Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: special_projects
Constructs: has_war, limit, has_war_with, has_country_flag, fire_only_once, has_full_control_of_state, has_global_flag, remove_effect
Source: game
File: common/decisions/_generic_decisions.txt

Code:
special_projects = {
	rebuild_suez_canal = {
		icon = GFX_decision_generic_special_project
		available = {
			has_full_control_of_state = 446 453
			num_of_civilian_factories = > 15
		}
		visible = {
			has_global_flag = SUEZ_CANAL_BLOCKED
		}
		fire_only_once = no
		days_remove = 365
		cost = 120
		modifier = {
			civilian_factory_use = 15
		}
		remove_effect = {
			if = {
				limit = {
					has_full_control_of_state = 446 453
				}
				set_country_flag = rebuilt_suez
				clr_global_flag = SUEZ_CANAL_BLOCKED
				country_event = {
					id = wtt_news.42
					hours = 6
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				has_navy_size = {
					size = < 100
				}
				NOT = {
					tag = ENG
				}
			} {
				factor = 200
				NOT = {
					OR = {
						has_full_control_of_state = 118
						any_allied_country = {
							has_full_control_of_state = 118
						}
					}
				} {
					has_country_flag = blew_up_suez
				}
				has_war_with = ITA
				ITA = {
					surrender_progress = > 0.1
				}
				has_full_control_of_state = 447 454 452 456 457
			} {
				factor = 200
				tag = ENG
			} {
				factor = 10
				has_war = no
			}
		}
	}
	rebuild_panama_canal = {
		icon = GFX_decision_generic_special_project
		available = {
			has_full_control_of_state = 685
			NOT = {
				any_enemy_country = {
					controls_state = 304
				}
			}
			num_of_civilian_factories = > 25
		}
		visible = {
			has_global_flag = PANAMA_CANAL_BLOCKED
		}
		fire_only_once = no
		days_remove = 180
		cost = 400
		modifier = {
			civilian_factory_use = 25
		}
		remove_effect = {
			if = {
				limit = {
					has_full_control_of_state = 685
					NOT = {
						any_enemy_country = {
							controls_state = 304
						}
					}
				}
				set_country_flag = rebuilt_panama
				clr_global_flag = PANAMA_CANAL_BLOCKED
				country_event = {
					id = wtt_news.43
					hours = 6
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				has_navy_size = {
					size = < 50
				}
				NOT = {
					tag = USA
				}
				has_war = yes
			} {
				factor = 200
				has_war_with = USA
				USA = {
					has_navy_size = {
						size = < 50
					}
				}
				has_navy_size = {
					size = > 100
				}
			} {
				factor = 200
				tag = USA
			} {
				factor = 10
				has_war = no
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_encourage_foreign_investment
Constructs: prerequisite, add_opinion_modifier, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_encourage_foreign_investment
	icon = GFX_focus_RAJ_issue_bonds_on_the_stock_market
	prerequisite = {
		focus = PHI_leverage_the_peso
	}
	relative_position_id = PHI_peg_the_peso_to_the_dollar
	x = 10
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_modify_economy_dynamic_modifier_tt generic_skip_one_line_tt
		add_to_variable = {
			PHI_the_great_depression_resource_gain = 0.1
			tooltip = local_resources_factor_tt
		}
		add_opinion_modifier = {
			target = JAP
			modifier = small_increase
		}
		JAP = {
			add_opinion_modifier = {
				target = PHI
				modifier = medium_increase
			}
		}
		hidden_effect = {
			PHI_central_focuses_done_T1 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Country History
Country: SOL
Component: SOL_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/SOL - Solomon Islands.txt

Code:
# Misc for SOL
capital = 634
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_herzl_successor
Constructs: prerequisite, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_herzl_successor
	icon = GFX_goal_ISR_herzl
	relative_position_id = ISR_ben_gurion_stays
	x = 0
	y = 2
	prerequisite = {
		focus = ISR_fund_urban_areas
	} {
		focus = ISR_develop_negev
	}
	cost = 5
	completion_reward = {
		ISR_david_ben_gurion = {
			add_country_leader_trait = ISR_figure_of_the_jewish_people
		}
	}
}
### Entity: Event
Component: EYE_swiss.51
Constructs: is_triggered_only, limit, add_war_support, add_stability, add_popularity, has_id
Source: game
File: events/SWI_events.txt

Code:
news_event = {
	id = EYE_swiss.51
	title = EYE_swiss.51.t
	desc = EYE_swiss.51.desc
	picture = GFX_news_event_rutli_speech
	is_triggered_only = yes
	option = {
		name = EYE_swiss.5.a
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		if = {
			limit = {
				any_unit_leader = {
					has_id = 22002
				}
			}
			add_war_support = 0.15
		}
		else = {
			add_war_support = 0.1
		}
		add_stability = 0.1
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_north_sea_oil_drilling
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, has_tech, is_subject, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_north_sea_oil_drilling
	icon = GFX_focus_generic_offshore_oil_rig
	prerequisite = {
		focus = DEN_research_and_development
	} {
		focus = DEN_industrial_reinvestments
	}
	relative_position_id = DEN_import_machinery_and_material
	x = 0
	y = 3
	cost = 10
	bypass = {

	}
	available = {
		has_full_control_of_state = 99
		has_tech = excavation3
		is_subject = no
	}
	available_if_capitulated = yes
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		99 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_resource = {
				type = oil
				amount = 12
			}
		}
		if = {
			limit = {
				NOT = {
					has_tech = synth_oil_experiments
				}
			}
			custom_effect_tooltip = DEN_potential_refinery_tt
		}
		else = {
			99 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = synthetic_refinery
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: SEA_japan_popup_events.36
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power, add_timed_idea, set_country_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.36
	title = SEA_japan_popup_events.36.t
	desc = SEA_japan_popup_events.36.desc
	picture = GFX_report_event_communists_cheer
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 100
		}
		name = SEA_japan_popup_events.36.a
		add_timed_idea = {
			idea = JAP_fifth_international_agitation
			days = 720
		}
		set_country_flag = received_JAP_communist_international_agitation
	} {
		ai_chance = {
			base = 0
		}
		name = SEA_japan_popup_events.36.b
		add_political_power = -50
		add_stability = 0.05
	}
}
### Entity: Wiki Documentation
Construct: Diplomacy
Source: wiki
File: wiki/Albania.html

Doc:
Diplomacy[edit]
Brief overview of nation's diplomatic situation in 1936.

Alliances[edit]
Brief overview of nation's alliances.

Decisions[edit]
Brief overview of nation's decisions.

Events[edit]
Brief overview of nation's events.
### Entity: Character
Component: IRQ_khaled_al_dalabeeh
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_khaled_al_dalabeeh = {
	name = IRQ_khaled_al_dalabeeh
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_3
		}
	}
	advisor = {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
			original_tag = IRQ
		}
		slot = air_chief
		idea_token = IRQ_khaled_al_dalabeeh
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Unit Template
Component: AFG_ARM_01
Source: game
File: common/units/names_divisions/AFG_names_divisions.txt

Code:
AFG_ARM_01 = {
	name = Armored Divisions
	for_countries = {
		AFG
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	link_numbering_with = {
		AFG_INF_01
	}
	fallback_name = %d. Armored Division
	ordered = {
		1 = {
			Faizabad Armored Div.
		}
		2 = {
			Ghazni Armored Div.
		}
		3 = {
			Herat Armored Div.
		}
		4 = {
			Jalalabad Armored Div.
		}
		5 = {
			Kandahar Armored Div.
		}
		6 = {
			Maymeneh Armored Div.
		}
		7 = {
			Mazar-e Shar Armored Div.
		}
		8 = {
			Zahir Shah Armored Div.
		}
		9 = {
			Abdur Rahman Armored Div.
		}
		10 = {
			Nadir Shah Armored Div.
		}
		11 = {
			Dost Mohammed Armored Div.
		}
		12 = {
			Shah Shuja Armored Div.
		}
		13 = {
			Taloqan Armored Div.
		}
		14 = {
			Qondoz Armored Div.
		}
		15 = {
			Kholm Armored Div.
		}
		16 = {
			Aybak Armored Div.
		}
		17 = {
			Sheberghan Armored Div.
		}
		18 = {
			Balkh Armored Div.
		}
		19 = {
			Meymaneh Armored Div.
		}
		20 = {
			Dawlatabad Armored Div.
		}
		21 = {
			Tarin Kowt Armored Div.
		}
		22 = {
			Dalat Armored Div.
		}
		23 = {
			Khash Armored Div.
		}
		24 = {
			Lashkar Gan Armored Div.
		}
		25 = {
			Mirabad Armored Div.
		}
		26 = {
			%d. Armored Division
		}
		27 = {
			%d. Armored Division
		}
		28 = {
			%d. Armored Division
		}
		29 = {
			%d. Armored Division
		}
		30 = {
			%d. Armored Division
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_expeditionary_warfare
Constructs: has_subdoctrine_in_track, has_dlc
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_expeditionary_warfare = {
	has_subdoctrine_in_track = combat_support infantry
	NOT = {
		EAI_FOCUS_LAND_DOCTRINE_last_stand = yes
		EAI_FOCUS_LAND_DOCTRINE_guerilla_war = yes
	} {
		EAI_land_doctrine_progress_limit = yes
	}
	has_dlc = No Compromise, No Surrender
	EAI_STRATEGY_invasion_focus = yes
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/YUN_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = YUN
		}
		requested_factories = 1
		progress = 0.48
		efficiency = 100
	}
}
### Entity: Idea
Component: NOR_policy_of_disarmament
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_policy_of_disarmament = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_army_problems
	modifier = {
		consumer_goods_factor = -0.12
		production_speed_arms_factory_factor = -0.5
		production_speed_dockyard_factor = -0.2
		conversion_cost_civ_to_mil_factor = 0.5
		industrial_capacity_factory = -0.5
		industrial_capacity_dockyard = -0.2
		production_factory_max_efficiency_factor = -0.1
	}
}
### Entity: Event
Component: NSB_soviet_civil_war_common.001
Constructs: is_triggered_only, limit, owns_state, has_country_flag, give_resource_rights, every_army_leader, has_character_flag, set_nationality
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.001
	title = NSB_soviet_civil_war_common.001.t
	desc = {
		text = NSB_soviet_civil_war_common.001.desc_left
		trigger = {
			SOV_is_left_opposition = yes
		}
	} {
		text = NSB_soviet_civil_war_common.001.desc_right_concessions
		trigger = {
			SOV_is_right_opposition = yes
			OR = {
				has_country_flag = SOV_CSW_transfer_vladivostok_flag SOV_CSW_transfer_sakhalin_flag SOV_CSW_baku_oil_flag SOV_CSW_ukraine_germany_flag SOV_CSW_belarus_uk_flag
			}
		}
	} {
		text = NSB_soviet_civil_war_common.001.desc_right_no_concessions
		trigger = {
			SOV_is_right_opposition = yes
			NOT = {
				has_country_flag = SOV_CSW_transfer_vladivostok_flag
			} {
				has_country_flag = SOV_CSW_transfer_sakhalin_flag
			} {
				has_country_flag = SOV_CSW_baku_oil_flag
			} {
				has_country_flag = SOV_CSW_ukraine_germany_flag
			} {
				has_country_flag = SOV_CSW_belarus_uk_flag
			}
		}
	} {
		text = NSB_soviet_civil_war_common.001.desc_exiles
		trigger = {
			SOV_is_exiles = yes
		}
	}
	picture = GFX_report_event_generic_ruins
	is_triggered_only = yes
	option = {
		name = NSB_soviet_civil_war_common.001.a
		IF = {
			limit = {
				has_country_flag = SOV_CSW_transfer_vladivostok_flag
				owns_state = 408
			}
			JAP = {
				transfer_state = 408
			}
		} {
			limit = {
				has_country_flag = SOV_CSW_transfer_sakhalin_flag
				owns_state = 655
			}
			JAP = {
				transfer_state = 655
			}
		} {
			limit = {
				has_country_flag = SOV_CSW_baku_oil_flag
				owns_state = 229
			}
			give_resource_rights = {
				receiver = GER
				state = 229
			}
		} {
			limit = {
				has_country_flag = SOV_CSW_ukraine_germany_flag
				UKR = {
					owns_state = 192
				}
			}
			UKR = {
				give_resource_rights = {
					receiver = GER
					state = 229
				}
			}
		} {
			limit = {
				has_country_flag = SOV_CSW_belarus_uk_flag
			}
			release = BLR
		}
		every_army_leader = {
			limit = {
				has_character_flag = japanese_expeditionary_leader_flag
			}
			set_nationality = JAP
		} {
			limit = {
				has_trait = trait_SOV_foreign_military_advisor
			}
			set_nationality = GER
			remove_unit_leader_trait = trait_SOV_foreign_military_advisor
		}
		country_event = {
			id = NSB_soviet_civil_war_common.002
			days = 7
			random_days = 5
		} {
			id = NSB_soviet_civil_war_common.010
			days = 21
			random_days = 7
		}
		hidden_effect = {
			news_event = {
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_DEBUG_milestones_log_start_too_early
Source: game
File: common/scripted_effects/EAI_DEBUG_effects.txt

Code:
EAI_DEBUG_milestones_log_start_too_early = {
	log = *STARTED TOO EARLY*
}
### Entity: State History
Component: 24
Constructs: add_core_of
Source: game
File: history/states/24-Centre.txt

Code:
state = {
	id = 24
	name = STATE_24
	manpower = 1546300
	state_category = large_town
	history = {
		owner = FRA
		victory_points = {
			3671 10
		} {
			512 15
		}
		buildings = {
			infrastructure = 4
			industrial_complex = 2
		}
		add_core_of = FRA
		1939.1.1 = {
			buildings = {
				industrial_complex = 4
			}
		}
	}
	provinces = {
		512 3493 3671 6518 6533 6688 9492 11611 11631
	}
	local_supplies = 15.0
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_hispanic_culture
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_hispanic_culture
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = MEX_focus_the_gold_shirts
	} {
		focus = MEX_focus_international_struggle
	}
	x = 0
	y = 2
	relative_position_id = MEX_focus_the_gold_shirts
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = MEX_international_struggle
			add_idea = MEX_hispanic_culture
		}
	}
}
### Entity: Event
Component: CHL_political_events.6
Constructs: is_triggered_only, ai_chance, limit, random_country, owns_state, add_war_support, fire_only_once, create_wargoal
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.6
	title = CHL_political_events.6.t
	desc = CHL_political_events.6.desc
	picture = GFX_report_event_generic_military_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.6.a
		ai_chance = {
			base = 100
		}
		add_war_support = 0.05
		random_country = {
			limit = {
				owns_state = 953
			}
			ROOT = {
				create_wargoal = {
					type = take_claimed_state
					target = FROM
					generator = {
						953
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: PAL_chief_rabbi
Constructs: removal_cost, democratic_drift
Source: game
File: common/ideas/palestine.txt

Code:
PAL_chief_rabbi = {
	picture = generic_courts
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		democratic_drift = 0.05
		weekly_manpower = 200
		political_power_factor = 0.25
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_develop_icelandic_shipping
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_develop_icelandic_shipping
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = ICE_hydroelectric_power
	}
	mutually_exclusive = {
		focus = ICE_heavy_industry ICE_advanced_technology
	}
	x = -3
	y = 1
	relative_position_id = ICE_hydroelectric_power
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = ICE_develop_icelandic_shipping
			bonus = 0.5
			uses = 2
			category = naval_equipment
		}
		add_doctrine_cost_reduction = {
			name = ICE_develop_icelandic_shipping
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = ICE_eimskip
	}
}
### Entity: Idea
Component: AUS_bankverein
Constructs: has_country_flag, has_dlc, research_bonus
Source: game
File: common/ideas/austria.txt

Code:
AUS_bankverein = {
	picture = AUS_bankverein
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	available = {
		has_country_flag = AUS_saved_bankverein_flag
	}
	visible = {
		NOT = {
			OR = {
				has_country_flag = AUS_kept_creditanstalt_bankverein_flag AUS_saved_creditanstalt_flag
			}
		}
	}
	ai_will_do = {
		base = 5
	}
	research_bonus = {

	}
	traits = {
		central_bank
	}
	modifier = {
		production_factory_start_efficiency_factor = 0.1
	}
}
### Entity: Country History
Country: FSA
Component: FSA_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/FSA - Federation of South Arabia.txt

Code:
# Politics & Parties for FSA
set_politics = {
	ruling_party = neutrality
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 30
	communism = 5
	neutrality = 60
	fascism = 5
}
### Entity: Order of Battle
Component: Landsturmregiment
Constructs: division_template, is_locked
Source: game
File: history/units/GER_German_Civil_War_neutrality.txt

Code:
division_template = {
	name = Landsturmregiment
	is_locked = yes
	template_counter = 3
	division_names_group = GER_Inf_01
	regiments = {
		infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 0
			y = 2
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.53
Constructs: is_triggered_only, ai_chance, limit, add_ideas, every_country, add_opinion_modifier, has_opinion, add_offsite_building
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.53
	title = wuw_GER_diplomacy.53.t
	desc = wuw_GER_diplomacy.53.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.53.a
		ai_chance = {
			base = 20
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				industrial_complex = < 15
			}
		}
		effect_tooltip = {
			ROOT = {
				add_offsite_building = {
					type = industrial_complex
					level = 1
				}
				add_opinion_modifier = {
					target = FROM
					modifier = GER_trading_partners
				}
			}
			every_country = {
				limit = {
					is_subject_of = ROOT
				}
				add_ideas = GER_german_trade_subject_ns
				add_opinion_modifier = {
					target = FROM
					modifier = GER_trading_partners
				}
			}
		}
		custom_effect_tooltip = war_will_cancel_deal_tt
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.54
				hours = 5
				random_hours = 5
			}
		}
	} {
		name = wuw_GER_diplomacy.53.b
		ai_chance = {
			base = 1
			modifier = {
				add = 15
				has_opinion = {
					target = FROM
					value = < -29
				}
			} {
				add = 15
				has_opinion = {
					target = FROM
					value = < -49
				}
			} {
				add = 20
				FROM = {
					has_added_tension_amount = > 15
				}
			}
		}
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.55
				hours = 5
				random_hours = 5
			}
		}
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.158
Constructs: is_triggered_only, add_opinion_modifier, set_politics
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.158
	title = NSB_soviet_foreign_politics_events.158.t
	desc = NSB_soviet_foreign_politics_events.158.desc
	picture = [GetCountryChangesGovernmentGFX]
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.158.a
		effect_tooltip = {
			FROM = {
				set_politics = {
					ruling_party = ROOT
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = SOV_pressured_our_government
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: abc_focus
Component: ABC_army_reform
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip, add_doctrine_cost_reduction
Source: game
File: common/national_focus/ABC_shared.txt

Code:
shared_focus = {
	id = ABC_army_reform
	icon = GFX_focus_chi_army_reform
	prerequisite = {
		focus = ABC_establish_a_general_staff
	}
	x = 0
	y = 1
	relative_position_id = ABC_establish_a_general_staff
	cost = 10
	ai_will_do = {
		factor = 1
	}
	cancel_if_invalid = yes
	completion_reward = {
		unlock_decision_tooltip = ABC_training_exercise
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Effect Reference
Construct: set_province_controller
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_province_controller

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
set controller for province
```
### Entity: Idea
Component: SIA_sluggish_industrialization_1_improved_r56
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_sluggish_industrialization_1_improved_r56 = {
	name = SIA_sluggish_industrialization_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = usa_great_depression
	modifier = {
		consumer_goods_factor = 0.1
		production_speed_buildings_factor = -0.08
		production_factory_max_efficiency_factor = 0.04
		local_resources_factor = 0.1
	}
}
### Entity: AI Strategy
Component: FRA_coast_defense
Source: game
File: common/ai_navy/goals/goals_FRA.txt

Code:
FRA_coast_defense = {
	objective_type = coast_defense
	available_for = {
		FRA
	}
	min_priority = 1
	max_priority = 16
}