Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Trigger Reference
Construct: COUNTRY
Constructs: COUNTRY, has_completed_focus, has_war, has_government, owns_state, has_war_with, has_country_flag, is_major
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## Triggers for scope COUNTRY

* [agency_upgrade_number](#agency_upgrade_number)
* [ai_has_role_division](#ai_has_role_division)
* [ai_has_role_template](#ai_has_role_template)
* [ai_irrationality](#ai_irrationality)
* [ai_liberate_desire](#ai_liberate_desire)
* [ai_wants_divisions](#ai_wants_divisions)
* [all_active_scientist](#all_active_scientist)
* [all_allied_country](#all_allied_country)
* [all_army_leader](#all_army_leader)
* [all_character](#all_character)
* [all_controlled_state](#all_controlled_state)
* [all_core_state](#all_core_state)
* [all_enemy_country](#all_enemy_country)
* [all_guaranteed_country](#all_guaranteed_country)
* [all_military_industrial_organization](#all_military_industrial_organization)
* [all_navy_leader](#all_navy_leader)
* [all_neighbor_country](#all_neighbor_country)
* [all_occupied_country](#all_occupied_country)
* [all_operative_leader](#all_operative_leader)
* [all_owned_state](#all_owned_state)
* [all_purchase_contracts](#all_purchase_contracts)
* [all_scientists](#all_scientists)
* [all_subject_countries](#all_subject_countries)
* [all_unit_leader](#all_unit_leader)
* [alliance_naval_strength_ratio](#alliance_naval_strength_ratio)
* [alliance_strength_ratio](#alliance_strength_ratio)
* [amount_manpower_in_deployment_queue](#amount_manpower_in_deployment_queue)
* [amount_research_slots](#amount_research_slots)
* [amount_taken_ideas](#amount_taken_ideas)
* [any_active_scientist](#any_active_scientist)
* [any_allied_country](#any_allied_country)
* [any_army_leader](#any_army_leader)
* [any_character](#any_character)
* [any_claim](#any_claim)
* [any_controlled_state](#any_controlled_state)
* [any_core_state](#any_core_state)
* [any_country_division](#any_country_division)
* [any_enemy_country](#any_enemy_country)
* [any_guaranteed_country](#any_guaranteed_country)
* [any_home_area_neighbor_country](#any_home_area_neighbor_country)
* [any_military_industrial_organization](#any_military_industrial_organization)
* [any_navy_leader](#any_navy_leader)
* [any_neighbor_country](#any_neighbor_country)
* [any_occupied_country](#any_occupied_country)
* [any_operative_leader](#any_operative_leader)
* [any_owned_state](#any_owned_state)
* [any_purchase_contract](#any_purchase_contract)
* [any_scientist](#any_scientist)
* [any_subject_country](#any_subject_country)
* [any_unit_leader](#any_unit_leader)
* [any_war_score](#any_war_score)
# ... (truncated)
### Entity: Decision
Component: SPA_reassert_american_dominance
Constructs: has_dlc
Source: game
File: common/decisions/categories/SPR_decision_categories.txt

Code:
SPA_reassert_american_dominance = {
	icon = spr_reassert_american_dominance
	allowed = {
		original_tag = SPR
		has_dlc = La Resistance
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_promote_bulgarian_nationalism
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_promote_bulgarian_nationalism
	prerequisite = {
		focus = BUL_the_tsars_regime BUL_appoint_right_wing_ministers
	}
	icon = GFX_focus_BUL_promote_bulgarian_nationalism
	relative_position_id = BUL_the_tsars_regime
	x = 3
	y = 2
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_political_power = 70
		add_stability = 0.05
		add_war_support = 0.05
	}
}
### Entity: Order of Battle
Component: Nacistas Militia #3
Constructs: division_template
Source: game
File: history/units/r56_chile_major_uprising.txt

Code:
division = {
	name = Nacistas Militia #3
	location = 650
	division_template = Nacistas
	start_equipment_factor = 0.99
	start_experience_factor = 0.01
}
### Entity: Character
Component: JAP_mitsumasa_yonai
Constructs: has_completed_focus, has_country_flag, has_dlc, has_global_flag, has_country_leader
Source: game
File: common/characters/JAP.txt

Code:
JAP_mitsumasa_yonai = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = JAP_mitsumasa_yonai
		portraits = {
			army = {
				large = GFX_portrait_JAP_mitsumasa_yonai
				small = GFX_portrait_JAP_mitsumasa_yonai_military_small
			}
			civilian = {
				small = GFX_portrait_JAP_mitsumasa_yonai_civilian_small
			}
		}
		navy_leader = {
			traits = {
				gentlemanly naval_lineage
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			maneuvering_skill = 2
			coordination_skill = 2
			legacy_id = -1
			visible = {
				has_completed_focus = JAP_end_the_interservice_rivalry
				NOT = {
					has_global_flag = JAP_yonai_replaced_by_kenzo
				}
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = JAP_mitsumasa_yonai
			allowed = {
				original_tag = JAP
			}
			visible = {
				NOT = {
					has_completed_focus = JAP_okadas_military_purge_speech JAP_revere_the_emperor_destroy_the_traitors
				}
			}
			available = {
				has_completed_focus = JAP_konoes_first_cabinet
			}
			traits = {
				silent_workhorse
			}
			ai_will_do = {
				base = 3
			}
		}
	} {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = JAP_mitsumasa_yonai
		portraits = {
			army = {
				large = GFX_portrait_JAP_mitsumasa_yonai
				small = GFX_portrait_JAP_mitsumasa_yonai_military_small
			}
			civilian = {
				small = GFX_portrait_JAP_mitsumasa_yonai_civilian_small
			}
		}
		navy_leader = {
			traits = {
				gentlemanly naval_lineage
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			maneuvering_skill = 2
			coordination_skill = 2
			legacy_id = -1
			visible = {
				OR = {
					has_completed_focus = JAP_sway_the_navy_moderates JAP_end_the_interservice_rivalry
				}
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = JAP_mitsumasa_yonai
			allowed = {
				original_tag = JAP
			}
			visible = {
				NOT = {
					has_completed_focus = JAP_revere_the_emperor_destroy_the_traitors
				}
			}
			available = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = JAP_mitsumasa_yonai
					}
				} {
					has_country_flag = JAP_IJA_arrested_advisors_flag
				}
				OR = {
					has_completed_focus = JAP_sway_the_navy_moderates JAP_konoes_first_cabinet
				}
			}
			traits = {
				silent_workhorse
			}
			ai_will_do = {
				base = 1
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_defense_above_all
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_defense_above_all
	icon = GFX_goal_generic_defence
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_work_projects_for_the_unemployed SWE_hygenic_housing
	}
	relative_position_id = SWE_work_projects_for_the_unemployed
	mutually_exclusive = {
		focus = SWE_individual_liberty_and_prosperity_for_all
	}
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_FOLKHEMMET FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = neutrality
			popularity = 0.05
		}
		SWE_folkhemmet_low_swap = yes
	}
}
### Entity: Character
Component: HOL_jacob_adriaan_de_wilde
Constructs: has_government, has_cosmetic_tag
Source: game
File: common/characters/HOL.txt

Code:
HOL_jacob_adriaan_de_wilde = {
	advisor = {
		slot = political_advisor
		idea_token = HOL_jacob_adriaan_de_wilde
		allowed = {
			OR = {
				original_tag = HOL INS
			}
		}
		visible = {
			OR = {
				original_tag = HOL
				AND = {
					original_tag = INS
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		available = {
			or = {
				has_government = democratic neutrality
			}
		}
		traits = {
			genial_anti_revolutionary
		}
	}
	name = HOL_jacob_adriaan_de_wilde
	portraits = {
		army = {
			small = GFX_idea_HOL_jacob_adriaan_de_wilde
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_revenge_for_1919
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, cancel_if_invalid, every_other_country, is_subject_of
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_revenge_for_1919
	icon = GFX_focus_generic_attack_romania
	prerequisite = {
		focus = wuw_HUN_a_declaration_of_intentions
	}
	x = 2
	y = 1
	relative_position_id = wuw_HUN_a_declaration_of_intentions
	will_lead_to_war_with = ROM TRA
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					OR = {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
				}
				OR = {
					owns_state = 82 83 84 76
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_claimed_state
					target = PREV
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt wuw_HUN_revenge_for_1919_tt
	}
}
### Entity: Character
Component: AST_george_mackinolty
Source: game
File: common/characters/AST.txt

Code:
AST_george_mackinolty = {
	name = AST_george_mackinolty
	portraits = {
		army = {
			small = GFX_portrait_AST_george_mackinolty_small
		}
	}
	advisor = {
		slot = air_chief
		idea_token = AST_george_mackinolty
		allowed = {
			original_tag = AST
		}
		traits = {
			air_chief_safety_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.5
		}
	}
}
### Entity: Event
Component: mexico.14
Constructs: is_triggered_only
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.14
	title = mexico.14.title
	desc = mexico.14.desc
	picture = GFX_report_event_british_inspect_troops
	is_triggered_only = yes
	option = {
		name = mexico.14.a
	}
}
### Entity: Decision
Component: INS_limited_wars_cat
Constructs: has_dlc
Source: game
File: common/decisions/categories/INS_decision_categories.txt

Code:
INS_limited_wars_cat = {
	priority = 45
	icon = GFX_decision_category_military_operation
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	visible = {

	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_the_hump_sea
Constructs: prerequisite, add_ideas, completion_reward, has_dynamic_modifier, add_to_variable, add_cic_monthly_tt
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_the_hump_sea
	icon = GFX_focus_CHI_the_hump
	prerequisite = {
		focus = CHI_send_the_first_lady_abroad
	}
	available = {
		has_dynamic_modifier = {
			modifier = CHI_american_support
		}
		NOT = {
			any_enemy_country = {
				OR = {
					controls_state = 601 434 747
				}
			}
		}
	}
	x = 1
	y = 1
	relative_position_id = CHI_send_the_first_lady_abroad
	cost = 5
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_american_support_tt CHI_delivery_tt
		show_ideas_tooltip = CHI_the_hump_sea_hidden
		add_to_variable = {
			CHI_american_support_cic_amount = 100
			tooltip = add_cic_monthly_tt
		}
		hidden_effect = {
			add_ideas = CHI_the_hump_sea_hidden
		}
	}
}
### Entity: Event
Component: mtg_exile_leader_added.1
Constructs: is_triggered_only, ai_chance
Source: game
File: events/MTG_generic.txt

Code:
unit_leader_event = {
	id = mtg_exile_leader_added.1
	title = mtg_exile_leader_added.1.t
	desc = mtg_exile_leader_added.1.desc
	is_triggered_only = yes
	option = {
		name = mtg_exile_leader_added.1.a
		ai_chance = {
			factor = 1
		}
	}
}
### Entity: Modifier Reference
Component: NOR_prep_his_dmod_3
Constructs: has_government, remove_trigger
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NOR_prep_his_dmod_3 = {
	enable = {
		NOR = {
			has_government = democratic
		}
	}
	remove_trigger = {
		NOR_prep_his_mod_remove_trigger = yes
	}
	icon = GFX_modifiers_generic_construction
	local_manpower = 0.1
	state_production_speed_industrial_complex_factor = 0.25
	state_production_speed_rail_way_factor = 0.2
	state_resources_factor = 0.1
	state_production_speed_dockyard_factor = 0.15
	state_production_speed_air_base_factor = 0.25
	local_org_regain = -0.1
	local_supplies = -0.1
	max_dig_in_factor = -0.2
	state_production_speed_bunker_factor = -0.1
	state_production_speed_coastal_bunker_factor = -0.1
	state_production_speed_arms_factory_factor = -0.15
}
### Entity: Idea
Component: den_social_nationalism_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_social_nationalism_idea = {
	removal_cost = -1
	picture = BRA_ind_pic
	modifier = {
		min_export = -0.1
		party_popularity_stability_factor = 0.1
		democratic_acceptance = 35
		enemy_justify_war_goal_time = 0.25
	}
}
### Entity: Character
Component: CYP_savvas_christis
Source: game
File: common/characters/CYP.txt

Code:
CYP_savvas_christis = {
	name = CYP_savvas_christis
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CYP_savvas_christis
		available = {

		}
		traits = {
			fascist_demagogue
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_unreserve_building_slot
Constructs: limit, has_country_flag, check_variable, set_variable, remove_building, add_to_variable, clr_state_flag
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_unreserve_building_slot = {
	if = {
		limit = {
			has_country_flag = EAI_PC_trace_functions
		}
		log = EAI_PC_unreserve_building_slot > THIS=[this.getname] PREV=[prev.getname] _project_id=[?_project_id] _project_building_type=[?_project_building_type]
	} {
		limit = {
			check_variable = {
				EAI_PC_has_reserved_slot^_project_id = 1
			}
		}
		set_variable = {
			EAI_PC_has_reserved_slot^_project_id = 0
		}
		var:EAI_PC_target_state^_project_id = {
			remove_building = {
				type = EAI_reserved_slot
				level = 1
			}
			add_to_variable = {
				EAI_PC_reserved_slots = -1
			}
		}
	} {
		limit = {
			check_variable = {
				_project_building_type = global.EAI_PC_REF
			}
		}
		var:EAI_PC_target_state^_project_id = {
			clr_state_flag = EAI_block_refinery_construction
		}
	}
}
### Entity: Modifier Reference
Construct: land_bunker_effectiveness_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## land_bunker_effectiveness_factor

* Number with 0 decimal places
* **Categories**: country, state
### Entity: AI Strategy
Component: EAI_suppression_role
Constructs: has_country_flag, has_army_experience, check_variable
Source: game
File: common/ai_templates/EAI_suppression_role.txt

Code:
EAI_suppression_role = {
	role = suppression
	upgrade_prio = {
		base = 0
		modifier = {
			add = 1000
			OR = {
				has_army_experience = > 300
				check_variable = {
					num_occupied_states = > 15
				}
			}
		}
	}
	SUPPRESSION_TEMPLATE = {
		enable = {
			has_country_flag = {
				flag = EAI_SUPPRESSION_TEMPLATE
				value = 1
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_template = {
			regiments = {
				cavalry = 4
			}
		}
	}
	SUPPRESSION_TEMPLATE_2 = {
		enable = {
			has_country_flag = {
				flag = EAI_SUPPRESSION_TEMPLATE
				value = 2
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_template = {
			regiments = {
				cavalry = 20
			}
			support = {
				military_police = 1
			}
		}
	}
	SUPPRESSION_TEMPLATE_3 = {
		enable = {
			has_country_flag = {
				flag = EAI_SUPPRESSION_TEMPLATE
				value = 3
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_template = {
			regiments = {
				cavalry = 25
			}
			support = {
				military_police = 1
			}
		}
	}
}
### Entity: Decision
Component: TUR_cyprus_category
Constructs: limit, add_ideas, remove_ideas, has_war_with, add_stability, add_opinion_modifier, fire_only_once, add_political_power
Source: game
File: common/decisions/tmodern.txt

Code:
TUR_cyprus_category = {
	buy_ncy = {
		icon = GFX_decision_generic_tank
		available = {
			NOT = {
				has_decision = sell_ncy turkish_cyp
			} {
				has_war_with = NCY
			}
			is_subject = no
			NCY = {
				has_opinion = {
					target = TUR
					value = > 89
				}
			}
		}
		visible = {
			tag = TUR
			country_exists = NCY
		}
		fire_only_once = yes
		modifier = {

		}
		days_remove = 15
		cost = 50
		remove_effect = {
			NCY = {
				every_unit_leader = {
					set_nationality = TUR
				}
			}
			TUR = {
				annex_country = {
					target = NCY
					transfer_troops = yes
				}
			}
			GRE = {
				hidden_effect = {
					country_event = libya.38
				}
				custom_effect_tooltip = may_provoke_hostility
				add_opinion_modifier = {
					target = TUR
					modifier = TUR_insulted_our_honour
				} {
					target = TUR
					modifier = embargo
				}
				remove_opinion_modifier = {
					target = TUR
					modifier = BFTB_balkan_pact_ally
				}
			}
			CYP = {
				add_opinion_modifier = {
					target = TUR
					modifier = condemn_aggression
				} {
					target = TUR
					modifier = embargo
				}
			}
		}
		ai_will_do = {
			base = 0
		}
	}
	sell_ncy = {
		icon = GFX_decision_generic_operation
		available = {
			NOT = {
				has_decision = buy_ncy turkish_cyp
			} {
				has_war_with = NCY
			} {
				has_war_with = CYP
			} {
				has_war_with = GRE
			}
			is_subject = no
			CYP = {
				controls_state = 183
			}
			NCY = {
				controls_state = 817
			}
		}
		visible = {
			tag = TUR
			country_exists = NCY
		}
		fire_only_once = yes
		modifier = {

		}
		days_remove = 15
		cost = 0
		remove_effect = {
			add_political_power = 400
			add_stability = 0.1
			if = {
				limit = {
					CYP = {
						controls_state = 183
					}
				}
				CYP = {
					annex_country = {
						target = NCY
						transfer_troops = yes
					}
				}
			}
			GRE = {
				add_opinion_modifier = {
					target = TUR
					modifier = huge_increase
				}
			}
			CYP = {
				transfer_state = 980
				add_opinion_modifier = {
					target = TUR
					modifier = huge_increase
				}
			}
		}
		ai_will_do = {
			base = 0
		}
	}
	turkish_cyp = {
		icon = GFX_decision_generic_operation
		available = {
			NOT = {
				has_decision = sell_ncy buy_ncy
			} {
				has_war_with = NCY
			} {
				has_war_with = CYP
			} {
				has_war_with = GRE
			}
			is_subject = no
			OR = {
				CYP = {
					controls_state = 183
				}
				GRE =
# ... (truncated)
### Entity: National Focus
Tree: afg_focus
Component: AFG_reclaim_transoxiana
Constructs: prerequisite, limit, completion_reward, every_state, is_core_of, add_claim_by, set_state_flag, is_ally_with
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_reclaim_transoxiana
	icon = GFX_focus_attack_soviet
	prerequisite = {
		focus = AFG_return_to_delhi
	}
	x = 2
	y = 1
	relative_position_id = AFG_return_to_delhi
	will_lead_to_war_with = SOV
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					is_core_of = UZB TMS BUK TAJ KYR KAZ
				}
			}
			add_claim_by = ROOT
			set_state_flag = AFG_mughals_can_integrate_flag
			IF = {
				limit = {
					OWNER = {
						NOT = {
							OR = {
								tag = ROOT
								is_ally_with = ROOT
								ROOT = {
									has_wargoal_against = PREV
								}
							}
						}
					}
				}
				ROOT = {
					create_wargoal = {
						target = PREV
						type = take_claimed_state
						generator = owned_states
					}
				}
			}
		}
		custom_effect_tooltip = AFG_can_core_once_controlled_tt
	}
}
### Entity: Event
Component: mexico.22
Constructs: limit, remove_ideas, add_stability, fire_only_once, add_political_power, has_global_flag, has_dlc, has_aat
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.22
	title = mexico.22.title
	desc = mexico.22.desc
	picture = GFX_report_event_soviet_purge_politicians
	fire_only_once = yes
	trigger = {
		OR = {
			AND = {
				tag = MEX
				has_global_flag = flag_trotsky_returning_to_ussr_from_mexico flag_mexico_invited_trotsky_to_government
			} {
				tag = NOR
				has_global_flag = flag_trotsky_returning_to_ussr_from_norway trotsky_in_norwegian_government
			}
		} {
			has_dlc = Man the Guns
			has_aat = yes
		}
		NOT = {
			has_global_flag = flag_trotsky_dead
		}
	}
	mean_time_to_happen = {
		days = 1
	}
	option = {
		name = mexico.22.a
		if = {
			limit = {
				tag = MEX
			}
			if = {
				limit = {
					has_idea = MEX_leon_trotsky
				}
				remove_ideas = MEX_leon_trotsky
				add_political_power = 100
			} {
				limit = {
					has_country_leader = {
						character = MEX_leon_trotsky
					}
				}
				promote_character = MEX_hernan_laborde
			}
			set_global_flag = flag_trotsky_has_returned_to_ussr_from_mexico
			add_stability = 0.02
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_intervention_in_china
Constructs: has_completed_focus, prerequisite, limit, every_country, is_major, completion_reward, has_civil_war, is_historical_focus_on
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_intervention_in_china
	icon = GFX_SOV_intervention_in_china_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_the_gobi_gambit SOV_two_red_flags SOV_support_the_kuomintang
	}
	x = 1
	y = 1
	relative_position_id = SOV_the_gobi_gambit
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		} {
			factor = 0
			any_enemy_country = {
				is_major = yes
			}
		} {
			factor = 0.5
			is_historical_focus_on = yes
		}
	}
	available = {
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SOV_intervention_in_china_wargoal_tt
		hidden_effect = {
			every_country = {
				limit = {
					SOV_is_chinese_tag = yes
					exists = yes
					NOT = {
						is_subject_of = ROOT
					} {
						is_in_faction_with = ROOT
					}
				}
				if = {
					limit = {
						tag = SIK
						ROOT = {
							has_completed_focus = SOV_the_gobi_gambit
						}
					}
				}
				else_if = {
					limit = {
						tag = PRC
						ROOT = {
							has_completed_focus = SOV_two_red_flags
						}
					}
				} {
					limit = {
						tag = CHI
						ROOT = {
							has_completed_focus = SOV_support_the_kuomintang
						}
					}
				}
				else = {
					ROOT = {
						create_wargoal = {
							type = puppet_wargoal_focus
							target = PREV
						}
					}
				}
			}
		}
		if = {
			limit = {
				has_completed_focus = SOV_the_gobi_gambit
				country_exists = SIK
			}
			every_state = {
				limit = {
					is_core_of = CHI
				}
				add_core_of = SIK
			}
		}
	}
}
### Entity: Game Data
Component: celtic_union
Constructs: has_any_custom_difficulty_setting, has_cosmetic_tag
Source: game
File: common/achievements/rt56-achievements.txt

Code:
celtic_union = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		OR = {
			original_tag = IRE ENG FRA
		}
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = celtic_union_tt
			has_cosmetic_tag = CEL_UNIFIED
		}
	}
}