Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mtg_news.24
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.24
	title = mtg_news.24.t
	desc = mtg_news.24.desc
	picture = GFX_news_event_generic_sign_treaty2
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.24.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.24.b
		trigger = {
			original_tag = ITA
		}
	} {
		name = mtg_news.24.c
		trigger = {
			original_tag = FRA
		}
	} {
		name = mtg_news.24.d
		trigger = {
			original_tag = GER
		}
	} {
		name = mtg_news.24.e
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				original_tag = FRA
			} {
				original_tag = GER
			} {
				original_tag = ITA
			}
		}
	}
}
### Entity: Character
Component: FIN_vilho_helanen
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/FIN.txt

Code:
FIN_vilho_helanen = {
	name = FIN_vilho_helanen
	portraits = {
		civilian = {
			small = GFX_portrait_FIN_vilho_helanen_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FIN_vilho_helanen
		allowed = {
			original_tag = FIN
			has_dlc = Arms Against Tyranny
		}
		available = {
			has_completed_focus = FIN_maan_turva
			NOT = {
				has_government = communism
			}
		}
		cost = 70
		traits = {
			maan_turva_headman
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_bomb_our_enemies_into_submission_r56
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, add_mio_size
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_bomb_our_enemies_into_submission_r56
	icon = GFX_focus_SWE_marauder_bombers
	cost = 8
	x = 1
	y = 1
	mutually_exclusive = {
		focus = RAJ_focus_on_troop_support_r56
	}
	prerequisite = {
		focus = RAJ_study_imported_hawker_bombers_r56
	} {
		focus = RAJ_cultivate_indian_air_officers_r56
	}
	relative_position_id = RAJ_cultivate_indian_air_officers_r56
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny Graveyard of Empires
			}
			add_tech_bonus = {
				name = RAJ_bomb_our_enemies_into_submission_r56
				bonus = 0.75
				uses = 2
				category = heavy_air
			}
			mio:RAJ_avro_organization = {
				add_mio_size = 2
			}
		}
		else = {
			add_tech_bonus = {
				name = RAJ_bomb_our_enemies_into_submission_r56
				bonus = 1
				uses = 2
				category = heavy_air
			}
		}
	}
}
### Entity: Event
Component: NSB_soviet_paranoia_system_events.41
Constructs: is_triggered_only, ai_chance, limit, add_ideas, add_political_power, has_political_power
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_paranoia_system_events.41
	title = NSB_soviet_paranoia_system_events.22.t
	desc = NSB_soviet_paranoia_system_events.22.desc
	picture = GFX_report_event_SOV_purge_administration
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SOV_paranoia_increase_purge_counter_regular = yes
		}
	}
	option = {
		name = NSB_soviet_paranoia_system_events.22.a
		ai_chance = {
			base = 10
		}
		add_ideas = SOV_anti_soviet_military_thinking_banned_airforce
		hidden_effect = {
			SOV_paranoia_update_portraits_ui = yes
		}
		SOV_paranoia_medium_decrease_effect = yes
		if = {
			limit = {
				has_political_power = < SOV_purge_event_pp_to_avoid_regular
			}
			custom_effect_tooltip = SOV_purge_event_not_enough_pp_to_avoid_regular_tt
		}
	} {
		name = NSB_soviet_paranoia_system_events.22.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_political_power = < SOV_purge_event_pp_to_avoid_regular_pay
			} {
				factor = 0
				SOV_is_opposition = yes
			}
		}
		trigger = {
			NOT = {
				has_political_power = < SOV_purge_event_pp_to_avoid_regular
			}
		}
		add_political_power = SOV_purge_event_pp_to_avoid_regular_pay
		SOV_paranoia_low_increase_effect = yes
	}
}
### Entity: Modifier Reference
Component: BEL_defensive_neutrality_dynamic_modifier
Constructs: mobilization_speed
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
BEL_defensive_neutrality_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_BEL_defensive_neutrality
	max_dig_in = BEL_defensive_neutrality_max_dig_in
	production_speed_bunker_factor = BEL_defensive_neutrality_production_speed_bunker_factor
	land_bunker_effectiveness_factor = BEL_defensive_neutrality_land_bunker_effectiveness_factor
	bunker_max_level_terrain_limit = BEL_defensive_neutrality_bunker_max_level_terrain_limit
	coastal_bunker_max_level_terrain_limit = BEL_defensive_neutrality_coastal_bunker_max_level_terrain_limit
	surrender_limit = BEL_defensive_neutrality_surrender_limit
	army_core_defence_factor = BEL_defensive_neutrality_army_core_defence_factor
	training_time_factor = BEL_defensive_neutrality_training_time_factor
	mobilization_speed = BEL_defensive_neutrality_mobilization_speed
}
### Entity: Modding Documentation
Construct: raid_add_unit_experience
Source: vanilla_docs
File: common/raids/_documentation.md

Doc:
### raid_add_unit_experience

Add experience to the units (e.g. divisions or air wings) performing the raid.
```
raid_add_unit_experience = <value> # The value is 0.0-1.0, representing progress towards the max level
```

example:

Gain 25% progress towards the max level
```
raid_add_unit_experience = 0.25
```
Supports both explicit values and variables
### Entity: Character
Component: ETH_abuna_abraham
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/ETH.txt

Code:
ETH_abuna_abraham = {
	name = ETH_abuna_abraham
	allowed_civil_war = {
		has_government = fascism
	}
	portraits = {
		army = {
			small = GFX_portrait_ETH_abuna_abraham_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ETH_abuna_abraham
		allowed = {
			original_tag = ETH
		}
		available = {
			has_government = fascism
			has_completed_focus = ETH_replace_the_abuna
		}
		traits = {
			collaborationist_arch_bishop
		}
		on_add = {
			owner = {
				ETH_BOP_centralization_small_effect = yes
			}
		}
		on_remove = {
			owner = {
				ETH_BOP_decentralization_small_effect = yes
			}
		}
	}
}
### Entity: Unit Leader
Component: old_guard
Constructs: has_idea
Source: game
File: common/unit_leader/00_traits.txt

Code:
old_guard = {
	type = land
	trait_type = personality_trait
	modifier = {
		max_dig_in = 1
	}
	non_shared_modifier = {
		experience_gain_factor = -0.25
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_army_officers_3
			}
			factor = 0
		}
	}
}
### Entity: Idea
Component: MAD_mt
Source: game
File: common/ideas/madagascar.txt

Code:
MAD_mt = {
	ledger = army
	picture = generic_army_african_6
	allowed = {
		original_tag = MAD
	}
	traits = {
		military_theorist
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_purge_the_reactionaries
Constructs: prerequisite, remove_ideas, add_war_support, completion_reward, is_subject, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_purge_the_reactionaries
	icon = GFX_focus_SOV_military_purge
	prerequisite = {
		focus = RAJ_founding_of_the_peoples_republic
	}
	x = -1
	y = 1
	relative_position_id = RAJ_founding_of_the_peoples_republic
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = -0.35
		} {
			ideology = neutrality
			popularity = -0.35
		}
		remove_ideas = idea_RAJ_flames_of_the_revolution
		add_war_support = 0.05
	}
}
### Entity: Event
Component: wtt_news.6
Constructs: is_triggered_only
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.6
	title = wtt_news.6.t
	desc = wtt_news.6.desc
	picture = GFX_news_event_generic_sign_treaty3
	major = yes
	is_triggered_only = yes
	option = {
		name = wtt_news.6.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.6.b
		trigger = {
			OR = {
				original_tag = AUS HUN CZE
			}
		}
	} {
		name = wtt_news.6.c
		trigger = {
			NOT = {
				original_tag = GER AUS HUN CZE
			}
		}
	}
}
### Entity: Character
Component: PER_hossein_afkhami
Source: game
File: common/characters/PER.txt

Code:
PER_hossein_afkhami = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = PER_hossein_afkhami
		ledger = navy
		allowed = {
			original_tag = PER
		}
		traits = {
			naval_theorist
		}
	}
	name = PER_hossein_afkhami
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_1
		}
	}
}
### Entity: Event
Component: cityfall.55
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.55
	title = cityfall.55.t
	desc = cityfall.55.d
	picture = GFX_news_event_012
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_stockholm_ita
	}
	option = {
		name = cityfall.55.a
		trigger = {
			NOT = {
				TAG = ITA SWE
			}
		}
	} {
		name = cityfall.55.b
		trigger = {
			TAG = ITA
		}
	} {
		name = cityfall.55.c
		trigger = {
			TAG = SWE
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_the_new_royal_road
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_the_new_royal_road
	prerequisite = {
		focus = PRU_the_pact_of_lima
	}
	icon = GFX_goal_war_infrastructure
	x = 1
	y = 2
	relative_position_id = PRU_return_of_the_inkari
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				492
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			} {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				494
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: KOR_sungri
Constructs: research_bonus
Source: game
File: common/ideas/korea.txt

Code:
KOR_sungri = {
	picture = generic_motorized_equipment_manufacturer_3
	allowed = {
		or = {
			original_tag = KOR NKR
		}
	}
	available = {
		controls_state = 527
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Event
Component: SEA_PRC_request_aid.21
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, fire_only_once, set_technology, has_dlc, create_equipment_variant, allow_without_tech
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_request_aid.21
	title = SEA_PRC_request_aid.21.t
	desc = SEA_PRC_request_aid.21.desc
	picture = GFX_report_event_soviet_tanks
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_dlc = No Step Back
				}
				set_technology = {
					improved_medium_tank_chassis = 1
					popup = no
				}
				create_equipment_variant = {
					name = T-34
					type = medium_tank_chassis_2
					parent_version = 0
					modules = {
						main_armament_slot = tank_medium_cannon
						turret_type_slot = tank_medium_two_man_tank_turret
						suspension_type_slot = tank_christie_suspension
						armor_type_slot = tank_welded_armor
						engine_type_slot = tank_diesel_engine
						special_type_slot_1 = sloped_armor
					}
					upgrades = {
						tank_nsb_engine_upgrade = 10
						tank_nsb_armor_upgrade = 7
					}
					icon = GFX_SOV_improved_medium_tank_medium
					allow_without_tech = yes
				}
			}
			else = {
				set_technology = {
					improved_medium_tank = 1
					popup = no
				}
				create_equipment_variant = {
					name = T-34
					type = medium_tank_equipment_2
					icon = GFX_SOV_improved_medium_tank_medium
				}
			}
		}
	}
	option = {
		name = SEA_PRC_request_aid.21.a
		if = {
			limit = {
				has_dlc = No Step Back
			}
			custom_effect_tooltip = PRC_appeal_for_foreign_aid__medium_amount_tt
			hidden_effect = {
				add_equipment_to_stockpile = {
					type = medium_tank_chassis_2
					amount = 150
					variant_name = T-34
				}
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = medium_tank_equipment_2
				amount = 150
				variant_name = T-34
			}
		}
	}
}
### Entity: Achievement
Component: the_man_of_medan
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, check_variable
Source: game
File: common/achievements.txt

Code:
the_man_of_medan = {
	id = 288
	possible = {
		tag = INS
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		check_variable = {
			convoys_destroyed = > 99
		}
	}
}
### Entity: Character
Component: champion_of_peace_3
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
champion_of_peace_3 = {
	random = no
	war_support_factor = -0.18
	generate_wargoal_tension = 0.6
}
### Entity: Idea
Component: SPR_crush_the_revolution
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_crush_the_revolution = {
	picture = SPR_crush_the_revolution
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = SPC
		attack_bonus_against = 0.15
		defense_bonus_against = 0.05
	}
}
### Entity: Order of Battle
Component: 5th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 5th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_form_peasant_councils
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_form_peasant_councils
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = YUG_recognize_the_soviet_union
	}
	x = -1
	y = 1
	relative_position_id = YUG_recognize_the_soviet_union
	cost = 10
	ai_will_do = {
		factor = 200
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = YUG_idea_peasant_councils
			days = 730
		}
	}
}
### Entity: Scripted Effect
Component: FIN_bop_high_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_bop_high_increase_effect = {
	add_power_balance_value = {
		id = FIN_power_balance
		value = 0.2
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_spark_the_flame_of_revolution
Constructs: prerequisite, limit, has_government, add_war_support, is_major, completion_reward, is_subject, is_on_continent
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_spark_the_flame_of_revolution
	icon = GFX_focus_generic_workers_and_farmers_rise
	prerequisite = {
		focus = GER_liberate_austria
	}
	x = -1
	y = 1
	relative_position_id = GER_liberate_austria
	cost = 5
	available = {
		is_subject = no
		any_neighbor_country = {
			capital_scope = {
				is_on_continent = europe
			}
			is_major = no
			NOT = {
				has_government = fascism
			} {
				has_government = communism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt GER_spark_the_flame_of_revolution_tt
		if = {
			limit = {
				is_in_faction = yes
			}
			custom_effect_tooltip = generic_skip_one_line_tt GER_central_european_alliance_tt
		}
		effect_tooltip = {
			create_faction_from_template = {
				template = faction_template_POR_popular_front_bloc
				name = GER_proletarian_international_alliance
				icon = GFX_faction_logo_generic_9
			}
		}
		hidden_effect = {
			if = {
				limit = {
					is_in_faction = no
				}
				create_faction_from_template = {
					template = faction_template_POR_popular_front_bloc
					name = GER_proletarian_international_alliance
					icon = GFX_faction_logo_generic_9
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Industrial_Research
Constructs: has_completed_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Industrial_Research
	icon = GFX_focus_generic_industry_3
	cost = 10
	prerequisite = {
		focus = PAK_Expand_Heavy_Industries PAK_Expand_Industrial_Complexes
	}
	available = {
		has_completed_focus = PAK_Education_Reform
	}
	ai_will_do = {
		factor = 15
	}
	x = 25
	y = 3
	completion_reward = {
		add_tech_bonus = {
			name = PAK_Industrial_Research
			bonus = 1
			uses = 1
			category = industry
		}
	}
}
### Entity: Character
Component: BOL_eusebio_ayala
Source: game
File: common/characters/BOL.txt

Code:
BOL_eusebio_ayala = {
	advisor = {
		slot = navy_chief
		idea_token = BOL_eusebio_ayala
		allowed = {
			original_tag = BOL
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_1
		}
	}
}
### Entity: Modifier Reference
Construct: local_building_slots
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## local_building_slots

* Number with 0 decimal places
* **Categories**: state, war_production
### Entity: Event
Component: sweden_fascism.1
Constructs: is_triggered_only, ai_chance
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_fascism.1
	title = sweden_fascism.1.t
	desc = sweden_fascism.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = sweden_fascism.1.a
		ai_chance = {
			base = 55
		}
		SWE = {
			country_event = {
				id = sweden_fascism.12
			}
		}
	} {
		name = sweden_fascism.1.b
		ai_chance = {
			base = 45
		}
		SWE = {
			country_event = {
				id = sweden_fascism.13
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_87
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_87 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 87
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 87
	}
}
### Entity: Character
Component: SHX_peng_dong
Source: game
File: common/characters/SHX.txt

Code:
SHX_peng_dong = {
	name = SHX_peng_dong
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = SHX_peng_dong
		allowed = {
			original_tag = SHX
		}
		traits = {
			navy_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_motorization_of_the_army
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_motorization_of_the_army
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = MEN_embrace_horses_of_steel
	}
	relative_position_id = MEN_embrace_horses_of_steel
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		army_experience = 15
		add_equipment_to_stockpile = {
			type = motorized_equipment
			amount = 150
		}
		add_tech_bonus = {
			name = MEN_motorization_of_the_army
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = motorized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: mongol.40
Constructs: is_triggered_only, ai_chance, has_war, limit, has_war_with, add_stability, fire_only_once, add_political_power
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.40
	title = mongol.40.t
	desc = mongol.40.d
	picture = GFX_report_event_MON_soviet_ties
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = mongol.40.a
		ai_chance = {
			base = 40
			modifier = {
				factor = 0.25
				FROM = {
					has_war = yes
				}
			}
		}
		every_other_country = {
			limit = {
				has_war_with = MON
				NOT = {
					is_in_faction_with = SOV
				}
			}
			SOV = {
				declare_war_on = {
					type = puppet_wargoal_focus
					target = PREV
				}
			}
		}
		SOV = {
			set_autonomy = {
				target = MON
				autonomous_state = autonomy_dominion
				freedom_level = 0.3
			}
		}
		MON = {
			set_rule = {
				can_decline_call_to_war = yes
			}
		} {
			country_event = {
				id = mongol.41
			}
		}
	} {
		name = mongol.40.b
		ai_chance = {
			base = 1
		}
		MON = {
			effect_tooltip = {
				add_political_power = 150
				add_stability = 0.05
			}
			country_event = {
				id = mongol.42
			}
		}
	}
}
### Entity: Decision
Component: SIA_war_fervor_cat
Constructs: has_war, limit, add_ideas, remove_ideas, add_war_support, fire_only_once, has_war_support, has_civil_war
Source: game
File: common/decisions/SIA.txt

Code:
SIA_war_fervor_cat = {
	SIA_war_fervor_coup_dummy = {
		available = {
			has_war_support = > 0.95
			has_civil_war = no
			hidden_trigger = {
				always = no
			}
		}
		days_remove = 125
		remove_effect = {
			add_war_support = -0.5
			SIA_start_opposing_civil_war = yes
		}
	}
	SIA_war_fervor_coup = {
		icon = generic_civil_support
		available = {
			hidden_trigger = {
				always = no
			}
		}
		priority = 10
		days_mission_timeout = 125
		activation = {
			has_war_support = > 0.95
			has_civil_war = no
			has_war = no
			has_idea = idea_SIA_war_fervor
		}
		cancel_trigger = {
			OR = {
				has_war_support = < 0.95
				has_war = yes
				NOT = {
					has_idea = idea_SIA_war_fervor
				}
			}
		}
		fire_only_once = no
		is_good = no
		timeout_effect = {
			if = {
				limit = {
					has_idea = idea_SIA_war_fervor
				}
				add_war_support = -0.5
				if = {
					limit = {
						is_ai = yes
						is_historical_focus_on = yes
					}
					add_ideas = volunteer_only civilian_economy
				}
				else = {
					SIA_start_opposing_civil_war = yes
				}
				remove_ideas = idea_SIA_war_fervor
			}
		}
	}
	SIA_urge_restraint = {
		icon = generic_civil_support
		available = {
			has_war = no
			has_idea = idea_SIA_war_fervor
		}
		cost = 25
		days_re_enable = 90
		complete_effect = {
			add_war_support = -0.15
		}
		cancel_trigger = {
			has_war_support = < 0.01
		}
		fire_only_once = no
		is_good = no
		ai_will_do = {
			base = 0
			modifier = {
				has_war_support = > 0.65
				has_idea = idea_SIA_war_fervor
				add = 400
			}
		}
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_unify_iberia
Constructs: shared_focus, prerequisite, completion_reward, create_wargoal, take_state_focus
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_unify_iberia
	icon = GFX_goal_generic_attack_portugal
	cost = 10.0
	mutually_exclusive = {
		focus = SPR_befriend_portugal
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		r56_script_i_am_sane = yes
		POR = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		POR = {
			exists = no
		}
	}
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = POR
			expire = 0
			generator = {
				112 181 179 180
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	prerequisite = {
		focus = SPR_join_italy SPR_join_the_axis SPR_una_grande_y_libre
	}
	relative_position_id = SPR_una_grande_y_libre
	x = 1
	y = 1
}