Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Heeresgruppe Mitte
Constructs: division_template
Source: game
File: history/units/r56_GER_endsieg_units_1.txt

Code:
division = {
	name = Heeresgruppe Mitte
	location = 3561
	division_template = Ersatzheer
	start_experience_factor = 0.1
	start_equipment_factor = 1
}
### Entity: AI Strategy
Component: SPD_alternate_plan
Constructs: has_completed_focus, has_country_flag, has_game_rule, has_global_flag
Source: game
File: common/ai_strategy_plans/SPD_alternate_strategy_plan.txt

Code:
SPD_alternate_plan = {
	name = Spanish Democratic alternate plan
	desc = Alternate behavior for Democratic Spain
	allowed = {
		original_tag = SPR
	}
	enable = {
		OR = {
			tag = SPR SPD
		} {
			has_country_flag = SPR_AI_RANDOM_SECOND_REPUBLIC
			has_game_rule = {
				rule = SPR_ai_behavior
				option = SECOND_REPUBLIC
			}
		}
	}
	abort = {
		has_global_flag = SOV_covert_support_for_poum_flag
		NOT = {
			has_completed_focus = SPR_maintain_the_second_republic
		}
	}
	ai_national_focuses = {
		SPR_the_popular_front SPR_secure_the_guardia_de_asalto SPR_train_the_union_youth SPR_enlarge_the_weapon_caches SPR_distribute_arms_to_the_people SPR_disband_the_army SPR_maintain_the_second_republic SPR_new_leadership SPR_the_future_of_the_republic SPR_petition_for_french_aid SPR_reaffirm_the_popular_front_strategy SPR_anti_fascist_unity SPR_strengthen_the_euzko_gudarostea SPR_fortify_the_iron_ring SPR_crush_the_revolution SPR_relocate_the_gold_reserves SPR_ensure_loyalty SPR_enlist_the_carabineros SPR_the_popular_army SPR_no_pasaran SPR_take_the_initiative SPR_a_frontline_suited_for_intellectuals SPR_expand_soviet_aid SPR_soviet_equipment_shipments SPR_soviet_military_advisors SPR_soviet_industrial_aid SPR_soviet_technological_advancements SPR_strengthen_the_anti_fascist_coalition SPR_oppose_the_communists SPR_fortify_the_central_government SPR_soviet_recovery_aid SPR_secure_democratic_principles SPR_stabilize_the_nation SPR_restore_higher_education SPR_engineering_advances SPR_reprofessionalize_the_military SPR_experiences_from_the_civil_war SPR_a_new_military_academy SPR_subvert_soviet_control SPR_war_of_independence
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: SOV_upgrade_appropriate_aircraft_designer_3_effect
Constructs: limit, has_idea, set_country_flag, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_upgrade_appropriate_aircraft_designer_3_effect = {
	if = {
		limit = {
			has_idea = SOV_mig_design_bureau
		}
		set_country_flag = SOV_merge_aircraft_mig_3_flag
		swap_ideas = {
			remove_idea = SOV_mig_design_bureau
			add_idea = SOV_mig_design_bureau_3
		}
	}
	else_if = {
		limit = {
			has_idea = SOV_mig_design_bureau_1
		}
		set_country_flag = SOV_merge_aircraft_mig_3_flag
		swap_ideas = {
			remove_idea = SOV_mig_design_bureau_1
			add_idea = SOV_mig_design_bureau_1_3
		}
	} {
		limit = {
			has_idea = SOV_mig_design_bureau_2
		}
		set_country_flag = SOV_merge_aircraft_mig_3_flag
		swap_ideas = {
			remove_idea = SOV_mig_design_bureau_2
			add_idea = SOV_mig_design_bureau_2_3
		}
	} {
		limit = {
			has_idea = SOV_mig_design_bureau_1_2
		}
		set_country_flag = SOV_merge_aircraft_mig_3_flag
		swap_ideas = {
			remove_idea = SOV_mig_design_bureau_1_2
			add_idea = SOV_mig_design_bureau_final
		}
	} {
		limit = {
			has_idea = SOV_ilyushin_design_bureau
		}
		set_country_flag = SOV_merge_aircraft_ilyushin_3_flag
		swap_ideas = {
			remove_idea = SOV_ilyushin_design_bureau
			add_idea = SOV_ilyushin_design_bureau_3
		}
	} {
		limit = {
			has_idea = SOV_ilyushin_design_bureau_1
		}
		set_country_flag = SOV_merge_aircraft_ilyushin_3_flag
		swap_ideas = {
			remove_idea = SOV_ilyushin_design_bureau_1
			add_idea = SOV_ilyushin_design_bureau_1_3
		}
	} {
		limit = {
			has_idea = SOV_ilyushin_design_bureau_2
		}
		set_country_flag = SOV_merge_aircraft_ilyushin_3_flag
		swap_ideas = {
			remove_idea = SOV_ilyushin_design_bureau_2
			add_idea = SOV_ilyushin_design_bureau_2_3
		}
	} {
		limit = {
			has_idea = SOV_ilyushin_design_bureau_1_2
		}
		set_country_flag = SOV_merge_aircraft_ilyushin_3_flag
		swap_ideas = {
			remove_idea = SOV_ilyushin_design_bureau_1_2
			add_idea = SOV_ilyushin_design_bureau_final
		}
	} {
		limit = {
			has_idea = SOV_tupolev_design_bureau
		}
		set_country_flag = SOV_merge_aircraft_tupolev_3_flag
		swap_ideas = {
			remove_idea = SOV_tupolev_design_bureau
			add_idea = SOV_tupolev_design_bureau_3
		}
	} {
		limit = {
			has_idea = SOV_tupolev_design_bureau_1
		}
		set_country_flag = SOV_merge_aircraft_tupolev_3_flag
		swap_ideas = {
			remove_idea = SOV_tupolev_design_bureau_1
			add_idea = SOV_tupolev_design_bureau_1_3
		}
	} {
		limit = {
			has_idea = SOV_tupolev_design_bureau_2
		}
		set_country_flag = SOV_merge_aircraft_tu
# ... (truncated)
### Entity: Idea
Component: POR_estado_novo
Constructs: removal_cost
Source: game
File: common/ideas/portugal.txt

Code:
POR_estado_novo = {
	picture = por_estado_novo
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.03
		production_speed_industrial_complex_factor = 0.1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_minister_reshuffling
Constructs: prerequisite, add_stability, completion_reward, add_political_power, unlock_decision_tooltip, add_power_balance_value
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_minister_reshuffling
	icon = GFX_goal_generic_internal_democracy
	relative_position_id = AUS_fight_kaiser_influence
	x = 2
	y = 1
	prerequisite = {
		focus = AUS_fight_kaiser_influence
	}
	cost = 5
	completion_reward = {
		add_political_power = -25
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		unlock_decision_tooltip = AUS_reshuffle_minister
		add_power_balance_value = {
			id = AUS_monarchist_power_balance
			value = -0.1
			tooltip_side = AUS_parliament_side
		}
	}
}
### Entity: Character
Component: SWE_anti_nazi_interdisciplinary_social_scientist
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_anti_nazi_interdisciplinary_social_scientist = {
	sprite = 13
	war_stability_factor = 0.1
	production_speed_industrial_complex_factor = 0.04
	resistance_target_on_our_occupied_states = 0.1
	fascism_drift = -0.1
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_three_nos
Constructs: prerequisite, limit, add_war_support, has_country_flag, add_stability, completion_reward, has_idea, swap_ideas
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_three_nos
	icon = GFX_goal_PAL_destroy_israel
	relative_position_id = EGY_a_humiliation
	prerequisite = {
		focus = EGY_a_humiliation
	}
	x = 1
	y = 1
	cost = 5
	mutually_exclusive = {
		focus = EGY_stretch_out_the_hand
	}
	available = {
		NOT = {
			has_country_flag = ISR_EGY_negotiating
		}
	}
	completion_reward = {
		add_stability = -0.1
		add_war_support = 0.15
		if = {
			limit = {
				has_idea = ISR_suez_pressure_2
			}
			swap_ideas = {
				remove_idea = ISR_suez_pressure_2
				add_idea = ISR_suez_pressure_1
			}
		}
		else_if = {
			limit = {
				has_idea = ISR_suez_pressure_3
			}
			swap_ideas = {
				remove_idea = ISR_suez_pressure_3
				add_idea = ISR_suez_pressure_2
			}
		} {
			limit = {
				has_idea = ISR_suez_pressure_4
			}
			swap_ideas = {
				remove_idea = ISR_suez_pressure_4
				add_idea = ISR_suez_pressure_3
			}
		} {
			limit = {
				has_idea = ISR_suez_pressure_5
			}
			swap_ideas = {
				remove_idea = ISR_suez_pressure_5
				add_idea = ISR_suez_pressure_4
			}
		}
		911 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 12049
			} {
				type = bunker
				level = 2
				instant_build = yes
				province = 4073
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_aggressive_SLO
Source: game
File: common/ai_focuses/SLO.txt

Code:
ai_focus_aggressive_SLO = {
	research = {
		offensive = 5.0
		synth_resources = 1.0
		motorized_equipment = 2.0
		armor = 10.0
	}
}
### Entity: Event
Component: bba_news.5
Constructs: is_triggered_only, is_owned_by
Source: game
File: events/BBA_NewsEvents.txt

Code:
news_event = {
	id = bba_news.5
	title = bba_news.5.t
	desc = {
		text = bba_news.5.desc_owns_454
		trigger = {
			454 = {
				is_owned_by = ETH
			}
		}
	} {
		text = bba_news.5.desc_does_not_own_454
		trigger = {
			454 = {
				NOT = {
					is_owned_by = ETH
				}
			}
		}
	}
	picture = GFX_news_event_ETH_selassie_league_of_nations
	major = yes
	is_triggered_only = yes
	option = {
		name = bba_news.5.a
		trigger = {
			tag = ROOT
		}
	} {
		name = bba_news.5.b
		trigger = {
			NOT = {
				tag = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_the_battle_for_tuva_uriankai
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, is_subject, every_other_country, set_variable
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_the_battle_for_tuva_uriankai
	icon = GFX_goal_MON_tuvan_peoples_army
	prerequisite = {
		focus = MON_revoke_the_kyakhta_treaty MON_five_races_under_one_union
	}
	x = 2
	y = 1
	relative_position_id = MON_five_races_under_one_union
	cost = 5
	available = {
		OR = {
			has_government = democratic neutrality
		}
		TAN = {
			exists = yes
			is_subject = no
		}
	}
	bypass = {
		controls_state = 329
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_war_support = 0.05
		every_other_country = {
			limit = {
				OR = {
					original_tag = SOV TAN
				}
			}
			set_variable = {
				var = mon_battle_for_tuva_uriankai_influence
				value = MON.mon_battle_for_tuva_uriankai_influence
			} {
				var = sov_battle_for_tuva_uriankai_influence
				value = MON.sov_battle_for_tuva_uriankai_influence
			} {
				var = tan_battle_for_tuva_uriankai_influence
				value = MON.tan_battle_for_tuva_uriankai_influence
			}
			country_event = {
				id = mongol_democratic.24
				hours = 12
			}
			hidden_effect = {
				activate_mission = MON_the_fate_of_tuva
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Unit Template
Component: ENG_BATTLES_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_BATTLES_COMMUNIST = {
	name = NAME_THEME_BATTLES
	for_countries = {
		ENG
	}
	can_use = {
		has_government = communism
	}
	type = ship
	prefix = WLNS 
	unique = {
		Edgehill Aylesbury Leeds Hopton Heath Sourton Down Gainsborough Newbury Heptonstall Winceby Olney Bridge Alton Nantwich Cheriton Selby Montgomery Naseby Langport Rowton Heath Torrington Stow-on-the-Wold St. Fagans Maidstone Preston Dunbar Inverkeithing Wigan Lane Upton Worcester Marston Moor Kentish Knock Gabbard Bank Scheveningen Portland Santa Cruz de Tenerife Dunkirk Ocho Rios Rio Nuevo
	}
}
### Entity: Event
Component: wtt_infiltration.24
Constructs: is_triggered_only, limit, has_country_flag, set_country_flag
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.24
	title = wtt_infiltration.24.t
	desc = wtt_infiltration.24.desc
	picture = GFX_report_event_manchukuo_army_2
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_country_flag = PRC_anti_japanese_clean_sweep
					}
				}
				set_country_flag = PRC_anti_japanese_clean_sweep
			}
		}
	}
	option = {
		name = wtt_infiltration.24.a
	}
}
### Entity: Idea
Component: CHI_output_3
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_output_3 = {
	picture = SOV_third_five_year_plan_civilian
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.075
		industrial_capacity_factory = 0.075
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Military Industrial Organization
Component: USA_north_american_aviation_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, has_invited_north_american_aviation_mio_flag, add_trait
Source: game
File: common/military_industrial_organization/organizations/USA_organization.txt

Code:
USA_north_american_aviation_organization = {
	include = generic_range_focused_aircraft_organization
	icon = GFX_idea_north_american_aviation
	allowed = {
		OR = {
			tag = USA
			AND = {
				tag = BRA
				has_dlc = Trial of Allegiance
			}
			PHI_SEA = yes
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = USA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = USA
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = BRA
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_completed_focus = BRA_invite_foreign_companies
					has_country_flag = has_invited_north_american_aviation_mio_flag
				}
			}
		}
		else_if = {
			limit = {
				FROM = {
					original_tag = PHI
				}
			}
			if = {
				limit = {
					FROM = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
				FROM = {
					has_completed_focus = PHI_declare_military_emergency
				}
			}
			else = {
				FROM = {
					has_completed_focus = PHI_align_with_the_usa
				}
			}
		}
	}
	initial_trait = {
		name = USA_mio_trait_light_long_range_aircraft
	}
	add_trait = {
		token = USA_mio_trait_outsourced_engines
		name = USA_mio_trait_outsourced_engines
		icon = GFX_generic_mio_trait_icon_air_agility
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_advanced_production_techniques
		any_parent = {
			generic_mio_trait_advanced_production_techniques
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_small_plane
		}
		available = {
			FROM = {
				is_in_faction_with = ENG
			}
		}
		visible = {
			FROM = {
				original_tag = USA
			}
		}
		equipment_bonus = {
			air_agility = 0.05
			maximum_speed = 0.05
		}
	} {
		token = USA_mio_trait_light_aircraft_development
		name = USA_mio_trait_light_aircraft_development
		icon = GFX_generic_mio_department_icon_plane_light_combat
		special_trait_background = yes
		visible = {
			FROM = {
				original_tag = USA
			}
		}
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_strafing_techniques
		any_parent = {
			generic_mio_trait_strafing_techniques
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_small_plane
		}
		equipment_bonus = {
			air_agility = 0.05
			air_ground_attack = 0.05
			air_attack = 0.02
		}
	} {
		token = PHI_mio_trait_engine_filters
		name =
# ... (truncated)
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_garrison_state_malta
Constructs: has_country_flag, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_garrison_state_malta = {
	enable = {
		has_country_flag = EAI_MILITARY_garrison_state_strategies
		NOT = {
			is_in_array = {
				EAI_MILITARY_INVASION_staging_areas = 116
				 = .id
			}
		}
		controls_state = 116
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.1
		order_id = 996
		states = {
			116
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_abwehr_contacts
Constructs: prerequisite, limit, add_ideas, has_war_with, completion_reward, is_power_balance_in_range, has_dlc, has_intelligence_agency
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_abwehr_contacts
	icon = GFX_goal_generic_espionage
	prerequisite = {
		focus = LIE_attract_german_investment
	}
	x = 1
	y = 1
	relative_position_id = LIE_attract_german_investment
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_power_balance_in_range = {
			id = LIE_landtag_balance_of_power
			range = < LIE_balance_range
		}
		NOT = {
			has_war_with = GER
		}
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_ESPIONAGE
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		} {
			limit = {
				has_dlc = La Resistance
			}
			unlock_decision_tooltip = LIE_bop_monitor_political_opponents
			add_ideas = LIE_abwehr_contacts
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = LIE_otto_schaedler
		}
		else = {
			add_ideas = HON_soviet_spies
			custom_effect_tooltip = generic_skip_one_line_tt
			add_tech_bonus = {
				name = LIE_abwehr_contacts
				bonus = 1
				uses = 1
				category = military_police_tech
			}
		}
	}
}
### Entity: Character
Component: BRA_supreme_court_justice
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
BRA_supreme_court_justice = {
	random = no
	sprite = 13
	political_power_factor = -0.05
	democratic_drift = 0.02
	stability_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: Generic_tree_democratic
Constructs: has_government, has_focus_tree, has_idea, is_puppet
Source: game
File: common/ai_strategy_plans/generic_tree_fascist_communist_strategy_plan.txt

Code:
Generic_tree_democratic = {
	name = Generic democratic Plan
	desc = Plan for the countries with generic trees to go democratic
	enable = {
		OR = {
			has_focus_tree = generic_focus flanders_focus wallonia_focus scotland_focus r56_celtic_focus quebec_focus colombian_focus bhutan_focus
		}
		has_idea = GEN_Strenghten_Democracy_I
	}
	abort = {
		OR = {
			AND = {
				is_puppet = yes
				NOT = {
					has_government = democratic
				}
			}
			democratic = > 0.8
		}
	}
	focus_factors = {

	}
	traits = {
		democratic_reformer = 500
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Modding Documentation
Construct: opinion
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### opinion
* description: opinion of a country targeted on another one. example GER.opinion@ENG
### Entity: National Focus
Tree: pol_focus
Component: POL_merge_internal_governments
Constructs: prerequisite, limit, random_country, has_government, completion_reward, is_subject_of, is_ai, every_character
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_merge_internal_governments
	icon = GFX_focus_generic_monarchy_1
	prerequisite = {
		focus = POL_king_michaels_coup
	}
	relative_position_id = POL_king_michaels_coup
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		has_government = neutrality
		ROM = {
			OR = {
				is_subject_of = ROOT
				exists = no
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				ROM = {
					exists = yes
					is_ai = yes
				}
			}
			random_country = {
				limit = {
					original_tag = ROM
					has_government = neutrality
				}
				every_character = {
					limit = {
						OR = {
							is_corps_commander = yes
							is_navy_leader = yes
							is_field_marshal = yes
						}
						has_unit_leader_flag = POL_monarchy_sympathies_flag
					}
					set_nationality = ROOT
				}
			}
			annex_country = {
				target = ROM
				transfer_troops = yes
			}
		}
		else_if = {
			limit = {
				ROM = {
					exists = yes
					is_ai = no
				}
			}
			ROM = {
				country_event = {
					id = poland.15
					days = 1
				}
			}
		}
		every_state = {
			limit = {
				is_core_of = ROM
			}
			add_core_of = POL
		}
		set_cosmetic_tag = POL_ROM_UNION
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_enforce_economic_nationalism
Constructs: prerequisite, add_ideas, completion_reward, is_subject_of, random_owned_controlled_state, add_extra_state_shared_building_slots, swap_ideas, remove_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_enforce_economic_nationalism
	icon = GFX_goal_generic_repeal_opressive_law
	x = 2
	y = 1
	cost = 10
	relative_position_id = QUE_tackle_the_economic_issues
	prerequisite = {
		focus = QUE_tackle_the_economic_issues
	}
	mutually_exclusive = {
		focus = QUE_encourage_anglo_canadian_investments
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			is_subject_of = CAN
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_ideas = QUE_economic_nationalism_idea
		random_owned_controlled_state = {
			prioritize = {
				468
			}
			add_extra_state_shared_building_slots = 2
		}
		custom_effect_tooltip = QUE_umm_economy_yay
		swap_ideas = {
			remove_idea = QUE_independance_economical_shock
			add_idea = QUE_independance_economical_shock1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: lar_france_political_violence.4
Constructs: has_completed_focus, add_ideas, has_idea, has_stability, has_capitulated
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_france_political_violence.4
	title = lar_france_political_violence.4.t
	desc = lar_france_political_violence.4.desc
	picture = GFX_report_event_generic_rally2
	mean_time_to_happen = {
		days = 50
	}
	trigger = {
		original_tag = FRA
		NOT = {
			has_completed_focus = FRA_ban_communism FRA_ban_the_leagues
		}
		not = {
			has_idea = FRA_political_violence
		}
		has_stability = < 0.5
		has_capitulated = no
	}
	immediate = {
		hidden_effect = {
			add_ideas = FRA_political_violence
		}
	}
	option = {
		name = lar_france_political_violence.4.a
		effect_tooltip = {
			add_ideas = FRA_political_violence
		}
	}
}
### Entity: Character
Component: HYD_awt
Source: game
File: common/characters/HYD.txt

Code:
HYD_awt = {
	advisor = {
		slot = theorist
		idea_token = HYD_awt
		ledger = air
		allowed = {
			original_tag = HYD
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {

		}
	}
}
### Entity: Event
Component: BBA_switzerland.24
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.24
	title = BBA_switzerland.24.t
	desc = BBA_switzerland.24.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland.24.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
	}
}
### Entity: Character
Component: MZB_acr
Source: game
File: common/characters/MZB.txt

Code:
MZB_acr = {
	advisor = {
		slot = air_chief
		idea_token = MZB_acr
		allowed = {
			original_tag = MZB
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Event
Component: bftb_turkey.9
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.9
	title = bftb_turkey.9.t
	desc = bftb_turkey.9.desc
	picture = GFX_report_event_tur_ataturk_writing_desk
	is_triggered_only = yes
	option = {
		name = bftb_turkey.9.a
		ai_chance = {
			factor = 45
		}
		add_stability = -0.1
		add_war_support = -0.05
		custom_effect_tooltip = TUR_straits_remain_demilitarised_tt
		hidden_effect = {
			SOV = {
				country_event = {
					id = bftb_turkey.11
					hours = 8
				}
			}
		}
	} {
		name = bftb_turkey.9.b
		ai_chance = {
			factor = 55
		}
		add_war_support = 0.1
		custom_effect_tooltip = TUR_we_remain_committed_tt
		hidden_effect = {
			SOV = {
				country_event = {
					id = bftb_turkey.10
					hours = 8
				}
			}
		}
	}
}
### Entity: Decision
Component: PAL_containing_husseinism
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/decisions/categories/PAL_decision_categories.txt

Code:
PAL_containing_husseinism = {
	icon = hol_war_on_pacifism
	priority = 10
	allowed = {
		original_tag = PAL
	}
	visible = {
		PAL = {
			has_completed_focus = PAL_dismantle_secular_nationalism
		}
		NOT = {
			has_country_flag = PAL_finished_order
		}
	}
}