Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Operation
Component: FRA_coup_in_indochina
Constructs: limit, has_country_flag, operation_cost, every_state, has_equipment
Source: game
File: common/operations/LaR_FRA_operations.txt

Code:
FRA_coup_in_indochina = {
	icon = GFX_operations_coup_government
	map_icon = GFX_operations_coup_government_map
	name = FRA_coup_in_indochina
	desc = FRA_coup_in_indochina_desc
	days = 90
	allowed = {
		original_tag = FRA
	}
	selection_target = {
		targets = {
			FROM
		}
	}
	selection_target_state = {
		OR = {
			state = 671 670 286 741 1017 1066 1067 1068 1069
		}
	}
	visible = {
		has_country_flag = FRA_coup_in_indochina_flag
		FROM = {
			controls_state = 671 670 286 741 1017 1066 1067 1068 1069
		}
	}
	available = {

	}
	outcome_modifiers = {
		operation_outcome
	}
	cost_modifiers = {
		operation_cost
	}
	risk_modifiers = {
		operation_risk
	}
	operatives = 1
	network_strength = 50
	equipment = {
		infantry_equipment = 5000
		support_equipment = 500
	}
	on_start = {

	}
	outcome_potential = {
		every_state = {
			limit = {
				OR = {
					state = 671 670 286 741 1017 1066 1067 1068 1069
				}
				CONTROLLER = {
					not = {
						tag = ROOT
					}
				}
			}
			ROOT = {
				transfer_state = PREV
			}
		}
	}
	risk_chance = 0.35
	outcome_execute = {
		VIC = {
			country_event = LaR_france_vichy_notification_events.8
		}
		every_state = {
			limit = {
				OR = {
					state = 671 670 286 741 1017 1066 1067 1068 1069
				}
				CONTROLLER = {
					not = {
						tag = ROOT
					}
				}
			}
			ROOT = {
				transfer_state = PREV
			}
		}
	}
	phases = {
		infiltration_submarine = {
			base = 33
		}
		infiltration_paradrop = {
			base = 33
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0.1
			}
		}
		infiltration_border = {
			base = 33
		}
	} {
		lar_fra_coup_pre_position_units = {
			base = 25
		}
	} {
		lar_fra_launch_coup = {
			base = 25
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_artillery_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_artillery_focus
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = ALG_guns_focus
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 35
	y = 4
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = artillery_tech_bonus_name
			bonus = 1
			uses = 1
			category = artillery
		}
	}
}
### Entity: Modifier Reference
Component: AFG_nufus_modifier
Constructs: army_defence_factor, army_attack_factor, conscription_factor, planning_speed
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
AFG_nufus_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_AFG_adopt_nufus
	experience_gain_army_factor = AFG_experience_gain_army_factor
	army_org_factor = AFG_army_org_factor
	army_core_defence_factor = AFG_army_core_defence_factor
	army_armor_defence_factor = AFG_army_armor_defence_factor
	army_armor_attack_factor = AFG_army_armor_attack_factor
	army_artillery_attack_factor = AFG_army_artillery_attack_factor
	army_artillery_defence_factor = AFG_army_artillery_defence_factor
	conscription_factor = AFG_conscription_factor
	training_time_factor = AFG_training_time_factor
	conscription = AFG_conscription
	army_defence_factor = AFG_army_defence_factor
	army_attack_factor = AFG_army_attack_factor
	special_forces_cap = AFG_special_forces_cap
	special_forces_out_of_supply_factor = AFG_special_forces_out_of_supply_factor
	extra_marine_supply_grace = AFG_extra_marine_supply_grace
	max_planning_factor = AFG_max_planning_factor
	planning_speed = AFG_planning_speed
	max_command_power_mult = AFG_max_command_power_mult
	command_power_gain_mult = AFG_command_power_gain_mult
	acclimatization_cold_climate_gain_factor = AFG_acclimatization_cold_climate_gain_factor
	acclimatization_hot_climate_gain_factor = AFG_acclimatization_hot_climate_gain_factor
	supply_consumption_factor = AFG_army_supply_consumption_factor
	supply_combat_penalties_on_core_factor = AFG_army_supply_combat_penalties_on_core_factor
}
### Entity: AI Strategy
Component: FRA_black_sea_is_a_trap
Constructs: has_war_with
Source: game
File: common/ai_strategy/r56_FRA.txt

Code:
FRA_black_sea_is_a_trap = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_war_with = GER
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 30
		value = 500
	}
}
### Entity: Character
Component: anti_fascist_veteran
Constructs: conscription_factor, send_volunteer_size
Source: game
File: common/country_leader/r56_traits.txt

Code:
anti_fascist_veteran = {
	random = no
	sprite = 13
	fascism_acceptance = -100
	conscription_factor = 0.1
	send_volunteer_size = 2
}
### Entity: Character
Component: XSM_ma_bufang
Source: game
File: common/characters/Warlords_China.txt

Code:
XSM_ma_bufang = {
	name = XSM_ma_bufang
	portraits = {
		civilian = {
			large = GFX_portrait_xsm_ma_bufang
		}
		army = {
			large = GFX_portrait_xsm_ma_bufang
			small = GFX_idea_XSM_ma_bufang
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		id = -1
	}
	advisor = {
		slot = army_chief
		idea_token = XSM_ma_bufang
		allowed = {
			original_tag = XSM
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
	corps_commander = {
		attack_skill = 4
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		skill = 3
		traits = {
			cavalry_leader
		}
		legacy_id = -1
	}
}
### Entity: Idea
Component: ETH_survival_against_all_odds_idea
Constructs: has_global_flag, removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_survival_against_all_odds_idea = {
	picture = chi_war_of_resistance3
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_global_flag = second_italo_ethiopian_war_flag
	}
	removal_cost = -1
	targeted_modifier = {
		tag = ITA
		attack_bonus_against = 0.2
		defense_bonus_against = 0.2
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_close_air_support
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, fighter_bonus, add_mio_size
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_close_air_support
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = BRA_R56_the_brazilian_air_force
	}
	relative_position_id = BRA_R56_the_brazilian_air_force
	x = 1
	y = 1
	cost = 10
	completion_reward = {
		air_experience = 10
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = BRA_R56_close_air_support
				bonus = 1
				uses = 1
				category = light_air
			}
		}
		else = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 1
				uses = 1
				category = light_fighter cat_heavy_fighter
			}
		} {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = bra_heavy_aircraft_manufacturer
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = BRA_apfab_organization_heavy
			mio:BRA_apfab_organization_heavy = {
				add_mio_size = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: air_wing_125
Source: game
File: history/units/ENG_1939_air_bba.txt

Code:
air_wings = {
	125 = {
		small_plane_cas_airframe_1 = {
			owner = ENG
			amount = 96
			version_name = Fairey Battle
		} {
			owner = ENG
			amount = 96
			version_name = Fairey Battle
		}
		small_plane_airframe_1 = {
			owner = ENG
			amount = 96
			version_name = Hawker Hurricane
		}
		medium_plane_airframe_1 = {
			owner = ENG
			amount = 56
			version_name = Bristol Blenheim
		} {
			owner = ENG
			amount = 56
			version_name = Bristol Blenheim
		}
	}
}
### Entity: Order of Battle
Component: Truk Kichi Shubitai
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = Truk Kichi Shubitai
	location = 2489
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Character
Component: devouted_anti_fascist
Constructs: fascism_drift, encryption_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
devouted_anti_fascist = {
	random = no
	sprite = 13
	fascism_drift = -0.05
	drift_defence_factor = 0.25
	encryption_factor = 0.15
}
### Entity: AI Strategy
Component: eastern_europe
Constructs: has_war, has_war_with, is_on_continent
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
eastern_europe = {
	name = theater_eastern_europe
	regions = {
		8 38 22 39 206 37 27 132 131 130 133
	}
	cancel = {
		has_war = no
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			capital_scope = {
				is_on_continent = europe
			}
		} {
			add = 1
			OR = {
				has_war_with = POL CZE SOV
			}
		} {
			add = 10
			original_tag = SOV
			has_war_with = GER
		} {
			factor = 0
			has_war = no
		}
	}
}
### Entity: Order of Battle
Component: Corpo Truppe Volontarie
Constructs: division_template
Source: game
File: history/units/NOR_Norwegian_Civil_War_neutrality.txt

Code:
division = {
	name = Corpo Truppe Volontarie
	location = 9296
	division_template = Fedrelandsregiment
	start_experience_factor = 0.25
}
### Entity: Idea
Component: VIC_guest_workers
Constructs: removal_cost
Source: game
File: common/ideas/france.txt

Code:
VIC_guest_workers = {
	picture = generic_exploit_mines
	allowed = {
		original_tag = GER
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_factory_efficiency_gain_factor = 0.1
	}
}
### Entity: Event
Component: greece.52
Constructs: is_triggered_only, ai_chance, remove_ideas, swap_ideas, remove_idea, add_idea
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.52
	title = greece.52.t
	desc = greece.52.d
	picture = GFX_report_GRE_klaras
	is_triggered_only = yes
	option = {
		name = greece.52.a
		ai_chance = {
			base = 50
		}
		swap_ideas = {
			remove_idea = GRE_klaras_army_grip
			add_idea = GRE_strengthened_klaras
		}
	} {
		name = greece.52.b
		ai_chance = {
			base = 50
		}
		remove_ideas = GRE_klaras_army_grip
	}
}
### Entity: Wiki Documentation
Construct: list_flags
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
list_flags
|
Lists currently active flags in the console windows.
|
Context senstive if nothing (global_flag), country (country_flag) or state (state_flag) is selected when entering this command.
|

fast_forward [<amount of days>], [observer]
|
Fast forward a set amount of days.
|

|
### Entity: National Focus
Tree: ger_focus
Component: GER_our_place_in_the_sun_ww
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_subject, add_named_threat, every_other_country, is_ally_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_our_place_in_the_sun_ww
	icon = GFX_focus_GER_our_place_in_the_sun
	prerequisite = {
		focus = GER_break_anglo_french_colonial_hegemony_ww
	}
	mutually_exclusive = {
		focus = GER_divide_and_conquer GER_expand_pacific_holdings
	}
	x = 0
	y = 4
	relative_position_id = GER_break_anglo_french_colonial_hegemony_ww
	cost = 10
	available = {
		is_subject = no
	}
	dynamic = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_named_threat = {
			threat = 5
			name = GER_our_place_in_the_sun_ww
		}
		every_other_country = {
			limit = {
				if = {
					limit = {
						NOT = {
							has_completed_focus = GER_break_anglo_french_colonial_hegemony_ww
						}
					}
					NOT = {
						original_tag = FRA ENG
						is_ally_with = FRA ENG
					}
				}
				OR = {
					controls_state = 523 773 541 546 737 684 633 646 647 726 777 768 769 979 895 894 893 634
				}
				NOT = {
					is_in_faction_with = ROOT
					is_guaranteed_by = ROOT
					has_a_german_trade_idea = yes
					ROOT = {
						has_wargoal_against = PREV
					}
				}
			}
			display_individual_scopes = yes
			every_controlled_state = {
				limit = {
					NOT = {
						is_claimed_by = ROOT
					}
					OR = {
						state = 523 773 541 546 737 684 633 646 647 726 777 768 769 979 895 894 893 634
					}
				}
				add_to_array = {
					array = PREV.GER_colonial_claims
					value = THIS
				}
				add_claim_by = ROOT
			}
			ROOT = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					generator = PREV.GER_colonial_claims
				}
			}
		} {
			limit = {
				OR = {
					original_tag = RAJ PAK BRM SIA AST NZL MAL INS PNG SOL SRL MLD SAM FIJ GUM PHI HAW RAP
				}
				exists = yes
				NOT = {
					is_ally_with = ROOT
					is_guaranteed_by = ROOT
					has_a_german_trade_idea = yes
					ROOT = {
						has_wargoal_against = PREV
					}
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
					expire = 0
				}
			}
		}
		every_state = {
			limit = {
				OR = {
					is_core_of = INS MAL RAJ PAK BAN BRM TAH AST NZL SAM PNG SIA VIN LAO CAM PHI GUM FSM HAW SOL FIJ RAP SRL MLD
					state = 712 711 710 709 707 713 706
				}
				NOT = {
					controller = {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
						is_guaranteed_by = ROOT
						has_a_german_trade_idea = yes
					}
					OR = {
						is_claimed_by = ROOT
					
# ... (truncated)
### Entity: Trigger Reference
Construct: is_country_leader
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_country_leader

* Supported Scopes: CHARACTER
* Supported Targets: none

```
is_country_leader = yes/no - Checks if the current character is a country leader
```
### Entity: Idea
Component: CZE_skoda_no_focus_optimization_7_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_no_focus_optimization_7_idea = {
	name = CZE_skoda_no_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		industry = 0.14
	}
	equipment_bonus = {
		motorized_equipment = {
			instant = yes
			build_cost_ic = -0.14
		}
		train_equipment = {
			instant = yes
			build_cost_ic = -0.14
		}
		convoy = {
			instant = yes
			build_cost_ic = -0.14
		}
		support_equipment = {
			instant = yes
			build_cost_ic = 0.14
		}
	}
	modifier = {
		custom_modifier_tooltip = generic_skip_one_line_tt
		consumer_goods_factor = -0.14
		production_lack_of_resource_penalty_factor = 0.14
		production_speed_industrial_complex_factor = 0.14
		production_speed_arms_factory_factor = -0.14
		industrial_concern_cost_factor = -0.14
		fuel_gain_factor = -0.14
		factory_energy_consumption = -0.14
	}
}
### Entity: Idea
Component: MAC_acgs
Source: game
File: common/ideas/macedonia.txt

Code:
MAC_acgs = {
	picture = generic_air_europe_3
	allowed = {
		original_tag = MAC
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: PRC_default_plan
Constructs: is_chinese_warlord, has_dlc, has_focus_tree
Source: game
File: common/ai_strategy_plans/PRC_default_strategy_plan.txt

Code:
PRC_default_plan = {
	name = Communist China default plan
	desc = Default behavior for Communist China
	allowed = {
		OR = {
			original_tag = PRC
			is_chinese_warlord = yes
		}
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	enable = {
		OR = {
			original_tag = PRC
			AND = {
				is_chinese_warlord = yes
				has_focus_tree = china_communist_focus
			}
		}
	}
	abort = {
		num_of_factories = < 35
	}
	focus_factors = {
		PRC_land_redistribution = 10
		PRC_enforce_the_three_rules = 5
		PRC_infiltration = 10
		PRC_agrarian_socialism = 10
		PRC_marxist_orthodoxy = 7
		PRC_social_democracy_focus = 7
	}
	research = {
		infantry_weapons = 15
		artillery = 15
	}
	ideas = {

	}
	weight = {
		factor = 0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: GER_puppet_kaiser
Constructs: neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_puppet_kaiser = {
	political_power_factor = 0.1
	party_popularity_stability_factor = 0.1
	neutrality_drift = 0.02
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_work_for_all_poor
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_work_for_all_poor
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = SAF_native_laws_amendment_act
	}
	x = 0
	y = 4
	relative_position_id = SAF_support_the_policy_of_appeasement
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SAF_cheap_labor_1
			add_idea = SAF_cheap_labor_2
		}
	}
}
### Entity: Idea
Component: AST_government_aircraft_factories_organization_idea
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_government_aircraft_factories_organization_idea = {
	name = AST_government_aircraft_factories_organization
	picture = AST_government_aircraft_factories
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {

	}
	cost = 150
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		CAS_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_five_year_plan
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, add_political_power, add_popularity, add_dynamic_modifier
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_five_year_plan
	icon = GFX_focus_generic_communist_industry
	prerequisite = {
		focus = DEN_heavy_market_regulations
	} {
		focus = DEN_side_with_unions DEN_side_with_industry
	}
	mutually_exclusive = {
		focus = DEN_limited_social_mobilization DEN_full_employment DEN_full_social_mobilization
	}
	relative_position_id = DEN_social_stability
	x = -2
	y = 5
	cost = 10
	bypass = {

	}
	available = {
		has_government = communism
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_political_power = 150
		add_stability = 0.05
		if = {
			limit = {
				communism = < 0.6
			}
			add_popularity = {
				ideology = communism
				popularity = 0.1
			}
		} {
			limit = {
				DEN_has_war_preparations_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_war_preparations_dynamic_modifier
			}
		} {
			limit = {
				DEN_has_political_edicts_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_political_edicts_dynamic_modifier
			}
		}
		else = {
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
		} {
			custom_effect_tooltip = DEN_modify_war_preparations_dynamic_modifier
		} {
			custom_effect_tooltip = DEN_modify_political_edicts_dynamic_modifier
		}
		DEN_bop_low_decrease_effect = yes
		add_to_variable = {
			DEN_war_preparations_lack_of_resource_penalty = -0.05
			tooltip = production_lack_of_resource_penalty_factor_tt
		} {
			DEN_political_edicts_conscription_factor = 0.2
			tooltip = conscription_factor_tt
		} {
			DEN_industrial_improvement_tracker_var = 3
		} {
			DEN_industrial_capability_local_resources = 0.1
			tooltip = local_resources_factor_tt
		} {
			DEN_industrial_capabilities_consumer_goods = 0.25
			tooltip = consumer_goods_factor_tt
		} {
			DEN_industrial_capabilities_global_building_slots = 0.15
			tooltip = global_building_slots_factor_tt
		} {
			DEN_industrial_capabilities_factory_output = 0.1
			tooltip = industrial_capacity_factory_tt
		} {
			DEN_industrial_capabilities_dockyard_output = 0.1
			tooltip = industrial_capacity_dockyard_tt
		}
		DEN_improve_industrial_capabilities_NS = yes
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_golden_age_of_the_republic
Constructs: prerequisite, limit, remove_ideas, add_war_support, add_stability, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_golden_age_of_the_republic
	icon = GFX_focus_focus_fra_revolution_utmost
	prerequisite = {
		focus = TUR_solidify_the_dictatorship
	}
	x = -2
	y = 1
	relative_position_id = TUR_solidify_the_dictatorship
	cost = 10
	ai_will_do = {
		factor = 25
	}
	completion_reward = {
		add_political_power = 80
		add_stability = 0.1
		add_war_support = 0.1
		if = {
			limit = {
				has_idea = TUR_traumatized_nation
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation
				add_idea = TUR_traumatized_nation_2
			}
		}
		else_if = {
			limit = {
				has_idea = TUR_traumatized_nation_2
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation_2
				add_idea = TUR_traumatized_nation_3
			}
		}
		else = {
			remove_ideas = TUR_traumatized_nation_3
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: Event
Component: JUNO_brazil_events.74
Constructs: is_triggered_only, ai_chance, create_country_leader, every_owned_state, limit, remove_ideas, load_focus_tree, set_politics
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.74
	title = JUNO_brazil_events.74.t
	desc = JUNO_brazil_events.74.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.74.a
		ai_chance = {
			base = 10
		}
		puppet = FROM
		FROM = {
			load_focus_tree = generic_focus
			set_politics = {
				ruling_party = neutrality
			}
			remove_ideas = POR_estado_novo
			swap_ideas = {
				remove_idea = POR_unstable_republic
				add_idea = POR_unstable_monarchy
			}
			set_country_flag = KOP_kingdom_of_portugal_flag
			set_cosmetic_tag = KOP_kingdom_portugal
			create_country_leader = {
				name = Duke Duarte Nuno
				desc = POLITICS_DOM_DUARTE_NUNO_DESC
				picture = GFX_portrait_Dom_Duarte_Nuno
				expire = 1976.12.24
				ideology = despotism
				traits = {

				}
			}
		} {
			every_owned_state = {
				limit = {
					is_fully_controlled_by = PREV
					NOT = {
						is_on_continent = europe
						is_core_of = PREV
					}
				}
				ROOT = {
					transfer_state = PREV
				}
			}
		}
	}
}
### Entity: Event
Component: naw_norway.23
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.23
	title = naw_norway.23.t
	desc = naw_norway.23.d
	picture = GFX_report_event_soldiers_in_france
	is_triggered_only = yes
	option = {
		name = naw_norway.23.a
		effect_tooltip = {
			add_to_faction = FROM
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_allied_support
Constructs: add_equipment_to_stockpile, prerequisite, has_war_with, add_opinion_modifier, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_allied_support
	icon = GFX_goal_generic_gun_purchase
	prerequisite = {
		focus = IRQ_volunteer_corps
	}
	relative_position_id = IRQ_the_secular_movement
	x = -1
	y = 3
	cost = 10
	available = {
		country_exists = ENG
		NOT = {
			has_war_with = ENG
		}
	}
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 2000
			producer = ENG
		} {
			type = artillery_equipment
			amount = 200
			producer = ENG
		} {
			type = support_equipment
			amount = 100
			producer = ENG
		}
		add_opinion_modifier = {
			target = ENG
			modifier = medium_increase
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}