Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_expand_the_reichsautobahn_east
Constructs: prerequisite, limit, completion_reward, add_building_construction, build_railway
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_expand_the_reichsautobahn_east
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = GER_kdf_wagen_factories
	}
	x = 1
	y = 1
	relative_position_id = GER_kdf_wagen_factories
	cost = 5
	available = {
		OR = {
			68 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			63 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			807 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			85 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = GER_expand_the_reichsautobahn_east_tt generic_skip_one_line_tt
		if = {
			limit = {
				68 = {
					infrastructure = < 5
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			68 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				63 = {
					infrastructure = < 5
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			63 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				807 = {
					infrastructure = < 5
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			807 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				85 = {
					infrastructure = < 5
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			85 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				63 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				807 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				85 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			build_railway = {
				path = {
					11372 11343 9263 362
				}
			}
		}
	}
}
### Entity: Idea
Component: AFG_peace_through_islam_idea
Constructs: research_speed_factor, stability_factor, removal_cost
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_peace_through_islam_idea = {
	picture = tur_kemalist_army_officers_powerful_neutral
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		political_power_factor = 0.1
		research_speed_factor = 0.05
		opinion_gain_monthly_same_ideology_factor = 0.15
		production_factory_efficiency_gain_factor = 0.05
	}
}
### Entity: AI Strategy
Component: ITA_coast_defense
Source: game
File: common/ai_navy/goals/goals_ITA.txt

Code:
ITA_coast_defense = {
	objective_type = coast_defense
	available_for = {
		ITA
	}
	min_priority = 1
	max_priority = 13
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ATrade_Chromoium.jpg.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:Trade Chromoium.jpg:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Turkey (file link) ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Trade_Chromoium.jpg"
### Entity: AI Strategy
Component: force_build_no_div
Constructs: force_build_no_div, force_build_armies
Source: game
File: common/ai_strategy/r56_default.txt

Code:
force_build_no_div = {
	allowed = {
		exists = yes
	}
	enable = {
		num_divisions = < 1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_build_armies
		value = 1
	}
}
### Entity: State History
Component: 969
Constructs: add_core_of
Source: game
File: history/states/969-Rio Branco.txt

Code:
state = {
	id = 969
	name = STATE_969
	provinces = {
		5214 13340 13361
	}
	history = {
		owner = BRA
		add_core_of = BRA
		victory_points = {
			5214 1
		}
	}
	manpower = 10000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
	state_category = pastoral
}
### Entity: Character
Component: POR_bento_goncalves
Source: game
File: common/characters/POR.txt

Code:
POR_bento_goncalves = {
	name = POR_bento_goncalves
	portraits = {
		civilian = {
			large = GFX_portrait_POR_bento_goncalves
		}
	}
	country_leader = {
		ideology = marxism
		traits = {
			veteran_communist
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Operation
Component: raid_trotskys_villa
Constructs: has_completed_focus, has_war_with, has_global_flag, operation_cost, set_country_flag, has_equipment
Source: game
File: common/operations/NSB_historical_operations.txt

Code:
raid_trotskys_villa = {
	icon = GFX_raid_trotskys_villa
	map_icon = GFX_raid_trotskys_villa_map
	name = raid_trotskys_villa
	desc = raid_trotskys_villa_desc
	days = 60
	priority = 11
	allowed = {
		original_tag = SOV
	}
	available = {
		network_strength = {
			target = MEX
			state = 277
			value = > 50
		}
	}
	visible = {
		has_completed_focus = SOV_behead_the_snake
		OR = {
			has_global_flag = trotsky_exile_mexico flag_mexico_invited_trotsky_to_government
		}
		NOT = {
			has_global_flag = flag_trotsky_dead
		} {
			has_global_flag = flag_trotsky_has_returned_to_ussr_from_mexico
		}
		FROM = {
			controls_state = 277
		}
	}
	operatives = 1
	network_strength = 50
	equipment = {
		infantry_equipment = 50
		support_equipment = 50
	}
	on_start = {

	}
	outcome_modifiers = {
		operation_outcome
	}
	cost_modifiers = {
		operation_cost
	}
	risk_modifiers = {
		operation_risk
	}
	outcome_potential = {
		custom_effect_tooltip = raid_trotskys_villa_outcome_tt
	}
	risk_chance = 0.35
	experience = 5
	outcome_execute = {
		hidden_effect = {
			ROOT = {
				set_country_flag = SOV_raided_trotskys_villa_flag
			}
		}
		ROOT = {
			news_event = {
				id = nsb_news.100
			}
		}
	}
	outcome_extra_chance = 0.5
	outcome_extra_execute = {
		hidden_effect = {
			ROOT = {
				set_country_flag = SOV_raided_trotskys_villa_flag
			}
		}
		ROOT = {
			news_event = {
				id = nsb_news.101
			}
		}
	}
	phases = {
		infiltration_border = {
			base = 60
		}
		infiltration_submarine = {
			base = 20
		}
		infiltration_diplomatic = {
			base = 20
			modifier = {
				FROM = {
					has_war_with = ROOT
				}
				factor = 0
			}
		}
	} {
		raid_trotskys_villa_attack = {
			base = 100
		}
	} {
		exfiltration_border = {
			base = 40
		}
		exfiltration_go_to_ground = {
			base = 30
		}
		exfiltration_submarine_pickup = {
			base = 20
		}
		exfiltration_air_pickup = {
			base = 10
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_handle_the_king
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_country_flag, add_stability, completion_reward, has_game_rule
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_handle_the_king
	icon = GFX_goal_AFG_handle_the_king
	x = -14
	y = 1
	offset = {
		x = 14
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AFG_handle_the_king
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = AFG_power_to_the_king
			}
		}
	}
	cost = 5
	available = {
		has_country_flag = AFG_loya_jirga_finished
		power_balance_value = {
			id = AFG_power_balance
			value = < -0.3
		}
	}
	prerequisite = {
		focus = AFG_first_loya_jirga
	}
	relative_position_id = AFG_first_loya_jirga
	mutually_exclusive = {
		focus = AFG_power_to_the_king
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = -0.05
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		}
		remove_ideas = r56_AFG_zahir_shah_idea
		if = {
			limit = {
				has_power_balance_modifier = {
					id = AFG_power_balance
					modifier = r56_AFG_bop_left
				}
			}
			remove_power_balance_modifier = {
				id = AFG_power_balance
				modifier = r56_AFG_bop_left
			}
		} {
			limit = {
				has_power_balance_modifier = {
					id = AFG_power_balance
					modifier = r56_AFG_bop_right
				}
			}
			remove_power_balance_modifier = {
				id = AFG_power_balance
				modifier = r56_AFG_bop_right
			}
		}
		mark_focus_tree_layout_dirty = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_rural_mechanization_program
Constructs: prerequisite, limit, completion_reward, has_tech, random_owned_state, is_fully_controlled_by, is_in_array, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_rural_mechanization_program
	icon = GFX_focus_generic_supply_line
	prerequisite = {
		focus = RAJ_reform_the_agricultural_sector RAJ_crown_commodities
	}
	x = 1
	y = 1
	relative_position_id = RAJ_reform_the_agricultural_sector
	cost = 5
	available = {
		has_tech = motorised_infantry
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				is_in_array = {
					array = ROOT.owned_states_at_game_start
					value = THIS
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt RAJ_famine_impact_reduction
		add_tech_bonus = {
			name = RAJ_rural_mechanization_program
			bonus = 0.75
			uses = 1
			category = cat_production
		}
		add_to_variable = {
			RAJ_famine_shield = 5
			tooltip = RAJ_famine_shield_tt
		}
		calculate_famine_shield_and_risk = yes
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.27
Constructs: is_triggered_only, limit, add_war_support, fire_only_once, add_political_power, set_cosmetic_tag, every_core_state, is_core_of
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.27
	title = SEA_japan_foreign_policy.27.t
	desc = SEA_japan_foreign_policy.27.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.27.a
		drop_cosmetic_tag = yes
		set_cosmetic_tag = MEN_mongol_autonomy
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_political_power = 150
		add_war_support = 0.1
		MON = {
			every_core_state = {
				limit = {
					NOT = {
						is_core_of = ROOT
						is_claimed_by = ROOT
					}
				}
				add_claim_by = ROOT
			}
		}
		FROM = {
			create_wargoal = {
				type = annex_everything
				target = MON
				expire = 0
			}
		}
	}
}
### Entity: Character
Component: BCO_eric_hamber
Source: game
File: common/characters/BCO.txt

Code:
BCO_eric_hamber = {
	name = BCO_eric_hamber
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_commonwealth_generic_land_4.dds
		}
	}
	country_leader = {
		expire = 1965.1.1
		id = -1
		ideology = colonial_government
		traits = {
			r56_trait_opposed_to_communism
		}
	}
}
### Entity: Idea
Component: EAI_DD_10/medium_plane_scout_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/medium_plane_scout_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: SOV_initiate_paranoia_effect
Constructs: set_country_flag, add_country_leader_trait, remove_trait, add_trait
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_initiate_paranoia_effect = {
	set_country_flag = SOV_paranoia_system_active_flag
	add_country_leader_trait = stalin_political_paranoia
	remove_trait = {
		character = SOV_genrikh_yagoda
		slot = political_advisor
		trait = head_of_the_nkvd_yagoda_initial
	} {
		character = SOV_nikolay_yezhov
		slot = political_advisor
		trait = head_of_the_nkvd_yezhov_initial
	} {
		character = SOV_lavrenty_beriya
		slot = political_advisor
		trait = head_of_the_nkvd_beriya_initial
	}
	add_trait = {
		character = SOV_genrikh_yagoda
		slot = political_advisor
		trait = head_of_the_nkvd_yagoda
	} {
		character = SOV_nikolay_yezhov
		slot = political_advisor
		trait = head_of_the_nkvd_yezhov
	} {
		character = SOV_lavrenty_beriya
		slot = political_advisor
		trait = head_of_the_nkvd_beriya
	}
}
### Entity: Decision
Component: FIN_balance_of_power_category
Source: game
File: common/decisions/categories/FIN_decision_categories.txt

Code:
FIN_balance_of_power_category = {
	icon = GFX_decision_category_power_struggle
	allowed = {
		original_tag = FIN
	}
	priority = 90
	visible = {

	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_invest_in_cruisers
Constructs: prerequisite, completion_reward, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_invest_in_cruisers
	icon = GFX_focus_generic_cruiser2
	prerequisite = {
		focus = HON_invest_in_destroyers
	}
	x = 52
	y = 2
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = cl_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: GER_arado_flugzeugwerke
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/GER.txt

Code:
GER_arado_flugzeugwerke = {
	picture = GER_arado_flugzeugwerke
	allowed = {
		original_tag = GER
	}
	visible = {
		NOT = {
			has_completed_focus = GER_aeronautical_research_institute
		}
	}
	cost = 150
	modifier = {
		air_equipment_upgrade_xp_cost = -0.1
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		multi_role_aircraft_manufacturer
	}
}
### Entity: Scripted Trigger
Component: TUR_has_a_prime_minister
Constructs: has_idea
Source: game
File: common/scripted_triggers/TUR_scripted_triggers.txt

Code:
TUR_has_a_prime_minister = {
	custom_trigger_tooltip = {
		tooltip = TUR_has_a_prime_minister_tt
		OR = {
			has_idea = TUR_ismet_inonu TUR_fevzi_cakmak_prime_minister TUR_sukru_saracoglu_prime_minister TUR_celal_bayar TUR_fethi_okyar TUR_sevket_sureyya_aydemir TUR_recep_peker TUR_adnan_menderes TUR_nuri_demirag_prime_minister TUR_sefik_husnu TUR_said_i_nursi TUR_nihal_atsiz
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_carrying_on_arpads_legacy
Constructs: prerequisite, has_government, completion_reward, is_subject, cancel_if_invalid, add_country_leader_trait
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_carrying_on_arpads_legacy
	icon = GFX_focus_HUN_carrying_on_arpads_legacy
	prerequisite = {
		focus = wuw_HUN_the_turul_association
	}
	x = 0
	y = 2
	relative_position_id = wuw_HUN_the_turul_association
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		OR = {
			has_government = fascism neutrality
		}
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_country_leader_trait = HUN_arpads_successor_trait
	}
}
### Entity: Character
Component: the_young_magnate
Source: game
File: common/country_leader/00_traits.txt

Code:
the_young_magnate = {
	random = no
	production_speed_industrial_complex_factor = 0.1
	production_speed_rail_way_factor = 0.1
	production_speed_synthetic_refinery_factor = 0.1
	trade_opinion_factor = 0.25
	democratic_acceptance = 25
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ATrade_screen.jpeg.html

Doc:
File

File history

File usage
Size of this preview: 1,280 × 800 pixels. Other resolution: 1,680 × 1,050 pixels.
Original file &#8206;(1,680 × 1,050 pixels, file size: 289 KB, MIME type: image/jpeg)
### Entity: Event
Component: AAT_finland_misc_events.06
Constructs: is_triggered_only, limit, fire_only_once, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_misc_events.06
	title = AAT_finland_misc_events.06.t
	desc = AAT_finland_misc_events.06.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_misc_events.06.a
		effect_tooltip = {
			random_core_state = {
				limit = {
					is_fully_controlled_by = PREV
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_royal_indian_air_force_dlc
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_royal_indian_air_force_dlc
	icon = GFX_focus_eng_special_air_service
	prerequisite = {
		focus = RAJ_british_air_experts
	}
	x = 1
	y = 1
	relative_position_id = RAJ_british_air_experts
	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_AIR_XP
	}
	completion_reward = {
		air_experience = 100
		add_doctrine_cost_reduction = {
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
}
### Entity: Idea
Component: NORDIC_joint_army_originator_ns_1
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_joint_army_originator_ns_1 = {
	name = NORDIC_joint_army_originator_ns
	picture = generic_manpower_bonus
	cancel = {
		NORDIC_basic_joint_trigger = no
	}
	modifier = {
		command_power_gain = 0.1
		max_command_power = 25
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_lightning_warfare
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_lightning_warfare
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = BUL_bulgarian_tank_corps
	} {
		focus = BUL_forces_of_mechanization
	}
	relative_position_id = BUL_innovation_warfare
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = BUL_lightning_warfare
			cost_reduction = 0.5
			uses = 1
			category = cat_mobile_warfare
		}
		add_tech_bonus = {
			name = BUL_lightning_warfare
			bonus = 1
			uses = 1
			category = armor motorized_equipment cat_mechanized_equipment
		} {
			name = BUL_lightning_warfare
			bonus = 1
			uses = 1
			category = cat_mechanized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_enforced_neutrality
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_enforced_neutrality
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = YUG_royal_wedding
	} {
		focus = YUG_coronation
	}
	mutually_exclusive = {
		focus = YUG_join_allies
	}
	x = 0
	y = 1
	relative_position_id = YUG_coronation
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = YUG_neutral_foreign_policy neutrality_idea
	}
}
### Entity: Decision
Component: CZE_spread_the_revolution_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/CZE_decision_categories.txt

Code:
CZE_spread_the_revolution_category = {
	allowed = {
		original_tag = CZE
		has_dlc = Peace For Our Time
	}
	icon = GFX_decision_category_generic_communist_revolution
	priority = 8
	visible = {
		has_completed_focus = CZE_spread_the_revolution
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_available_scraping_the_barrel
Constructs: has_completed_focus, has_war, limit, has_country_flag, has_idea, has_war_support, has_dlc, is_subject
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_available_scraping_the_barrel = {
	NOT = {
		has_idea = scraping_the_barrel
	}
	has_war = yes
	OR = {
		has_war_support = > 0.85
		surrender_progress = > 0.25
	}
	enemies_strength_ratio = > 1
	if = {
		limit = {
			original_tag = AST
			has_dlc = Together for Victory
		}
		has_completed_focus = AST_citizen_military_forces AST_fight_work_or_perish
	} {
		limit = {
			original_tag = CAN
			has_dlc = Together for Victory
		}
		OR = {
			has_completed_focus = CAN_compromise_with_quebec CAN_forced_quebec_conscription
		}
	} {
		limit = {
			original_tag = RAJ
			has_dlc = Together for Victory
		}
		is_subject = no
	} {
		limit = {
			original_tag = ENG
			has_dlc = Man the Guns
			has_completed_focus = ENG_concessions_to_the_trade_unions
		}
		NOT = {
			has_country_flag = ENG_cannot_increase_conscription_law
		}
	} {
		limit = {
			original_tag = SPR
			has_dlc = La Resistance
		}
		NOT = {
			has_completed_focus = SPR_all_must_bear_the_torch
		}
	} {
		limit = {
			original_tag = BUL
			has_dlc = Battle for the Bosporus
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			NOT = {
				has_idea = BUL_army_restrictions_aat
			}
		}
		else = {
			NOT = {
				has_idea = BUL_army_restrictions
			}
		}
	} {
		limit = {
			DEN_aat_is_subject = yes
		}
		NOT = {
			has_country_flag = DEN_cannot_increase_conscription_law
		}
	} {
		limit = {
			original_tag = AUS
		}
		NOT = {
			has_idea = AUS_treaty_of_saint_germain_en_laye
		}
	}
	IF = {
		limit = {
			original_tag = HUN
			has_dlc = Death or Dishonor
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			NOT = {
				has_idea = HUN_treaty_of_triannon_aat
			}
		}
		ELSE = {
			NOT = {
				has_idea = HUN_treaty_of_triannon
			}
		}
	} {
		limit = {
			has_dlc = Graveyard of Empires
			original_tag = AFG
		}
		has_completed_focus = AFG_adopt_nufus
	}
	ELSE_IF = {
		limit = {
			original_tag = HUN
			has_dlc = Gotterdammerung
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_trigger_tooltip = {
				tooltip = wuw_HUN_not_has_trianon_for_laws_tt
				NOT = {
					OR = {
						has_idea = HUN_treaty_of_triannon_aat_wuw HUN_treaty_of_triannon_aat_wuw_no_air_debuff HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff
					}
				}
			}
		}
		ELSE = {
			custom_trigger_too
# ... (truncated)