Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_ESP_collaboration_strategy_ITA
Constructs: limit, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_COUNTRY_espionage_effects.txt

Code:
EAI_ESP_collaboration_strategy_ITA = {
	if = {
		limit = {
			date = > 1939.1.1
		}
		add_to_temp_array = {
			collab_targets = GRE.id
		} {
			collab_targets_value = 0.1
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/FRA_MOR.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 8038
	division_template = Division de Cavalerie
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
}
### Entity: Trigger Reference
Construct: has_active_resistance
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_active_resistance

* Supported Scopes: STATE
* Supported Targets: any

```
returns true if state has an active resistance (above zero)
```
### Entity: Technology
Component: wartime_train
Constructs: has_war, enable_equipments, research_cost
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	enable_equipments = {
		train_equipment_2
	}
	research_cost = 1.5
	start_year = 1939
	path = {
		leads_to_tech = r56_mid_wartime_train
		research_cost_coeff = 1
	}
	folder = {
		name = r56_vechicles_folder
		position = {
			x = 0
			y = 8
		}
	}
	categories = {
		train_tech
	}
	ai_will_do = {
		factor = 2
		modifier = {
			has_war = yes
			factor = 20
		} {
			factor = 2
			date = > 1940.1.1
		} {
			factor = 3
			date = > 1941.1.1
		} {
			factor = 4
			date = > 1942.1.1
		} {
			num_of_civilian_factories = < 3
			factor = 0
		}
	}
}
### Entity: Idea
Component: LAT_chamber_of_professions
Constructs: has_government, is_subject, removal_cost
Source: game
File: common/ideas/latvia.txt

Code:
LAT_chamber_of_professions = {
	picture = generic_goods_red_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		OR = {
			is_subject = no
			AND = {
				is_subject = yes
				OVERLORD = {
					has_government = neutrality
				}
			}
		}
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_steady
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_steady
	icon = GFX_goal_ISR_flag_2
	relative_position_id = ISR_mapai
	x = 0
	y = 2
	prerequisite = {
		focus = ISR_promote_urban
	} {
		focus = ISR_form_DLN
	} {
		focus = ISR_appease_religious ISR_demand_secular_education
	}
	cost = 3
	completion_reward = {
		custom_effect_tooltip = ISR_marginally_strengthen_mapai
		add_to_variable = {
			ISR_mapai_max_seats = 1
		} {
			ISR_mapai_min_seats = 1
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_restore_the_empire
Constructs: prerequisite, limit, remove_ideas, has_government, completion_reward, is_historical_focus_on, is_ai, add_named_threat
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_restore_the_empire
	icon = GFX_focus_por_reclaim_crown_jewel
	prerequisite = {
		focus = BRA_R56_institute_the_polaca
	}
	mutually_exclusive = {
		focus = BRA_R56_embrace_populism
	} {
		focus = BRA_R56_strengthen_local_governments
	}
	available = {
		has_government = neutrality
	}
	x = 0
	y = 1
	relative_position_id = BRA_R56_institute_the_polaca
	cost = 14.3
	ai_will_do = {
		factor = 50
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		} {
			URG = {
				is_ai = no
			}
			factor = 0
		}
	}
	completion_reward = {
		add_named_threat = {
			threat = 0.5
			name = BRA_R56_restore_the_empire_t
		}
		if = {
			limit = {
				has_idea = bra_instabilidade
			}
			remove_ideas = bra_instabilidade
		}
		hidden_effect = {
			country_event = {
				days = 1
				id = bra.5
			}
		}
		custom_effect_tooltip = bra_monarquia_tooltip
	}
}
### Entity: Idea
Component: DEN_conservative_policies_2
Constructs: production_speed_buildings_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_denmark.txt

Code:
DEN_conservative_policies_2 = {
	removal_cost = -1
	picture = r56_CAN_if_day
	modifier = {
		production_speed_buildings_factor = 0.1
		industry_repair_factor = 0.1
		conscription_factor = 0.1
		army_org_factor = 0.1
	}
}
### Entity: Event
Component: WW_hungary.88
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_faction
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.88
	title = WW_hungary.88.t
	desc = WW_hungary.88.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.88.a
		ai_chance = {
			base = 100
		}
		FROM = {
			add_to_faction = ROOT
		}
	}
}
### Entity: Character
Component: CYP_dimitrios_dimitriou
Constructs: has_government
Source: game
File: common/characters/CYP.txt

Code:
CYP_dimitrios_dimitriou = {
	name = CYP_dimitrios_dimitriou
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_5
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CYP_dimitrios_dimitriou
		available = {
			has_government = democratic
		}
		traits = {
			MPL_experienced_banker
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_align_with_moscow
Constructs: prerequisite, completion_reward, add_political_power, has_civil_war, retire_country_leader, add_country_leader_role, remove_dynamic_modifier
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_align_with_moscow
	icon = GFX_focus_chi_mission_to_the_soviet_union
	x = -2
	y = 1
	relative_position_id = BRA_launch_the_revolution
	prerequisite = {
		focus = BRA_launch_the_revolution
	} {
		focus = BRA_free_prestes
	}
	mutually_exclusive = {
		focus = BRA_oust_prestes BRA_cangaco_coup
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		effect_tooltip = {
			retire_country_leader = yes
		}
		add_country_leader_role = {
			character = BRA_luis_carlos_prestes
			promote_leader = yes
			country_leader = {
				ideology = marxism
				expire = 1965.1.1.1
				id = -1
				traits = {
					JUNO_aligned_with_stalin
				}
			}
		}
		remove_dynamic_modifier = {
			modifier = BRA_weak_government
		}
	}
}
### Entity: Unit Template
Component: VEN_CV_HISTORICAL
Source: game
File: common/units/names_ships/VEN_ship_names.txt

Code:
VEN_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		VEN
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = ARV 
	fallback_name = Portaaviones %d
	unique = {
		República de Venezuela Simón Bolivar General Urdaneta Almirante Brión General Soublette General Salom
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_encourage_general_creativity
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_idea, set_country_flag
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_encourage_general_creativity
	icon = GFX_goal_generic_allies_build_infantry
	cost = 8
	prerequisite = {
		focus = SAU_yemen_lessons
	}
	ai_will_do = {
		factor = 5
	}
	relative_position_id = SAU_yemen_lessons
	x = 0
	y = 1
	completion_reward = {
		show_unit_leaders_tooltip = SAU_mohammad_tarek_abdelkader_al_tarabulsi
		if = {
			limit = {
				has_dlc = No Step Back
				NOT = {
					has_idea = bold_attack_spirit tenacious_defense_spirit meticulous_preparation_spirit best_of_the_best_spirit inventive_leadership_spirit academy_scholarships_spirit political_loyalty_spirit inventive_leadership_spirit mobile_warfare_academy_spirit superior_firepower_academy_spirit theatre_training_spirit mass_assault_academy_spirit
				}
			}
			set_country_flag = r56_SAU_allow_inventive_leadership_spirit
			add_ideas = {
				inventive_leadership_spirit
			}
		}
		add_ideas = {
			SAU_creative_generals
		}
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_fund_the_armenian_workers_union
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_fund_the_armenian_workers_union
	icon = GFX_social_welfare
	prerequisite = {
		focus = ARM_enforce_state_atheism ARM_reopen_etchmiadzin_seminary
	}
	relative_position_id = ARM_enforce_state_atheism
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				230
			}
			limit = {
				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_ideas = ARM_armenian_workers_union_idea
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_military_reorganization
Constructs: prerequisite, add_ideas, remove_ideas, completion_reward, add_to_variable, add_command_power
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_military_reorganization
	icon = GFX_SOV_military_reorganization_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_rehabilitated_military
	}
	x = 0
	y = 2
	relative_position_id = SOV_rehabilitated_military
	cost = 10
	select_effect = {
		add_ideas = SOV_military_reorganization_ns
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		custom_effect_tooltip = SOV_focus_select_effect_tt SOV_focus_complete_effect_tt SOV_military_reorganization_ns_tt
		effect_tooltip = {
			add_ideas = SOV_military_reorganization_ns
		}
		hidden_effect = {
			remove_ideas = SOV_military_reorganization_ns
		}
		add_to_variable = {
			SOV_the_red_army_unit_infantry_design_cost_factor = -0.1
		} {
			SOV_the_red_army_unit_artillery_brigade_design_cost_factor = -0.1
		}
		army_experience = 50
		add_command_power = 25
	}
}
### Entity: Wiki Documentation
Construct: nudge
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
nudge
|
Go to the nudge tool
|

|

mapmode [Mapmode type (int)]
|
Change mapmode.
|

|
### Entity: National Focus
Tree: eth_focus
Component: ETH_raise_from_the_ranks
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_raise_from_the_ranks
	prerequisite = {
		focus = ETH_callout_to_the_world ETH_soviet_aid
	}
	icon = GFX_focus_generic_military_academy
	relative_position_id = ETH_in_the_name_of_the_people
	x = 0
	y = 2
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		custom_effect_tooltip = ETH_raise_from_the_ranks_tt
		hidden_effect = {
			ETH_random_general = yes yes
		}
		army_experience = 50
		IF = {
			limit = {
				has_idea = ETH_conservative_high_command_idea
			}
			remove_ideas = ETH_conservative_high_command_idea
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_plan_of_agua_prieta
Constructs: add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_plan_of_agua_prieta
	icon = GFX_focus_hol_the_foundations_of_defense
	x = 23
	y = 0
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_coal_liquefaction
Constructs: prerequisite, limit, completion_reward, check_variable, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_coal_liquefaction
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = GER_autarky_efforts
	}
	x = 1
	y = 2
	relative_position_id = GER_autarky_efforts
	cost = 5
	available = {
		custom_trigger_tooltip = {
			tooltip = GER_industrial_consumer_goods_factor_limit_tt
			check_variable = {
				GER_industrial_consumer_goods_factor = < 0.9
			}
		}
	}
	continue_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = synthetic_refinery
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				65
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = GER_coal_liquefaction
			bonus = 1
			uses = 1
			category = synth_resources
		}
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_consumer_goods_factor = 0.1
			tooltip = consumer_goods_factor_tt
		} {
			GER_wehrwirtschaft_production_speed_synthetic_refinery_factor = 0.1
			tooltip = production_speed_synthetic_refinery_factor_tt
		} {
			GER_wehrwirtschaft_production_speed_fuel_silo_factor = 0.1
			tooltip = production_speed_fuel_silo_factor_tt
		}
		if = {
			limit = {
				OR = {
					has_dynamic_modifier = {
						modifier = GER_mefo_bills_modifier
					} {
						modifier = GER_economy_of_conquest_modifier
					}
				}
			}
			GER_add_mefo_bills_penalty = yes
		} {
			limit = {
				has_idea = ig_faben
			}
			swap_ideas = {
				remove_idea = ig_faben
				add_idea = GER_ig_faben_improved
			}
		}
		GER_add_or_modify_wehrwirtschaft = yes
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = ig_faben
					add_idea = GER_ig_faben_improved
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/MAL_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = MAL
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_rikstanken
Constructs: prerequisite, completion_reward, has_equipment
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_rikstanken
	icon = GFX_focus_NOR_rikstanken
	prerequisite = {
		focus = NOR_start_rearmament
	}
	x = 1
	y = 1
	relative_position_id = NOR_start_rearmament
	cost = 5
	available = {
		OR = {
			SWE = {
				exists = yes
				has_equipment = {
					light_tank_chassis = > 0
				}
			}
			big_communist_exists = yes
			big_fascist_exists = yes
		}
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		country_event = {
			id = AAT_norway_rikstanken.1
			hours = 3
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_towards_independence
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, cancel_if_invalid, every_other_country, is_on_continent, is_subject_of
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_towards_independence
	icon = GFX_goal_tfv_sever_ties_with_uk
	prerequisite = {
		focus = YUG_banat_for_support YUG_autonomous_transylvania YUG_fortify_banat
	}
	mutually_exclusive = {
		focus = YUG_united_kingdom
	}
	x = 0
	y = 1
	relative_position_id = YUG_autonomous_transylvania
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		every_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = europe
				}
				NOT = {
					original_tag = YUG
				}
				is_subject_of = ROOT
			}
			add_autonomy_score = {
				value = 25
				localization = YUG_towards_independence_mod
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = huge_increase
			}
		}
	}
}
### Entity: Character
Component: ITA_pompeo_colajanni
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/ITA.txt

Code:
ITA_pompeo_colajanni = {
	name = ITA_pompeo_colajanni
	portraits = {
		army = {
			small = GFX_portrait_ITA_pompeo_colajanni_small
			large = GFX_portrait_ITA_pompeo_colajanni
		}
	}
	corps_commander = {
		traits = {
			trait_reckless cavalry_officer commando
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 0
		visible = {
			OR = {
				has_completed_focus = ITA_defy_the_duce
				ITA_is_in_liberation_war = yes
			} {
				has_government = communism democratic
			}
		}
	}
}
### Entity: Character
Component: MLI_nt
Source: game
File: common/characters/MLI.txt

Code:
MLI_nt = {
	advisor = {
		slot = theorist
		idea_token = MLI_nt
		ledger = navy
		allowed = {
			original_tag = MLI
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Idea
Component: NOR_norwegian_destroyer_order_strong_shipbuilding
Constructs: removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_norwegian_destroyer_order_strong_shipbuilding = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_coastal_defense_ships
	modifier = {
		civilian_factory_use = -2
		industrial_capacity_dockyard = -0.15
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_expand_lithgow_small_arms_factory
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_expand_lithgow_small_arms_factory
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = AST_south_australian_housing_trust
	}
	x = 0
	y = 3
	relative_position_id = AST_standard_gauge_railway
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = AST_expand_lithgow_small_arms_factory_AF
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				285
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
				NOT = {
					state = 674
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = AST_expand_lithgow_small_arms_factory_AF
		}
	}
}
### Entity: Event
Component: mongol_foreign_influence.3
Constructs: is_triggered_only, add_war_support, add_political_power, add_popularity, add_ai_strategy, set_global_flag, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_foreign_influence.3
	title = mongol_foreign_influence.3.t
	desc = mongol_foreign_influence.3.d
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	option = {
		name = mongol_foreign_influence.3.a
		add_political_power = 25
		add_war_support = 0.02
		add_popularity = {
			ideology = communism
			popularity = 0.03
		}
		add_ai_strategy = {
			type = befriend
			id = MON
			value = 50
		} {
			type = support
			id = MON
			value = 50
		} {
			type = alliance
			id = MON
			value = 50
		}
		diplomatic_relation = {
			country = MON
			relation = non_aggression_pact
			active = yes
		}
		set_global_flag = MON_picked_a_side_in_soviet_civil_war
		set_country_flag = MON_supports_our_cause
		MON = {
			country_event = {
				id = mongol_foreign_influence.4
				hours = 12
			}
		}
	} {
		name = mongol_foreign_influence.3.b
		add_political_power = 10
		set_country_flag = MON_cannot_support_their_cause
		MON = {
			country_event = {
				id = mongol_foreign_influence.5
				hours = 12
			}
		}
	}
}
### Entity: Event
Component: ARM_event.4
Constructs: has_completed_focus, has_government, has_war_with, add_stability, fire_only_once, is_subject_of, is_in_faction_with, retire_character
Source: game
File: events/ARM_events.txt

Code:
country_event = {
	id = ARM_event.4
	title = ARM_event.4.t
	desc = ARM_event.4.desc
	picture = GFX_report_event_soviet_purge_officers_01
	fire_only_once = yes
	trigger = {
		tag = ARM
		OR = {
			is_subject_of = SOV
			is_in_faction_with = SOV
			has_government = communism
		}
		NOT = {
			has_war_with = SOV
		}
		SOV = {
			OR = {
				has_completed_focus = SOV_great_purge SOV_the_military_conspiracy
			}
		}
	}
	mean_time_to_happen = {
		days = 20
	}
	option = {
		name = ARM_event.4.a
		trigger = {
			OR = {
				has_completed_focus = ARM_return_from_exile ARM_reopen_etchmiadzin_seminary
				NOT = {
					has_government = communism
				}
			}
		}
		add_stability = -0.05
		retire_character = ARM_movses_silikyan ARM_christopher_araratyan
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_adriatic_specialization
Constructs: prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction, every_navy_leader, add_unit_leader_trait
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_adriatic_specialization
	icon = GFX_focus_generic_adriatic_sea_focus
	prerequisite = {
		focus = CRO_modern_destroyers CRO_heavy_cruiser_project
	}
	mutually_exclusive = {
		focus = CRO_skilled_pilots
	}
	x = 0
	y = 1
	relative_position_id = CRO_heavy_cruiser_project
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 15
		add_doctrine_cost_reduction = {
			name = YUG_contest_the_adriatic
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		every_navy_leader = {
			add_unit_leader_trait = inshore_fighter
		}
	}
}
### Entity: Idea
Component: CHI_conf_auth_support
Constructs: has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_conf_auth_support = {
	picture = generic_monarchist_uprising
	removal_cost = -1
	cancel = {
		has_government = communism
	}
	modifier = {
		neutrality_drift = 0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Misc Config
Component: world_non_communist_states
Constructs: has_government, limit
Source: game
File: common/collections/collections.txt

Code:
world_non_communist_states = {
	input = game:all_states
	name = COLLECTION_NON_COMMUNIST_STATES
	operators = {
		limit = {
			NOT = {
				controller = {
					has_government = communism
				}
			}
		}
	}
}
### Entity: Event
Component: news.614
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.614
	title = news.614.t
	desc = news.614.desc
	picture = GFX_news_event_001
	major = yes
	is_triggered_only = yes
	option = {
		name = news.614.a
	}
}