Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fra_focus
Component: FRA_secure_the_crown_of_spain
Constructs: prerequisite, limit, every_country, completion_reward, is_subject_of, is_subject, cancel_if_invalid, set_rule
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_secure_the_crown_of_spain
	icon = GFX_goal_generic_position_armies
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_the_legitimate_heir
	}
	relative_position_id = FRA_the_legitimate_heir
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			is_subject_of = SPB
		}
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				country_exists = SPB
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction = FRA_legitimist_faction
			SPB = {
				country_event = generic.5
			}
		}
		else = {
			every_country = {
				limit = {
					original_tag = SPR
				}
				ROOT = {
					create_wargoal = {
						type = annex_everything
						target = PREV
						expire = 0
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_create_main_battle_tanks
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_create_main_battle_tanks
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = PHI_study_european_tanks
	}
	relative_position_id = PHI_study_european_tanks
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 10
		add_tech_bonus = {
			name = PHI_study_european_tanks
			bonus = 1
			uses = 1
			category = armor
			ahead_reduction = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Character
Component: FIJ_swedish_consul
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
FIJ_swedish_consul = {
	random = no
	stability_factor = 0.05
	democratic_drift = 0.05
	ai_strategy = {
		type = befriend
		id = SWE
		value = 50
	}
}
### Entity: Effect Reference
Construct: set_character_flag
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_character_flag

* Supported Scopes: CHARACTER
* Supported Targets: none

```
set character flag
```
### Entity: Character
Component: SWE_ardent_conservative
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_ardent_conservative = {
	sprite = 13
	political_power_factor = -0.1
	grant_medal_cost_factor = -0.15
	dig_in_speed_factor = 0.2
	max_dig_in_factor = 0.1
	conscription = 0.02
}
### Entity: Event
Component: cityfall.76
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.76
	title = cityfall.76.t
	desc = cityfall.76.desc
	picture = GFX_news_event_panama_canal
	major = yes
	is_triggered_only = yes
	immediate = {
		685 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.76.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.76.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.76.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: Idea
Component: AFG_constitutional_monarchy_idea
Constructs: has_government, neutrality_drift, democratic_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_constitutional_monarchy_idea = {
	picture = ROM_king_carol_ii_hedonist
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = neutrality
		}
	}
	modifier = {
		political_power_factor = 0.1
		neutrality_drift = 0.03
		democratic_drift = 0.03
		stability_weekly = 0.001
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_industrial_modernization
Constructs: completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_industrial_modernization
	icon = GFX_goal_generic_production
	relative_position_id = BUL_crush_the_military_union
	x = 15
	y = 0
	cost = 5
	ai_will_do = {
		factor = 45
	}
	completion_reward = {
		add_tech_bonus = {
			name = BUL_industrial_modernization
			bonus = 1
			uses = 2
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Shared Focus
Tree: gco_focus
Component: GCO_UNIFIED_gran_colombian_unification
Constructs: shared_focus, has_completed_focus, prerequisite, limit, has_country_flag, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_gran_colombia_shared.txt

Code:
shared_focus = {
	id = GCO_UNIFIED_gran_colombian_unification
	icon = GFX_goal_COL_bolivarian_brother
	cost = 5
	prerequisite = {

	}
	allow_branch = {
		OR = {
			original_tag = PAN ECU COL VEN CRC
		}
	}
	x = 57
	y = 0
	offset = {
		x = 8
		y = 0
		trigger = {
			has_focus_tree = colombian_focus
		}
	} {
		x = 14
		y = 0
		trigger = {
			has_focus_tree = venezuela_focus
		}
	}
	ai_will_do = {
		factor = 5
	}
	text_icon = NORDIC_focus_style
	available = {
		if = {
			limit = {
				original_tag = VEN
			}
			NOT = {
				has_completed_focus = CARIB_caribbean_unification
			}
		}
		NOT = {
			has_idea = generic_recent_political_unification
		}
		has_country_flag = has_formed_gran_colombia
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 75
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: KMT_the_peoples_state
Constructs: army_defence_factor, has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_peoples_state = {
	removal_cost = -1
	picture = SWE_varnplikt
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	on_remove = {

	}
	modifier = {
		democratic_drift = 0.01
		army_core_defence_factor = 0.1
		army_defence_factor = -0.05
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_imperial_rule_assistance_association
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_subject, cancel_if_invalid, has_country_leader, add_country_leader_role
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_imperial_rule_assistance_association
	icon = GFX_focus_JAP_imperial_rule_assistance_association
	x = 0
	y = 2
	relative_position_id = JAP_new_order_movement
	prerequisite = {
		focus = JAP_new_order_movement
	}
	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_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = JAP_fumimaro_konoe
				}
			}
			add_country_leader_role = {
				character = JAP_fumimaro_konoe
				promote_leader = yes
				country_leader = {
					ideology = emperor_fascism
					expire = 1952.1.1.1
					traits = {
						JAP_noble_prime_minister
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_subject = RNG
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			RNG = {
				set_politics = {
					ruling_party = fascism
					elections_allowed = no
				}
				add_popularity = {
					ideology = fascism
					popularity = 0.3
				}
			}
		}
		ELSE_IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = JAP_kazushige_ugaki
				}
			}
			add_country_leader_role = {
				character = JAP_kazushige_ugaki
				promote_leader = yes
				country_leader = {
					ideology = emperor_fascism
					expire = 1952.1.1.1
					traits = {
						JAP_diplomatic_prime_minister
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
			long_name = JAP_taisei_party_long
			name = JAP_taisei_party
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.2
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		JAP_add_or_modify_showa_statism = yes
		add_to_variable = {
			JAP_showa_statism_fascism_drift = 0.05
			tooltip = fascism_drift_tt
		} {
			JAP_showa_statism_stability_factor = 0.05
			tooltip = stability_factor_tt
		}
		show_ideas_tooltip = JAP_koichi_kido
		hidden_effect = {
			IF = {
				limit = {
					has_completed_focus = JAP_empower_the_thought_police
					JAP_civilian_government_faction_is_at_least_influential = 
# ... (truncated)
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Own_Design
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, has_dlc, has_global_flag, add_breakthrough_progress
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Own_Design
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = GEN_Aviation_Effort
	}
	mutually_exclusive = {
		focus = GEN_Foreign_Design
	}
	x = -3
	y = 1
	relative_position_id = GEN_Aviation_Effort
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			original_tag = SWI
			has_dlc = By Blood Alone
			NOT = {
				has_global_flag = SWI_R56_focus_tree
			}
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	completion_reward = {
		add_ideas = HUN_indigenous_designs
		if = {
			limit = {
				original_tag = SWI
				has_dlc = By Blood Alone
				NOT = {
					has_global_flag = SWI_R56_focus_tree
				}
			}
			SWI_add_suspicious_prep_opinion = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
	}
}
### Entity: Scripted Trigger
Component: ITA_is_italian_tag
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_italian_tag = {
	OR = {
		original_tag = ITA
		tag = RDS RSI
	}
}
### Entity: Event
Component: poland.80
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.80
	title = poland.80.t
	desc = poland.80.d
	picture = GFX_report_event_poland_france
	is_triggered_only = yes
	option = {
		name = poland.80.a
		FRA = {
			country_event = poland.82
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_85
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_85 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 85
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 85
	}
}
### Entity: Idea
Component: RAJ_the_zamindari_system_3
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
RAJ_the_zamindari_system_3 = {
	name = RAJ_the_zamindari_system
	picture = ARG_civilian_economy_boost
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_advisor_cost_factor = -0.2
		production_speed_buildings_factor = 0.1
		consumer_goods_factor = -0.05
		production_speed_rail_way_factor = 0.15
		production_speed_supply_node_factor = 0.15
		supply_node_range = 0.1
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_begin_initial_rearmament
Constructs: prerequisite, has_war, has_government, completion_reward, has_war_support, set_country_flag, add_doctrine_cost_reduction, random_owned_controlled_state
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_begin_initial_rearmament
	icon = GFX_goal_swe_disarmament
	prerequisite = {
		focus = SWE_state_of_disarmament
	}
	relative_position_id = SWE_state_of_disarmament
	x = -2
	y = 1
	cost = 10
	available = {
		OR = {
			NOT = {
				has_government = democratic
			}
			has_war_support = > 0.1
			threat = > 0.05
			has_war = yes
		}
	}
	completion_reward = {
		set_country_flag = SWE_begin_initial_rearmament_flag
		SWE_disarmament_level_down = yes
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Character
Component: ITA_sebastiano_visconti_prasca
Source: game
File: common/characters/ITA.txt

Code:
ITA_sebastiano_visconti_prasca = {
	name = ITA_sebastiano_visconti_prasca
	portraits = {
		army = {
			large = GFX_portrait_ITA_sebastiano_visconti_prasca
			small = GFX_portrait_ITA_sebastiano_visconti_prasca_small
		}
	}
	corps_commander = {
		traits = {
			inflexible_strategist career_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Unit Template
Component: KOR_CA_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/KOR_ship_names.txt

Code:
KOR_CA_COMMUNIST = {
	name = (D)PRK ship names
	for_countries = {
		KOR NKR
	}
	can_use = {
		OR = {
			tag = NKR
			AND = {
				tag = KOR
				has_government = communism
			}
		}
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = KPNS 
	fallback_name = Heavy Cruiser %d
	unique = {
		Najin Amnok Nampo Sariwon Fugas Wonju Bucheon Seongnam Jecheon Daecheon Sokcho Yeongju Namwon Gwangmyeong Sinseong Gongju
	}
}
### Entity: Event
Component: chile.19
Constructs: is_triggered_only, add_opinion_modifier, add_political_power
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.19
	title = Chile Appeals for Aid
	desc = The Chileans, a recently communist country, have come to use asking for assistance. The request that we send them advisors to help them in establishing their fledgling regime. It will cost us a small amount of capital but this could be the key to spreading communism to South America.
	picture = GFX_report_event_chamberlain
	is_triggered_only = yes
	option = {
		name = We shall send them some assitance.
		add_political_power = -25
		CHL = {
			country_event = chile.20
		}
		add_opinion_modifier = {
			target = CHL
			modifier = CHL_advisors
		}
	} {
		name = The Soviet Union has more pressing concerns.
		CHL = {
			country_event = chile.21
		}
	}
}
### Entity: Character
Component: GER_wilhelm_ritter_von_leeb
Source: game
File: common/characters/GER.txt

Code:
GER_wilhelm_ritter_von_leeb = {
	name = GER_wilhelm_ritter_von_leeb
	portraits = {
		army = {
			large = GFX_portrait_GER_wilhelm_ritter_von_leeb
			small = GFX_portrait_GER_wilhelm_ritter_von_leeb_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 13
	}
}
### Entity: Character
Component: SIK_kwong_jin
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_kwong_jin = {
	name = SIK_kwong_jin
	portraits = {
		civilian = {
			large = GFX_portrait_SIK_kwong_jin
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			captain_of_industry compassionate_gentleman
		}
		expire = 1952.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_approach_yasuda
Constructs: prerequisite, limit, completion_reward, enable_automatic_bypass, has_idea, cancel_if_invalid, random_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_approach_yasuda
	icon = GFX_focus_JAP_approach_yasuda
	overlay = GFX_focus_fast_overlay_generic_clock
	enable_automatic_bypass = no
	prerequisite = {
		focus = JAP_continue_takahashi_korekiyos_policies JAP_increase_armament_spending
	}
	relative_position_id = JAP_continue_takahashi_korekiyos_policies
	x = 4
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		JAP_zaibatsu_faction_is_not_subdued = yes
	}
	bypass = {
		has_idea = JAP_zaibatsu_faction_tier_1
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_IMPERIAL_INFLUENCE FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		JAP_small_zaibatsu_faction_gain = yes
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_industrial_concern generic_skip_one_line_tt JAP_reduce_zaibatsu_focus_cost_tt
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				NOT = {
					has_state_category = small_island tiny_island
				}
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = JAP_approach_yasuda
			bonus = 0.5
			uses = 1
			category = construction_tech
		}
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		}
		show_ideas_tooltip = yasuda_zaibatsu
	}
}
### Entity: Trigger Reference
Construct: Example_2
Constructs: Example_2, has_dynamic_modifier
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
### Example 2
```
has_dynamic_modifier = {
	modifier = dynamic_modifier_name
	scope = GER #optional, if the original modifier has been targeted
}
```
### Entity: Event
Component: poland_r56.16
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_ideas, has_government, has_idea_with_trait, is_in_faction_with
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland_r56.16
	title = poland_r56.16.t
	desc = poland_r56.16.d
	picture = GFX_report_event_polish_summit
	is_triggered_only = yes
	option = {
		name = poland_r56.16.a
		ai_chance = {
			base = 100
			modifier = {
				factor = 1.25
				POL = {
					has_idea_with_trait = smooth_talking_charmer
				}
			} {
				factor = 1.25
				POL = {
					has_idea_with_trait = army_chief_offensive_prankster
				}
			} {
				factor = 1.25
				POL = {
					has_completed_focus = POL_Reaffirm_Ties_With_Romania
				}
			} {
				HUN = {
					is_in_faction_with = POL
				}
				factor = 0.5
			} {
				factor = 0.1
				strength_ratio = {
					tag = POL
					ratio = > 0.85
				}
				NOT = {
					any_neighbor_country = {
						is_in_faction_with = POL
					}
				}
			} {
				factor = 0.02
				ROOT = {
					is_in_faction = yes
				}
			}
		}
		POL = {
			country_event = poland_r56.18
			add_to_faction = ROOT
		}
		if = {
			limit = {
				POL = {
					has_government = neutrality
				}
				ROOT = {
					has_government = neutrality
				}
			}
			add_ideas = POL_Sanacja_Influence
		}
		add_ai_strategy = {
			type = alliance
			id = POL
			value = 300
		}
	} {
		name = poland_r56.16.b
		ai_chance = {
			base = 100
			modifier = {
				HUN = {
					NOT = {
						is_in_faction_with = POL
					}
				}
				factor = 0.05
			}
		}
		POL = {
			country_event = poland_r56.19
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_Eradicate_the_traitors
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_Eradicate_the_traitors
	prerequisite = {
		focus = PRU_peruvian_blackshirts
	}
	icon = GFX_goal_PRU_spider_apra
	x = -2
	y = 1
	relative_position_id = PRU_peruvian_blackshirts
	available = {

	}
	cost = 3.5
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = PRU_peruvian_blackshirts
			}
			swap_ideas = {
				remove_idea = PRU_flores_influence
				add_idea = PRU_flores_influence_1
			}
		}
		PRU = {
			set_country_flag = PRU_apra_exclu
		}
		custom_effect_tooltip = PRU_unlock_exclu_apra
		PRU_partidos_update_update_effect = yes
		add_manpower = -5000
		add_stability = -0.05
		add_popularity = {
			ideology = communism
			popularity = -0.1
		} {
			ideology = democratic
			popularity = -0.1
		}
	}
}
### Entity: State History
Component: 308
Constructs: add_core_of
Source: game
File: history/states/308-Britain SA.txt

Code:
state = {
	id = 308
	name = STATE_308
	manpower = 25678
	state_category = tiny_island
	history = {
		add_core_of = BAS
		owner = ENG
		buildings = {
			infrastructure = 2
			4450 = {
				naval_base = 1
			}
			7123 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		4450 7123
	}
	local_supplies = 0.0
}
### Entity: Event
Component: bftb_greece.201
Constructs: limit, add_war_support, has_country_flag, add_opinion_modifier, fire_only_once, add_political_power, add_state_claim, clear_variable
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.201
	title = bftb_greece.201.t
	desc = bftb_greece.201.desc
	picture = GFX_report_event_gre_megali_conference_signing
	fire_only_once = no
	trigger = {
		has_country_flag = GRE_megali_idea_approved
		ENG = {
			has_country_flag = GRE_no_british_armenia
		}
		FRA = {
			has_country_flag = GRE_french_kurdistan
		}
		if = {
			limit = {
				ITA = {
					has_country_flag = GRE_italy_attending_convention
				}
			}
			ITA = {
				has_country_flag = GRE_italian_antalya
			}
		}
		NOT = {
			ROOT = {
				has_country_flag = GRE_heraklion_convention_finished
			}
		}
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = bftb_greece.201.a
		trigger = {
			NOT = {
				original_tag = ENG
			}
		}
		add_war_support = 0.05
		hidden_effect = {
			GRE = {
				add_state_claim = 341 797 347 340 339
			}
			FRA = {
				add_state_claim = 344 350 352 353 800
				if = {
					limit = {
						FRA = {
							NOT = {
								controls_state = 799
							}
						}
					}
					add_state_claim = 799
				}
			}
			if = {
				limit = {
					ITA = {
						has_country_flag = GRE_italy_attending_convention
					}
				}
				ITA = {
					add_state_claim = 342 345
				}
			}
			clear_variable = global.convention_ayes global.convention_nays
			set_country_flag = GRE_heraklion_convention_finished
		}
	} {
		name = bftb_greece.201.b
		trigger = {
			original_tag = ENG
			ENG = {
				has_country_flag = GRE_no_british_armenia
			}
		}
		add_political_power = -75
		every_other_country = {
			limit = {
				has_country_flag = GRE_no_british_armenia
			}
			reverse_add_opinion_modifier = {
				target = ENG
				modifier = GRE_denied_our_ambitions
			}
		}
		hidden_effect = {
			add_opinion_modifier = {
				target = TUR
				modifier = GRE_strategic_partners
			}
			clear_variable = global.convention_ayes global.convention_nays
			set_country_flag = GRE_heraklion_convention_finished
		}
	}
}
### Entity: Event
Component: kmt.54
Constructs: is_triggered_only, create_wargoal, annex_everything
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.54
	title = kmt.54.t
	desc = kmt.54.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = kmt.54.a
		create_wargoal = {
			target = FROM
			type = annex_everything
		}
	}
}
### Entity: Order of Battle
Component: 4ème Phalange Africaine
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/EFR_african_phalanx.txt

Code:
division = {
	name = 4ème Phalange Africaine
	location = 7132
	division_template = Division d'Infanterie
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = FRA
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: Decision
Component: MEX_DGIPS
Source: game
File: common/decisions/categories/MEX_Categories.txt

Code:
MEX_DGIPS = {
	icon = infiltration
	allowed = {
		original_tag = MEX
	}
}