Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: SPR_DD_HISTORICAL
Source: game
File: common/units/names_ships/SPR_ship_names.txt

Code:
SPR_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		SPR
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = ARE 
	fallback_name = Destructor %d
	unique = {
		Alsedo Velasco Lazaga Sanchez Barcaiztegui Almirante Ferrandiz José Luis Diez Lepanto Churruca Alcalá Galiano Almirante Valdés Almirante Antequera Almirante Miranda Escano Císcar Gravina Jorge Juan Ulloa Liniers Álava Huesca Teruel Ceuta Melilla Audaz Osado Meteoro Furor Rayo Ariete Temerario Intrépido Relámpago
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_proclaim_new_france
Constructs: prerequisite, completion_reward, set_cosmetic_tag
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_proclaim_new_france
	icon = GFX_goal_generic_major_diplo
	prerequisite = {
		focus = QUE_reclaim_southern_land
	}
	relative_position_id = QUE_our_own_way
	x = 3
	y = 5
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		set_cosmetic_tag = QUE_NEWFRANCE
		custom_effect_tooltip = QUE_declaration
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_british_rail_investors
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject_of, cancel_if_invalid, complete_tooltip, add_autonomy_ratio
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_british_rail_investors
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = RAJ_strengthen_ties_with_british_investors
	}
	x = -1
	y = 2
	relative_position_id = RAJ_ishapore_arsenal
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {
		compare_autonomy_progress_ratio = > 0.4
		compare_autonomy_state = > autonomy_puppet
		is_subject_of = ENG
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		add_autonomy_ratio = {
			value = -0.25
			localization = RAJ_british_rail_investors
		}
		add_ideas = RAJ_british_rail_investors
		random_state = {
			limit = {
				has_state_flag = RAJ_british_rail_investors_IC1
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = RAJ_british_rail_investors_IC2
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		add_autonomy_ratio = {
			value = -0.25
			localization = RAJ_british_rail_investors
		}
		add_ideas = RAJ_british_rail_investors
		random_owned_controlled_state = {
			prioritize = {

			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = RAJ_british_rail_investors_IC1
		} {
			prioritize = {

			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = RAJ_british_rail_investors_IC2
		}
	}
}
### Entity: Character
Component: fascist_orchestrator
Source: game
File: common/country_leader/00_traits.txt

Code:
fascist_orchestrator = {
	random = no
	political_advisor_cost_factor = -0.33
	high_command_cost_factor = -0.33
	air_chief_cost_factor = -0.33
	army_chief_cost_factor = -0.33
	navy_chief_cost_factor = -0.33
	subjects_autonomy_gain = -0.3
	production_speed_arms_factory_factor = 0.05
	production_speed_dockyard_factor = 0.05
}
### Entity: Event
Component: axis_minors_bulgaria.27
Constructs: is_triggered_only, ai_chance, create_country_leader, set_politics, set_country_flag, set_party_name, add_popularity
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.27
	title = axis_minors_bulgaria.27.t
	desc = axis_minors_bulgaria.27.d
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.27.a
		ai_chance = {
			modifier = {
				factor = 40
			}
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		set_country_flag = BUL_democrats_in_power
		create_country_leader = {
			name = Nikola Mushanov
			desc =  
			picture = r56_portrait_BUL_Nikola_Mushanov.dds
			expire = 1965.1.1
			ideology = liberalism
			traits = {
				BUL_economic_stabilizer
			}
		}
		set_party_name = {
			ideology = democratic
			long_name = BUL_democrat_party_long
			name = BUL_democrat_party
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	} {
		name = axis_minors_bulgaria.27.b
		ai_chance = {
			modifier = {
				factor = 25
			}
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		set_country_flag = BUL_agrarians_in_power
		create_country_leader = {
			name = Nikola Petkov
			desc =  
			picture = r56_portrait_BUL_Nikola_Petkov.dds
			expire = 1965.1.1
			ideology = centrism_democratic
			traits = {
				BUL_independant_agrarianist
			}
		}
		set_party_name = {
			ideology = democratic
			long_name = BUL_agrarian_party_long
			name = BUL_agrarian_party
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	} {
		name = axis_minors_bulgaria.27.c
		ai_chance = {
			modifier = {
				factor = 35
			}
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		set_country_flag = BUL_socdems_in_power
		create_country_leader = {
			name = Yanko Sakazov
			desc =  
			picture = r56_portrait_BUL_Yanko_Sakazov.dds
			expire = 1965.1.1
			ideology = socialism
			traits = {
				socialite_connections
			}
		}
		set_party_name = {
			ideology = democratic
			long_name = BUL_socdem_party_long
			name = BUL_socdem_party
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/PAN_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = PAN
		}
		requested_factories = 1
		progress = 0.51
		efficiency = 100
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_protect_the_white_sea_baltic_canal
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_protect_the_white_sea_baltic_canal
	icon = GFX_SOV_protect_the_white_sea_baltic_canal_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_military_engineering_university
	}
	x = 2
	y = 2
	relative_position_id = SOV_military_engineering_university
	cost = 5
	available = {
		has_full_control_of_state = 215 216 264 195
	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 215
			}
			215 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				} {
					type = bunker
					level = 1
					province = {
						id = 9045 3078 11212
					}
					instant_build = yes
				} {
					type = coastal_bunker
					level = 1
					province = 9045
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 216
			}
			216 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				} {
					type = bunker
					level = 1
					province = {
						id = 92 11092
					}
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 264
			}
			264 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				} {
					type = bunker
					level = 1
					province = {
						id = 9082 9190 11059
					}
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 195
			}
			195 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				} {
					type = bunker
					level = 1
					province = {
						id = 149 11068 79
					}
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ENG_Motorized.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = motorized_equipment_1
			creator = ENG
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 80
		industrial_manufacturer = mio:ENG_vauxhall_automotive_organization
	}
}
### Entity: Decision
Component: GER_industrial_relocation_cat
Constructs: has_completed_focus, has_war_with, has_country_flag, is_subject
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_industrial_relocation_cat = {
	priority = 8
	icon = GFX_decision_category_generic_industry
	allowed = {
		original_tag = GER
	}
	visible_when_empty = no
	visible = {
		is_subject = no
		NOT = {
			has_war_with = SOV
		} {
			has_country_flag = GER_SOV_no_industrial_relocation_flag
		}
		has_completed_focus = GER_factories_for_resources
	}
}
### Entity: AI Strategy
Component: USA_communist
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/USA_alternate_strategy_plan.txt

Code:
USA_communist = {
	name = US Communist Plan
	desc = Plan for the US to go Communist
	allowed = {
		original_tag = USA
		has_dlc = Man the Guns
	}
	enable = {
		OR = {
			has_country_flag = USA_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = USA_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		USA_war_department USA_war_plans_division USA_intervention_in_the_americas USA_air_war_plans_division USA_war_plan_crimson USA_continue_the_new_deal USA_wpa USA_suspend_the_presecution USA_office_of_scientific_research_and_development USA_agricultural_adjustment_act USA_fair_labour_standards_act USA_desegregate_the_armed_forces USA_union_representation_act USA_rubber_reserve_company USA_accumulated_wealth_tax_act USA_old_age_pension_act USA_reach_out_to_the_ware_group USA_guarantee_the_american_dream USA_selective_training_act USA_full_desegregation USA_democratic_socialism USA_worker_management_act USA_militia_organization_act USA_communal_property_act USA_reinforce_monroe_doctrine USA_intervention_in_europe USA_war_plan_red USA_end_monarchism USA_shatter_the_empires
	}
	research = {

	}
	ideas = {
		earl_browder = 10
	}
	traits = {
		communist_revolutionary = 15
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.420
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.420
	title = SEA_imperial_influence_events.420.t
	desc = SEA_imperial_influence_events.420.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_government_faction_demands_political_appointment
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_join_the_comintern
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction, has_capitulated
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_join_the_comintern
	icon = GFX_focus_chi_mission_to_the_soviet_union
	ai_will_do = {
		factor = 5
	}
	relative_position_id = INS_establish_true_equality
	x = -1
	y = 1
	prerequisite = {
		focus = INS_establish_true_equality INS_reinforce_the_national_identity
	}
	cost = 5
	available = {
		is_subject = no
		is_in_faction = no
		AND = {
			SOV = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = communism
				has_capitulated = no
				is_faction_leader = yes
			}
		}
	}
	bypass = {
		OR = {
			is_subject_of = SOV
			SOV = {
				OR = {
					NOT = {
						has_government = communism
					}
					has_civil_war = yes
				}
			}
			AND = {
				is_in_faction_with = SOV
				SOV = {
					is_faction_leader = yes
					has_government = communism
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				country_event = {
					id = generic.2
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_faith_in_the_cause
Constructs: prerequisite, add_war_support, completion_reward
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_faith_in_the_cause
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_torchbearers_of_tomorrow
	}
	icon = GFX_goal_tfv_saf_anti_colonialist_crusade
	x = 0
	y = 1
	relative_position_id = SPR_torchbearers_of_tomorrow
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
	}
}
### Entity: Event
Component: germany.125
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, add_state_core
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.125
	title = germany.125.t
	desc = germany.125.d
	picture = GFX_report_event_crowd_in_prague
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = germany.125.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			IF = {
				limit = {
					controls_state = 69
				}
				GER = {
					add_state_core = 69
					transfer_state = 69
				}
			} {
				limit = {
					controls_state = 972
				}
				GER = {
					add_state_core = 972
					transfer_state = 972
				}
			} {
				limit = {
					controls_state = 74
				}
				GER = {
					add_state_core = 74
					transfer_state = 74
				}
			}
		}
	}
}
### Entity: Character
Component: AFG_korsirmat
Constructs: has_completed_focus
Source: game
File: common/characters/AFG.txt

Code:
AFG_korsirmat = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_korsirmat
		allowed = {
			original_tag = AFG
		}
		visible = {
			NOT = {
				has_completed_focus = AFG_support_king_zahir
			}
		}
		available = {
			OR = {
				has_completed_focus = AFG_ally_basmachi_remnants AFG_integrate_the_basmachi_movement
			}
		}
		traits = {
			AFG_kokandi_insurrecionist
		}
	}
	name = AFG_korsirmat
	portraits = {
		civilian = {
			small = GFX_portrait_AFG_korsirmat_small
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_seize_religious_property
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_popularity
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_seize_religious_property
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = TUR_the_international_of_proletarian_freethinkers TUR_joint_caucasian_turkish_officer_school
	}
	x = 1
	y = 1
	relative_position_id = TUR_the_international_of_proletarian_freethinkers
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		798 = {
			add_extra_state_shared_building_slots = 1
		}
		345 = {
			add_extra_state_shared_building_slots = 1
		}
		344 = {
			add_extra_state_shared_building_slots = 1
		}
		342 = {
			add_extra_state_shared_building_slots = 1
		}
		356 = {
			add_extra_state_shared_building_slots = 1
		}
		349 = {
			add_extra_state_shared_building_slots = 2
		}
		348 = {
			add_extra_state_shared_building_slots = 2
		}
		355 = {
			add_extra_state_shared_building_slots = 2
		}
		add_popularity = {
			ideology = communism
			popularity = 0.07
		}
	}
}
### Entity: Doctrine
Component: new_battlefield_support
Constructs: limit, is_major, xp_cost, has_variable, set_variable, add_to_variable
Source: game
File: common/doctrines/grand_doctrines/air_grand_doctrines.txt

Code:
new_battlefield_support = {
	folder = air
	name = GRAND_DOCTRINE_BATTLEFIELD_SUPPORT
	description = GRAND_DOCTRINE_BATTLEFIELD_SUPPORT_DESC
	icon = GFX_doctrine_direct_ground_support_medium
	available = {
		always = yes
	}
	xp_cost = 100
	xp_type = air
	ai_will_do = {
		base = 1
		modifier = {
			factor = 10
			is_major = no
		}
	}
	tracks = {
		fighter_aircraft strike_aircraft medium_aircraft heavy_aircraft
	}
	air_superiority_detect_factor = 0.15
	air_cas_efficiency = 0.2
	milestones = {
		{
			air_ace_generation_chance_factor = 0.15
			army_bonus_air_superiority_factor = 0.15
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = fighters_milestone_var
						}
					}
					set_variable = {
						fighters_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						fighters_milestone_var = 1
					}
				}
			}
		} {
			air_cas_present_factor = 0.2
			category_cas = {
				air_agility = 0.2
			}
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = strikers_milestone_var
						}
					}
					set_variable = {
						strikers_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						strikers_milestone_var = 1
					}
				}
			}
		} {
			air_mission_xp_gain_factor = 0.1
			tac_bomber = {
				air_bombing = 0.1
			}
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = mediums_milestone_var
						}
					}
					set_variable = {
						mediums_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						mediums_milestone_var = 1
					}
				}
			}
		} {
			air_strategic_bomber_bombing_factor = 0.15
			air_interception_detect_factor = 0.1
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = heavies_milestone_var
						}
					}
					set_variable = {
						heavies_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						heavies_milestone_var = 1
					}
				}
			}
		}
	}
}
### Entity: Event
Component: AAT_britain_narvik.1
Constructs: is_triggered_only, ai_chance, limit, has_war_with, add_war_support, add_stability, add_political_power, set_variable
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = AAT_britain_narvik.1
	title = AAT_britain_narvik.1.t
	desc = AAT_britain_narvik.1.desc
	picture = GFX_report_event_degaulle_churchill
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			GER = {
				set_variable = {
					GER_removing_narvik_offsite_civs = 0
				}
				subtract_from_variable = {
					GER_removing_narvik_offsite_civs = GER_narvik_civs
				}
			}
		}
	}
	option = {
		name = AAT_britain_narvik.1.a
		ai_chance = {
			factor = 95
		}
		white_peace = {
			tag = SWE
		}
		if = {
			limit = {
				ENG = {
					has_variable = ENG_narvik_controller
				}
				var:ENG_narvik_controller = {
					has_war_with = SWE
				}
			}
			var:ENG_narvik_controller = {
				white_peace = {
					tag = SWE
				}
			}
		}
		GER = {
			add_offsite_building = {
				type = industrial_complex
				level = var:GER_removing_narvik_offsite_civs
			}
			country_event = {
				id = AAT_britain_narvik.4
			}
		}
	} {
		name = AAT_britain_narvik.1.b
		ai_chance = {
			factor = 5
		}
		add_political_power = -150
		add_stability = -0.35
		add_war_support = -0.35
		GER = {
			add_offsite_building = {
				type = industrial_complex
				level = var:GER_removing_narvik_offsite_civs
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_the_italian_republic
Constructs: every_owned_state, prerequisite, limit, add_ideas, add_stability, completion_reward, add_political_power, retire_character
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_the_italian_republic
	icon = GFX_focus_ITA_the_italian_republic
	prerequisite = {
		focus = ITA_defy_the_duce
	}
	x = 0
	y = 2
	relative_position_id = ITA_defy_the_duce
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = 0.1
		add_political_power = 50
		effect_tooltip = {
			retire_character = ITA_vittorio_emanuele_iii
		}
		hidden_effect = {
			remove_country_leader_role = {
				character = ITA_vittorio_emanuele_iii
				ideology = despotism
			}
		} {
			ITA_replace_stuff_based_on_ideology_effect = yes
		}
		ITA_remove_king_vittorio_emanuele_as_idea = yes
		add_ideas = ITA_disgruntled_military
		every_owned_state = {
			limit = {
				has_resistance = yes
			}
			add_compliance = 5
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_fighting_filipinos
Constructs: prerequisite, add_ideas, has_government, add_war_support, completion_reward, has_defensive_war, has_offensive_war, has_war_support
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_fighting_filipinos
	icon = GFX_focus_generic_total_war
	prerequisite = {
		focus = PHI_a_new_regime PHI_follow_the_american_way
	}
	relative_position_id = PHI_a_new_regime
	x = 4
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	available = {
		surrender_progress = > 0.15
		OR = {
			has_defensive_war = yes
			AND = {
				has_offensive_war = yes
				OR = {
					has_government = fascism communism
				}
			}
			has_war_support = > 0.6
		}
	}
	completion_reward = {
		add_war_support = 0.1
		add_ideas = PHI_fighting_filipinos_focus
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: LIT_events.701
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NSB_Lithuania.txt

Code:
country_event = {
	id = LIT_events.701
	title = LIT_events.701.t
	desc = LIT_events.701.d
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = LIT_events.701.a
		ai_chance = {
			factor = 10
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_build_the_rur_dam
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, is_demilitarized_zone, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_build_the_rur_dam
	icon = GFX_focus_generic_hydroelectric_energy
	prerequisite = {
		focus = GER_construct_the_reichsautobahn GER_currency_reforms
	}
	x = -2
	y = 1
	relative_position_id = GER_construct_the_reichsautobahn
	cost = 10
	available = {
		51 = {
			is_fully_controlled_by = ROOT
			is_demilitarized_zone = no
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				51 = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
			}
			51 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt {
			localization_key = building_state_modifier|dam
			INDENT =     
		}
		51 = {
			add_building_construction = {
				type = dam
				level = 1
				instant_build = yes
				province = {
					id = 3547
				}
			}
		}
	}
}
### Entity: Event
Component: toykan.21
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = toykan.21
	title = toykan.21.t
	desc = toykan.21.d
	picture = GFX_report_event_albanian_king_zog
	is_triggered_only = yes
	option = {
		name = toykan.21.a
		effect_tooltip = {
			diplomatic_relation = {
				country = KOS
				relation = guarantee
				active = yes
			}
		}
		hidden_effect = {
			set_country_flag = ALB_kosova_yes
			KOS = {
				country_event = {
					days = 1
					id = toykan.22
				}
			}
		}
	} {
		name = toykan.21.b
		effect_tooltip = {
			diplomatic_relation = {
				country = KOS
				relation = guarantee
				active = no
			}
		}
		KOS = {
			country_event = {
				days = 1
				id = toykan.23
			}
		}
	}
}