlev_2_flag
	}
}
### Entity: Event
Component: AAT_finland_diplomacy.01
Constructs: is_triggered_only, ai_chance, limit, random_country, fire_only_once, has_opinion, is_guaranteed_by, has_non_aggression_pact_with
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_diplomacy.01
	title = AAT_finland_diplomacy.01.t
	desc = AAT_finland_diplomacy.01.desc
	picture = GFX_report_event_generic_peaceful_annexation
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_diplomacy.01.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = > 89
				}
			} {
				factor = 1.5
				is_guaranteed_by = FROM
			} {
				factor = 5
				has_non_aggression_pact_with = FROM
			} {
				factor = 5
				is_in_faction_with = FROM
			} {
				factor = 100
				is_subject_of = FROM
			}
		}
		effect_tooltip = {
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
			custom_effect_tooltip = GAME_OVER_TT
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AAT_finland_diplomacy.02
					hours = 1
				}
			}
		}
	} {
		name = AAT_finland_diplomacy.01.b
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				is_subject_of = FROM
			}
		}
		trigger = {
			FROM = {
				is_in_faction = yes
			}
			NOT = {
				is_in_faction_with = FROM
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					FROM = {
						is_faction_leader = yes
					}
				}
				FROM = {
					add_to_faction = ROOT
				}
			}
			else = {
				random_country = {
					limit = {
						is_in_faction_with = FROM
						is_faction_leader = yes
					}
					add_to_faction = ROOT
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AAT_finland_diplomacy.03
					hours = 1
				}
			}
		}
	} {
		name = AAT_finland_diplomacy.01.c
		ai_chance = {
			base = 200
			modifier = {
				factor = 0
				is_subject_of = FROM
			}
		}
		effect_tooltip = {
			every_state = {
				limit = {
					is_core_of = ROOT
					NOT = {
						is_owned_by = FROM
					}
				}
				add_claim_by = FROM
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AAT_finland_diplomacy.04
					hours = 1
				}
			}
		}
	}
}
### Entity: Achievement
Component: balkan_problem_solved
Constructs: has_government, has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_faction_leader, is_core_of, is_controlled_by
Source: game
File: common/achievements.txt

Code:
balkan_problem_solved = {
	id = 126
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = BUL
	}
	happened = {
		has_government = communism
		is_faction_leader = yes
		has_completed_focus = BUL_the_unification_of_the_balkans
		custom_trigger_tooltip = {
			tooltip = balkan_problem_solved_tt
			all_state = {
				OR = {
					NOT = {
						is_core_of = BUL
					}
					is_controlled_by = BUL
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: any_collection_element
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_collection_element

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

Checks if the triggers are true for any of the elements in the collection.
If optional parameter `count` is set, then it checks if the number of elements that the trigger is true for is equal or larger than `count`.