Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: por_focus
Component: POR_extend_PVDE_security_duties
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, has_dlc, has_intelligence_agency, has_done_agency_upgrade
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_extend_PVDE_security_duties
	prerequisite = {
		focus = POR_continue_salazars_policies
	}
	icon = GFX_goal_generic_seperation
	cost = 8
	ai_will_do = {
		base = 30
	}
	x = -3
	y = 1
	relative_position_id = POR_continue_salazars_policies
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				has_intelligence_agency = yes
				NOT = {
					has_done_agency_upgrade = upgrade_interrogation_techniques
				}
			}
			if = {
				limit = {
					NOT = {
						has_idea = r56i_laws_security_balanced r56i_laws_security_rights r56i_laws_security_order
					}
				}
				add_stability = 0.08
				custom_effect_tooltip = EFFECT_CHANGE_LAW_r56i_laws_social
				show_ideas_tooltip = r56i_laws_security_order
				hidden_effect = {
					add_ideas = r56i_laws_security_order
				}
			}
			else = {
				add_stability = 0.06
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
			upgrade_intelligence_agency = upgrade_interrogation_techniques
		}
		else_if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			if = {
				limit = {
					NOT = {
						has_idea = r56i_laws_security_balanced r56i_laws_security_rights r56i_laws_security_order
					}
				}
				add_stability = 0.08
				custom_effect_tooltip = EFFECT_CHANGE_LAW_r56i_laws_social
				show_ideas_tooltip = r56i_laws_security_order
				hidden_effect = {
					add_ideas = r56i_laws_security_order
				}
			}
			else = {
				add_stability = 0.06
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
			create_intelligence_agency = {
				name = por_pvde
				icon = GFX_intelligence_agency_logo_por
			}
		} {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			if = {
				limit = {
					NOT = {
						has_idea = r56i_laws_security_balanced r56i_laws_security_rights r56i_laws_security_order
					}
				}
				add_stability = 0.08
				custom_effect_tooltip = EFFECT_CHANGE_LAW_r56i_laws_social
				show_ideas_tooltip = r56i_laws_security_order
				hidden_effect = {
					add_ideas = r56i_laws_security_order
				}
			}
			else = {
				add_stability = 0.06
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
			add_tech_bonus = {
				name = POR_extend_PVDE_security_duties
				bonus = 1.0
				uses = 2
				category = decryption_tech computing_tech
			}
		}
		else = {
			if = {
				limit = {
					NOT = {
						has_idea =
# ... (truncated)
### Entity: Event
Component: belgium.61
Constructs: has_war, has_government, has_idea, has_annex_war_goal, swap_ideas, remove_idea, add_idea
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.61
	title = belgium.61.t
	desc = belgium.61.d
	picture = GFX_report_event_Van_Zeeland_government
	trigger = {
		tag = BEL
		OR = {
			has_government = democratic neutrality
		}
		has_idea = BEL_national_union
		has_war = no
		all_neighbor_country = {
			has_war = no
		}
		NOT = {
			any_country = {
				OR = {
					has_annex_war_goal = BEL
				}
			}
		}
	}
	mean_time_to_happen = {
		days = 5
	}
	option = {
		name = belgium.61.a
		swap_ideas = {
			remove_idea = BEL_national_union
			add_idea = BEL_peacetime_national_union
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_develop_our_dockyards
Constructs: prerequisite, limit, completion_reward, is_coastal, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_develop_our_dockyards
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = LIE_liechtenstein_naval_academy
	}
	x = 0
	y = 1
	relative_position_id = LIE_liechtenstein_naval_academy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: SIA_thawon_thamrongnawasawat
Source: game
File: common/characters/SIA.txt

Code:
SIA_thawon_thamrongnawasawat = {
	advisor = {
		slot = navy_chief
		idea_token = SIA_thawon_thamrongnawasawat
		allowed = {
			original_tag = SIA
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Thawon Thamrongnawasawat
	portraits = {
		army = {
			small = GFX_portrait_SIA_thawan_thamrongnawasawat_small
		}
	}
}
### Entity: Idea
Component: ISR_jewish_emigration
Constructs: removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_jewish_emigration = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		monthly_population = 0.75
		weekly_manpower = 10
	}
}
### Entity: Country History
Country: HAI
Component: HAI_misc
Constructs: set_technology, add_political_power, set_country_flag, set_convoys, add_command_power, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/HAI - Haiti.txt

Code:
# Misc for HAI
capital = 318
set_country_flag = monroe_doctrine
set_convoys = 5
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	oob = HAI_1939
	set_technology = {
		infantry_weapons1 = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_officers_professionalism
Constructs: prerequisite, limit, remove_ideas, add_war_support, completion_reward, random_unit_leader, is_character, add_skill_level
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_officers_professionalism
	icon = GFX_goal_generic_officers
	prerequisite = {
		focus = TIB_army_review
	}
	relative_position_id = TIB_army_review
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_war_support = 0.05
		random_unit_leader = {
			limit = {
				NOT = {
					is_character = TIB_trimon_shappe
					skill = > 2
				}
			}
			add_skill_level = 1
			add_trait = {
				trait = career_officer
			}
		}
		if = {
			limit = {
				has_idea = TIB_poorly_organized_army
			}
			swap_ideas = {
				remove_idea = TIB_poorly_organized_army
				add_idea = TIB_poorly_organized_army_2
			}
		}
		else_if = {
			limit = {
				has_idea = TIB_poorly_organized_army_2
			}
			remove_ideas = TIB_poorly_organized_army_2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Idea
Component: ARG_banco_central_de_la_republica_argentina_idea
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/argentina.txt

Code:
ARG_banco_central_de_la_republica_argentina_idea = {
	name = ARG_banco_central_de_la_republica_argentina
	picture = ARG_banco_central_de_la_republica_argentina
	allowed = {
		original_tag = ARG
		has_dlc = Trial of Allegiance
	}
	available = {
		has_completed_focus = ARG_banco_central_de_la_republica_argentina
	}
	visible = {

	}
	cost = 50
	research_bonus = {
		industry = 0.2
	}
	traits = {
		central_bank
	}
	modifier = {
		consumer_goods_factor = -0.05
	}
}
### Entity: National Focus
Tree: xic_focus
Component: XIC_non_agression_pact_with_the_cpc
Constructs: prerequisite, has_war_with, completion_reward, add_political_power, has_non_aggression_pact_with, has_border_war_with, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XIC_non_agression_pact_with_the_cpc
	icon = GFX_goal_generic_dangerous_deal
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		base = 20
	}
	prerequisite = {
		focus = XIC_discussions_in_luochuan
	}
	relative_position_id = XIC_discussions_in_luochuan
	available = {
		PRC = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				has_non_aggression_pact_with = ROOT
				has_border_war_with = ROOT
			}
		}
	}
	bypass = {
		PRC = {
			has_non_aggression_pact_with = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		PRC = {
			country_event = {
				id = SEA_warlords.52
				hours = 4
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				PRC = {
					add_political_power = 10
					diplomatic_relation = {
						country = ROOT
						relation = non_aggression_pact
						active = yes
					}
				}
			}
		}
	}
}
### Entity: Event
Component: naw_norway.142
Constructs: is_triggered_only, has_war_with
Source: game
File: events/NaW_Norway.txt

Code:
news_event = {
	id = naw_norway.142
	title = naw_norway.142.t
	desc = naw_norway.142.d
	picture = GFX_news_event_haakon_in_minerva_car
	major = yes
	is_triggered_only = yes
	option = {
		name = naw_norway.142.a
		trigger = {
			original_tag = NOR
		}
	} {
		name = naw_norway.142.b
		trigger = {
			NOT = {
				original_tag = NOR
				has_war_with = NOR
			}
		}
	} {
		name = naw_norway.142.c
		trigger = {
			NOT = {
				original_tag = NOR
			}
			has_war_with = NOR
		}
	}
}
### Entity: Event
Component: r56_iraq.21
Constructs: is_triggered_only, create_wargoal, take_state
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = r56_iraq.21
	title = r56_iraq.21.t
	desc = r56_iraq.21.d
	picture = GFX_event_turkey_alexandretta_march
	is_triggered_only = yes
	option = {
		name = r56_iraq.21.a
		create_wargoal = {
			type = take_state
			target = 183
			 = .owner
			generator = {
				183
			}
		}
	}
}
### Entity: Character
Component: CHI_zhou_fohai
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_zhou_fohai = {
	name = CHI_zhou_fohai
	portraits = {
		civilian = {
			small = GFX_portrait_CHI_zhou_fohai_small
		}
	}
	gender = male
	advisor = {
		slot = political_advisor
		idea_token = CHI_zhou_fohai
		visible = {
			has_completed_focus = CHI_look_for_allies
		}
		allowed = {
			original_tag = CHI
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			JAP_minister_of_finance
		}
	}
}
### Entity: Character
Component: GER_rolf_carls
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_rolf_carls = {
	name = GER_rolf_carls
	portraits = {
		army = {
			large = GFX_portrait_GER_rolf_carls
			small = GFX_portrait_GER_rolf_carls_small
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = GER_rolf_carls
		allowed = {
			original_tag = GER
		}
		available = {
			has_completed_focus = GER_re_establish_the_seekriegsleitung
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			base = 2
		}
	}
	navy_leader = {
		traits = {
			ironside naval_lineage superior_tactician
		}
		skill = 4
		attack_skill = 3
		defense_skill = 3
		maneuvering_skill = 3
		coordination_skill = 4
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_turner_valley_oilfield
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_resource
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_turner_valley_oilfield
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = CAN_supply_the_empire
	}
	x = 0
	y = 4
	relative_position_id = CAN_strengthen_the_commonwealth_ties
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		controls_state = 470
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		470 = {
			add_resource = {
				type = oil
				amount = 36
			}
		}
	}
}
### Entity: Event
Component: GOE_RAJ_goa.2
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_goa.2
	picture = GFX_report_event_generic_sign_treaty3
	title = GOE_RAJ_goa.2.t
	desc = GOE_RAJ_goa.2.desc
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_goa.2.a
		effect_tooltip = {
			321 = {
				transfer_state_to = RAJ
			}
		}
	}
}
### Entity: Unit Template
Component: FRA_PRESIDENTS
Constructs: has_government
Source: game
File: common/units/names_ships/FRA_ship_names.txt

Code:
FRA_PRESIDENTS = {
	name = NAME_THEME_PRESIDENTS
	for_countries = {
		FRA
	}
	can_use = {
		NOT = {
			has_government = neutrality
		}
	}
	type = ship
	unique = {
		Louis-Napoléon Bonaparte Adolphe Thiers Patrice de Mac Mahon Jules Grévy Sadi Carnot Jean Casimir-Perier Félix Faure Émile Loubet Armand Fallières Raymond Poincaré Paul Deschanel Alexandre Millerand Gaston Doumergue Paul Doumer Albert Lebrun
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_inmigrant_wave
Constructs: prerequisite, add_ideas, has_war_with, add_stability, completion_reward
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_inmigrant_wave
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = ARG_law_11729
	}
	x = 39
	y = 2
	cost = 15
	available = {
		GER = {
			OR = {
				has_war_with = ENG SOV
				threat = > 0.2
			}
		}
	}
	completion_reward = {
		add_stability = -0.05
		add_ideas = arg_inmigrant_wave
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: COL_camilo_daza_alvarez
Source: game
File: common/characters/COL.txt

Code:
COL_camilo_daza_alvarez = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = COL_camilo_daza_alvarez
		ledger = air
		allowed = {
			original_tag = COL
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = Camilo Daza Alvarez
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: Character
Component: SWI_walther_stampfli
Source: game
File: common/characters/SWI.txt

Code:
SWI_walther_stampfli = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_walther_stampfli
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_radical_democrat
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 2000
			modifier = {
				factor = 5
				SWI_is_historical_ai = yes
			}
		}
	}
	name = SWI_walther_stampfli
	portraits = {
		civilian = {
			large = GFX_portrait_SWI_walther_stampfli
			small = GFX_portrait_SWI_walther_stampfli_small
		}
	}
}
### Entity: Character
Component: BRI_aco2
Source: game
File: common/characters/BRI.txt

Code:
BRI_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = BRI_aco2
		allowed = {
			original_tag = BRI
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
}
### Entity: Country History
Country: RAJ
Component: RAJ_technology
Constructs: set_technology
Source: game
File: history/countries/RAJ - British Raj.txt

Code:
# Starting Technologies for RAJ
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_trucks = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	fuel_silos = 1
	fuel_refining = 1
	basic_train = 1
	gw_artillery = 1
}
### Entity: Order of Battle
Component: Grenzkommando Danzig
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/GER_1939.txt

Code:
division = {
	name = Grenzkommando Danzig
	location = 3380
	division_template = Sicherungs-Division
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = GER
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Unit Template
Component: PHI_CAV_01
Source: game
File: common/units/names_divisions/PHI_names_divisions.txt

Code:
PHI_CAV_01 = {
	name = Cavalry Division
	for_countries = {
		PHI
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %dth Philippine Cavalry Div.
	ordered = {
		1 = {
			%dst Philippine Cavalry Div.
		}
		2 = {
			%dnd Philippine Cavalry Div.
		}
		3 = {
			%drd Philippine Cavalry Div.
		}
		4 = {
			%dth Philippine Cavalry Div.
		}
		5 = {
			%dth Philippine Cavalry Div.
		}
		6 = {
			%dth Philippine Cavalry Div.
		}
		7 = {
			%dth Philippine Cavalry Div.
		}
		8 = {
			%dth Philippine Cavalry Div.
		}
		9 = {
			%dth Philippine Cavalry Div.
		}
		10 = {
			%dth Philippine Cavalry Div.
		}
	}
}
### Entity: Idea
Component: QUE_english_canadian_bank_of_canada
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_english_canadian_bank_of_canada = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = swiss_banking
	modifier = {
		production_speed_buildings_factor = 0.15
		consumer_goods_factor = -0.2
		production_speed_industrial_complex_factor = 0.1
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_renegotiate_trade_agreements
Constructs: prerequisite, completion_reward, add_political_power, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_renegotiate_trade_agreements
	icon = GFX_goal_generic_economics_reform
	cost = 5
	x = 1
	y = 1
	relative_position_id = LUX_strengthen_rural_communities
	prerequisite = {
		focus = LUX_strengthen_rural_communities
	} {
		focus = LUX_invigorate_mining
	}
	completion_reward = {
		add_political_power = 20
		unlock_decision_tooltip = LUX_gain_new_iron_sources
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_transfer_the_new_zealand_division
Constructs: completion_reward, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_transfer_the_new_zealand_division
	icon = GFX_goal_generic_navy_doctrines_tactics
	x = 17
	y = 0
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	bypass = {
		NOT = {
			is_subject_of = ENG
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = NZL_transfer_ships_tt
		ENG = {
			transfer_ship = {
				prefer_name = HMS Achilles
				type = light_cruiser
				target = NZL
			} {
				prefer_name = HMS Leander
				type = light_cruiser
				target = NZL
			}
		}
	}
}
### Entity: Character
Component: grand_battle_plan_expert
Source: game
File: common/country_leader/00_traits.txt

Code:
grand_battle_plan_expert = {
	sprite = 14
	grand_battleplan_mastery_gain_factor = 0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Component: BALTIC_revolutionary_cabinet
Constructs: shared_focus, prerequisite, limit, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_revolutionary_cabinet
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = BALTIC_overthrow_the_government
	}
	x = 0
	y = 1
	relative_position_id = BALTIC_overthrow_the_government
	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 = {
		if = {
			limit = {
				original_tag = LIT
			}
			custom_effect_tooltip = available_political_advisor available_political_advisor available_political_advisor
			show_ideas_tooltip = LIT_mecislovas_gedvilas LIT_antanas_venclova LIT_vincas_mickevicius_kapsukas
		} {
			limit = {
				original_tag = LAT
			}
			custom_effect_tooltip = available_political_advisor available_political_advisor available_political_advisor available_political_advisor
			show_ideas_tooltip = LAT_janis_sudrabkalns LAT_emilija_veinberga LAT_janis_rudzutaks LAT_karlis_baumanis
		} {
			limit = {
				original_tag = EST
			}
			custom_effect_tooltip = available_political_advisor available_political_advisor available_political_advisor
			show_ideas_tooltip = EST_august_jakobson EST_voldemar_voolman EST_henrik_allik
		}
	}
}
### Entity: Event
Component: indonesia.41
Constructs: is_triggered_only, limit, has_government, add_stability, every_subject_country, has_capitulated, add_popularity, set_politics
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.41
	title = indonesia.41.t
	desc = indonesia.41.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = indonesia.41.a
		effect_tooltip = {
			FROM = {
				every_subject_country = {
					limit = {
						has_capitulated = no
						OR = {
							original_tag = PHI INS MAL
						}
					}
					add_stability = 0.15
					if = {
						limit = {
							NOT = {
								has_government = democratic
							}
						}
						add_popularity = {
							ideology = democratic
							popularity = 0.25
						}
						set_politics = {
							ruling_party = democratic
							elections_allowed = yes
							election_frequency = 48
						}
					}
					OVERLORD = {
						end_puppet = PREV
					}
					leave_faction = yes
					add_ai_strategy = {
						type = alliance
						id = FROM
						value = 200
					} {
						type = befriend
						id = FROM
						value = 200
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_strengthen_the_iraqi_dinar
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_strengthen_the_iraqi_dinar
	icon = GFX_focus_IRQ_strengthen_the_iraqi_dinar
	prerequisite = {
		focus = IRQ_decouple_from_the_pound
	}
	x = 5
	y = 1
	relative_position_id = IRQ_decouple_from_the_pound
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = IRQ_strenghtened_the_dinar
			days = 420
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ASupport_anti-tank.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Support_anti-tank.png &#8206;(76 × 42 pixels, file size: 5 KB, MIME type: image/png)
### Entity: State History
Component: 845
Constructs: add_core_of
Source: game
File: history/states/845-Jura Mountains.txt

Code:
state = {
	id = 845
	name = STATE_845
	manpower = 2067296
	resources = {
		aluminium = 18
		coal = 1
	}
	state_category = large_town
	history = {
		owner = SWI
		victory_points = {
			9638 5
		} {
			6666 5
		}
		buildings = {
			infrastructure = 3
			arms_factory = 1
			industrial_complex = 2
		}
		add_core_of = SWI
	}
	provinces = {
		6666 6683 9622 9638 13124
	}
	local_supplies = 0.0
}
### Entity: Modding Documentation
Construct: encryption_strength
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### encryption_strength
* description: total encryption strength of a country that is needed