Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: KMT_welfare_state2b
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_welfare_state2b = {
	removal_cost = -1
	picture = generic_economic_increase
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	on_remove = {

	}
	modifier = {
		stability_factor = 0.1
		political_power_cost = 0.15
		stability_weekly = 0.001
		industrial_capacity_factory = 0.025
		consumer_goods_factor = 0.15
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: Event
Component: NSB_poland_events.5
Constructs: is_triggered_only, ai_chance, limit, has_capitulated, add_timed_idea, set_state_flag
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_events.5
	title = NSB_poland_events.4.t
	desc = NSB_poland_events.4.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = NSB_poland_events.4.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_capitulated = yes
				NOT = {
					any_controlled_state = {
						NOT = {
							state = POL_colony_purchase
						}
					}
				}
			}
		}
		POL = {
			transfer_state = event_target:POL_colony_purchase
		} {
			country_event = {
				id = NSB_poland_events.501
			}
		}
		if = {
			limit = {
				event_target:POL_colony_purchase = {
					state = 546
				}
			}
			add_timed_idea = {
				idea = POL_sold_colony_expensive
				days = 720
			}
		}
		else = {
			add_timed_idea = {
				idea = POL_sold_colony_cheap
				days = 720
			}
		}
	} {
		name = NSB_poland_events.4.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				any_controlled_state = {
					NOT = {
						state = POL_colony_purchase
					}
				}
			}
		}
		hidden_effect = {
			event_target:POL_colony_purchase = {
				set_state_flag = rejected_purchase_flag
			}
		}
		POL = {
			country_event = {
				id = NSB_poland_events.502
			}
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_resource_commission
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_resource_commission
	icon = GFX_goal_BEL_steel
	prerequisite = {
		focus = LIE_binnenkanal
	}
	x = 0
	y = 1
	relative_position_id = LIE_binnenkanal
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = steel_mill
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = excavation_tech_bonus_name
			bonus = 1
			uses = 1
			category = excavation_tech
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_cultivate_fanaticism
Constructs: prerequisite, limit, has_country_flag, completion_reward, swap_ideas, remove_idea, add_idea, has_dlc
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_cultivate_fanaticism
	available = {
		custom_trigger_tooltip = {
			tooltip = SPA_the_crusade_against_democracy_timer_tt
			NOT = {
				has_country_flag = SPA_the_crusade_against_democracy_timer_flag
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_militarize_the_masses
	} {
		focus = SPA_battle_rites
	}
	icon = GFX_goal_generic_secret_weapon
	x = 1
	y = 1
	relative_position_id = SPA_militarize_the_masses
	cost = 20
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SPA_crusade_against_democracy_9
			add_idea = SPA_crusade_against_democracy_10
		}
		if = {
			limit = {
				has_dlc = Waking the Tiger
			}
			custom_effect_tooltip = cost_reduced_last_stand
		}
	}
}
### Entity: Idea
Component: EAI_HARD/anti_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/anti_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_italian_tech
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, add_research_slot, add_tech_bonus
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_italian_tech
	icon = GFX_focus_research
	cost = 10
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = SWI_join_italy
	}
	available = {
		is_in_faction_with = ITA
	}
	available_if_capitulated = yes
	x = 17
	y = 5
	completion_reward = {
		if = {
			limit = {
				amount_research_slots = < 5
			}
			custom_effect_tooltip = ICE_no_six
			add_research_slot = 1
		} {
			limit = {
				NOT = {
					amount_research_slots = < 5
				}
			}
			add_tech_bonus = {
				name = SWI_italian_tech
				bonus = 1
				uses = 2
				category = electronics naval_equipment
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: ETH_r56_defeat_italy_category
Constructs: limit, has_war_with, fire_only_once, has_dlc, has_full_control_of_state, is_in_faction, complete_effect, add_compliance
Source: game
File: common/decisions/ETH_r56.txt

Code:
ETH_r56_defeat_italy_category = {
	ETH_r56_defeat_italy = {
		allowed = {
			tag = ETH
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		icon = GFX_decision_generic_prepare_civil_war
		available = {
			has_full_control_of_state = 550 559 844
			has_war_with = ITA
			ITA = {
				is_in_faction = no
			}
		}
		fire_only_once = yes
		visible = {
			has_war_with = ITA
		}
		complete_effect = {
			hidden_effect = {
				550 = {
					add_compliance = 50
				}
				559 = {
					add_compliance = 50
				}
				844 = {
					add_compliance = 50
				}
			}
			ITA = {
				country_event = ETH_events.1
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				transfer_state = 550 559 844
				white_peace = ITA
				if = {
					limit = {
						ITA = {
							has_war_with = AFA
						}
					}
					AFA = {
						white_peace = ITA
					}
				}
			}
		}
		ai_will_do = {
			factor = 20000
		}
	}
}
### Entity: Order of Battle
Component: 2ya KOVO Tankovaya Gruppa
Constructs: division_template
Source: game
File: history/units/SOV_1939.txt

Code:
division = {
	name = 2ya KOVO Tankovaya Gruppa
	location = 9554
	division_template = Legko-Tankovaya Brigada
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Character
Component: navy_amphibious_assault_3
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_amphibious_assault_3 = {
	sprite = 3
	amphibious_invasion = 0.15
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Idea
Component: AST_R56_the_economic_state_idea_0
Constructs: removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_the_economic_state_idea_0 = {
	name = AST_R56_the_economic_state_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		consumer_goods_factor = -0.08
		global_building_slots_factor = 0.1
	}
}
### Entity: Event
Component: greece.22
Constructs: ai_chance, owns_state, fire_only_once, set_state_name, set_province_name, add_state_core
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.22
	title = greece.22.t
	desc = greece.22.d
	picture = GFX_report_event_gre_parade
	trigger = {
		owns_state = 339
		tag = GRE
	}
	mean_time_to_happen = {
		days = 20
	}
	fire_only_once = yes
	option = {
		name = greece.22.a
		ai_chance = {
			modifier = {
				factor = 100
			}
		}
		339 = {
			set_state_name = Ionia
		}
		set_province_name = {
			id = 4112
			name = Smyrni
		}
		add_state_core = 339
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_join_italy
Constructs: prerequisite, has_war, has_government, completion_reward, is_subject, is_in_faction, is_in_faction_with, is_faction_leader
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_join_italy
	icon = GFX_goal_generic_befriend_italy
	mutually_exclusive = {
		focus = COG_join_axis
	}
	available = {
		is_subject = no
		is_in_faction = no
		has_government = fascism
		has_war = no
		ITA = {
			exists = yes
			has_government = fascism
			is_in_faction = yes
			OR = {
				NOT = {
					is_in_faction_with = GER
				}
				is_faction_leader = yes
			}
		}
	}
	prerequisite = {
		focus = COG_manipulate_native_masses
	}
	bypass = {
		is_in_faction_with = ITA
	}
	x = 28
	y = 6
	cost = 10
	ai_will_do = {
		factor = 0.1
	}
	available_if_capitulated = yes
	completion_reward = {
		ITA = {
			country_event = {
				id = belgium.74
				days = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: AI Strategy
Component: ENG_escort_fleet_3
Source: game
File: common/ai_navy/fleet/ENG_fleet_templates.txt

Code:
ENG_escort_fleet_3 = {
	required_taskforces = {
		ENG_ConvoyEscort_1 = 6
	}
	optional_taskforces = {
		ENG_ConvoyEscort_1 = 4
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_create_apra
Constructs: prerequisite, add_ideas, remove_ideas, add_stability, completion_reward, set_variable, set_country_flag
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_create_apra
	prerequisite = {
		focus = PRU_our_revolution
	}
	icon = GFX_goal_PRU_apra_union
	x = 1
	y = 1
	relative_position_id = PRU_our_revolution
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	bypass = {

	}
	completion_reward = {
		remove_ideas = PRU_aprismo
		add_ideas = PRU_Apra_influence
		add_stability = -0.05
		custom_effect_tooltip = PRU_apra_loyalty_our_status_text
		set_variable = {
			PRU_apra_loyalty = -1
		}
		PRU = {
			set_country_flag = PRU_apra_be_friend
		}
		PRU_partidos_update_update_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_straits_1
Constructs: prerequisite, limit, completion_reward, add_timed_idea, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_straits_1
	icon = GFX_goal_generic_construct_naval_dockyard
	ai_will_do = {
		factor = 2
	}
	x = 42
	y = 1
	prerequisite = {
		focus = MAL_the_island MAL_the_air MAL_the_straits
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		navy_experience = 10
		add_timed_idea = {
			idea = MAL_dockyard_idea
			days = 90
		}
		336 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: QUE_agrarian_laws
Source: game
File: common/ideas/quebec.txt

Code:
QUE_agrarian_laws = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_agrarian_reform
	modifier = {
		local_resources_factor = 0.025
		consumer_goods_factor = -0.1
		global_building_slots_factor = 0.1
	}
}
### Entity: Idea
Component: CHI_neglected_army
Constructs: limit, add_ideas, has_country_flag, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_neglected_army = {
	picture = generic_neglected_military
	removal_cost = -1
	on_remove = {
		IF = {
			limit = {
				has_country_flag = CHI_ongoing_reforms
			}
			add_ideas = CHI_unprofessional_army
		}
	}
	modifier = {
		army_morale_factor = -0.225
		army_org_factor = -0.225
		max_dig_in_factor = -0.225
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_expelling_the_traitors_within
Constructs: prerequisite, remove_ideas, completion_reward
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_expelling_the_traitors_within
	icon = GFX_goal_arrests
	x = 1
	y = 1
	relative_position_id = LIE_restore_the_1862_constitution
	cost = 5
	available = {
		neutrality = > 0.5
	}
	prerequisite = {
		focus = LIE_restore_the_1862_constitution
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		remove_ideas = LIE_the_rotter_curse
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = LIE_karl_alfred_maria_hartmann
	}
}
### Entity: Idea
Component: MAN_the_communist_party_triumphant
Constructs: political_power_gain, removal_cost, communism_drift
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_the_communist_party_triumphant = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = KOR_korean_liberation_army_communist_idea
	modifier = {
		political_power_gain = 0.1
		communism_drift = 0.2
	}
}
### Entity: Event
Component: AFG_political_events.21
Constructs: is_triggered_only, ai_chance, limit, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.21
	title = AFG_political_events.21.t
	desc = AFG_political_events.21.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.21.a
		ai_chance = {
			base = 10
		}
		random_core_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: SWE_secret_mobilization
Source: game
File: common/ideas/sweden.txt

Code:
SWE_secret_mobilization = {
	picture = generic_war_preparation
	modifier = {
		weekly_manpower = 600
	}
}
### Entity: Modifier Reference
Component: NORDIC_airforces_originator_dmod
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NORDIC_airforces_originator_dmod = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_air_bonus
	remove_trigger = {
		NORDIC_basic_joint_trigger = no
	}
	experience_gain_air = 0.2
	air_cas_present_factor = NORDIC_airforces_originator_dmod_cas_factor
	air_strategic_bomber_bombing_factor = NORDIC_airforces_originator_dmod_strat_bombing_factor
	air_intercept_efficiency = NORDIC_airforces_originator_dmod_intercept_efficiency
	air_superiority_efficiency = NORDIC_airforces_originator_dmod_superiority_efficiency
	air_range_factor = NORDIC_airforces_originator_dmod_range_factor
	production_speed_air_base_factor = NORDIC_airforces_originator_dmod_air_base_production
	air_accidents_factor = NORDIC_airforces_originator_dmod_air_accidents_factor
	custom_modifier_tooltip = NORDIC_airforces_dmod_production_cost_TT NORDIC_airforces_dmod_naval_TT
}
### Entity: Event
Component: egypt.7
Constructs: is_triggered_only, ai_chance, has_government, has_country_flag, add_stability, fire_only_once, add_political_power, is_historical_focus_on
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.7
	picture = GFX_report_event_EGY_egyptian_british_politician_discussion
	title = egypt.7.t
	desc = egypt.7.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = egypt.7.a
		ai_chance = {
			base = 0
			modifier = {
				add = 90
				OR = {
					has_government = democratic communism
				}
				is_historical_focus_on = yes
			} {
				add = 35
				OR = {
					has_government = democratic communism
				}
				is_historical_focus_on = no
			} {
				add = 15
				has_opinion = {
					target = EGY
					value = > 9
				}
			} {
				add = 10
				has_country_flag = EGY_recognise_the_suez_canal_company_flag
			}
		}
		add_political_power = 10
		EGY_egyptian_treaty_influence_low_increase_effect = yes
		EGY = {
			country_event = {
				id = egypt.8
				hours = 12
			}
		}
	} {
		name = egypt.7.b
		ai_chance = {
			base = 0
			modifier = {
				add = 30
				OR = {
					has_government = neutrality fascism
				}
			} {
				add = 15
				has_opinion = {
					target = EGY
					value = > 19
				}
			}
		}
		add_stability = -0.05
		add_political_power = -25
		EGY_british_treaty_influence_low_increase_effect = yes
		EGY = {
			country_event = {
				id = egypt.9
				hours = 12
			}
		}
	}
}
### Entity: Modifier Reference
Component: semi_autonomous_state
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
semi_autonomous_state = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_sabotaged_resource
	local_building_slots_factor = -0.25
	state_resources_factor = -0.25
	state_production_speed_buildings_factor = -0.25
	remove_trigger = {
		OWNER = {
			OR = {
				original_tag = CAT GLC BAS
			}
		}
	}
}
### Entity: Character
Component: KUW_coi
Source: game
File: common/characters/KUW.txt

Code:
KUW_coi = {
	advisor = {
		slot = political_advisor
		idea_token = KUW_coi
		allowed = {
			original_tag = KUW
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_1
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_aviation_ITA
Source: game
File: common/ai_focuses/ITA.txt

Code:
ai_focus_aviation_ITA = {
	research = {
		air_doctrine = 50.0
		light_air = 20.0
		light_fighter = 20.0
		jet_technology = 1.0
		cas_bomber = 2.0
		medium_air = 4.0
		tactical_bomber = 5.0
		heavy_air = 1.5
		air_equipment = 5.0
		para_tech = 10.0
	}
}
### Entity: Event
Component: luxembourg.212
Constructs: is_triggered_only, has_country_flag, check_variable, set_country_flag, unlock_national_focus
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.212
	title = luxembourg.212.t
	desc = luxembourg.212.d
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	trigger = {
		has_country_flag = LUX_elections_starting
		check_variable = {
			LUX.PRL_support = > LUX.PD_support
		} {
			LUX.PRL_support = > LUX.LSAP_support
		} {
			LUX.PRL_support = > LUX.KPL_support
		}
	}
	immediate = {
		hidden_effect = {
			set_country_flag = LUX_elections_over
			unlock_national_focus = LUX_the_maulkuerfgesetz
		}
	}
	option = {
		name = luxembourg.212.a
		set_country_flag = LUX_elections_PRL_winner
		custom_effect_tooltip = LUX_elections_PRL_winner_tt
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_embrace_amakudari
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_embrace_amakudari
	icon = GFX_focus_generic_conference
	x = -1
	y = 1
	relative_position_id = JAP_rikken_seiyukai_victory
	prerequisite = {
		focus = JAP_rikken_seiyukai_victory
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = JAP_amakudari_idea
	}
}
### Entity: Idea
Component: idea_SIA_constitutional_virtue
Constructs: research_speed_factor, has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_constitutional_virtue = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = SIA_constitutional_virtue
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		resistance_growth_on_our_occupied_states = 0.25
		research_speed_factor = 0.1
	}
}
### Entity: Idea
Component: SLV_pot
Source: game
File: common/ideas/slovenia.txt

Code:
SLV_pot = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = SLV
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Country History
Country: EQG
Component: EQG_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/EQG - Equatorial Guinea.txt

Code:
# Politics & Parties for EQG
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_implament_recovery_programs
Constructs: prerequisite, completion_reward, has_civil_war, is_subject, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_popularity
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_implament_recovery_programs
	icon = GFX_goal_sov_soviet_ind_upgrade
	prerequisite = {
		focus = SOV_civil_war_konev
	}
	relative_position_id = SOV_civil_war_konev
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = no
	}
	bypass = {
		is_subject = yes
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		hidden_effect = {
			add_popularity = {
				ideology = communism
				popularity = 0.15
			}
		}
	}
}
### Entity: Event
Component: KMT_event.17
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.17
	title = KMT_event.17.t
	desc = KMT_event.17.desc
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	option = {
		name = KMT_event.17.a
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_free_trade
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, add_political_power, has_political_power, has_idea
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_free_trade
	icon = GFX_goal_free_trade
	prerequisite = {
		focus = PLY_new_building_projects PLY_coastal_protection
	}
	relative_position_id = PLY_new_building_projects
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_political_power = > 150
	}
	bypass = {
		has_idea = free_trade
	}
	completion_reward = {
		add_political_power = -150
		add_ideas = free_trade
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: italy.1
Constructs: is_triggered_only, limit, annex_country, add_named_threat, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: events/Italy.txt

Code:
country_event = {
	id = italy.1
	title = italy.1.t
	desc = italy.1.d
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	option = {
		name = italy.1.a
		annex_country = {
			target = ALB
		}
		add_named_threat = {
			threat = 2
			name = ITA_albania_war_goal
		}
		if = {
			limit = {
				has_idea = vittorio_emanuele
			}
			swap_ideas = {
				remove_idea = vittorio_emanuele
				add_idea = vittorio_emanuele_king_of_albania
			}
		} {
			limit = {
				has_character = ITA_vittorio_emanuele_iii
			}
			ITA_vittorio_emanuele_iii = {
				add_country_leader_trait = king_of_albania
			}
			hidden_effect = {
				ITA_vittorio_emanuele_iii = {
					set_character_flag = ITA_king_of_albania_flag
				}
			}
		}
		else_if = {
			limit = {
				has_idea = vittorio_emanuele_emperor_of_ethiopia
			}
			swap_ideas = {
				remove_idea = vittorio_emanuele_emperor_of_ethiopia
				add_idea = vittorio_emanuele_albania_ethiopia
			}
		}
		USA = {
			set_country_flag = {
				flag = USA_albania_window
				days = 60
				value = 1
			}
		}
		hidden_effect = {
			country_event = {
				days = 1
				id = news.22
			}
		}
	}
}