Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: EAI_DM_W.21
Constructs: limit, random_country, has_government, has_war_with, has_country_flag, is_ai, has_variable, has_manpower
Source: game
File: events/EAI_war_justification.txt

Code:
country_event = {
	id = EAI_DM_W.21
	hidden = yes
	mean_time_to_happen = {
		days = 90
	}
	trigger = {
		tag = JAP
		is_ai = yes
		date = > 1940.1.1
		NOT = {
			has_variable = EAI_wardec_script_target
		} {
			surrender_progress = > 0.1
			any_home_area_neighbor_country = {
				has_war_with = ROOT
			}
		} {
			any_country = {
				OR = {
					has_country_flag = EAI_prepare_for_war_from_@PREV EAI_declare_war_from_@PREV
				}
			}
		}
		has_manpower = > 250000
		OR = {
			is_in_faction = no
			is_faction_leader = yes
		} {
			has_government = fascism communism
		}
		ROOT = {
			has_capitulated = no
			exists = yes
			is_subject = no
		}
		CHI = {
			NOT = {
				EAI_is_threat = yes
			}
		}
		RAJ = {
			NOT = {
				EAI_is_threat = yes
			}
		}
		SOV = {
			NOT = {
				EAI_is_threat = yes
			}
		}
	}
	immediate = {
		random_country = {
			limit = {
				EAI_is_threat = yes
				NOT = {
					has_war_with = ROOT
				} {
					ROOT = {
						has_opinion = {
							target = PREV
							value = > 50
						}
					}
				}
				strength_ratio = {
					tag = ROOT
					ratio = < 0.5
				}
				ic_ratio = {
					tag = ROOT
					ratio = < 1.0
				}
				check_variable = {
					num_divisions = < Root.num_divisions
				}
				any_other_country = {
					OR = {
						tag = ROOT
						is_in_faction_with = ROOT
						is_subject_of = ROOT
					}
					is_neighbor_of = PREV
				}
			}
			add_to_array = {
				ROOT.EAI_prepare_for_war_targets = THIS.id
			}
			set_country_flag = {
				flag = EAI_prepare_for_war_from_@ROOT
				value = 1
				days = 365
			}
			ROOT = {
				set_variable = {
					EAI_wardec_script_target = PREV.id
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_war_justification_logging
				}
				log = [GetYear] [GetMonth] | AI | [Root.GetName] | RANDOM JAP WARDEC: against [This.GetName]
			}
		}
	}
	option = {

	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_support_the_world_revolution
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_support_the_world_revolution
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = SAF_join_comintern
	}
	x = 0
	y = 4
	relative_position_id = SAF_empower_the_workers
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = SAF_support_the_world_revolution
	}
}
### Entity: National Focus
Component: nicaraguan_focus
Constructs: shared_focus, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, remove_ideas, has_government
Source: game
File: common/national_focus/Nicaragua.txt

Code:
focus_tree = {
	id = nicaraguan_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = NIC
		}
	}
	default = no
	shared_focus = GEN_Aviation_Effort GEN_Naval_Effort GEN_begin_industrial_buildup GEN_industrial_boom ABC_establish_a_general_staff USC_UNIFIED_central_american_unification
	continuous_focus_position = {
		x = 50
		y = 1100
	}
	focus = {
		id = NIC_president_Somoza_Garcia
		icon = GFX_goal_NIC_somoza
		x = 49
		y = 0
		cost = 10
		ai_will_do = {
			factor = 8
			modifier = {
				add = 1.9
				AND = {
					GUA = {
						is_ai = yes
					}
					HON = {
						is_ai = yes
					}
					ELS = {
						is_ai = yes
					}
					COS = {
						is_ai = yes
					}
					PAN = {
						is_ai = yes
					}
				}
			}
		}
		completion_reward = {
			country_event = {
				id = nicaragua.1
				hours = 2
			}
			add_political_power = 120
			hidden_effect = {
				add_popularity = {
					ideology = neutrality
					popularity = 0.4
				}
				every_country = {
					if = {
						limit = {
							exists = yes
							OR = {
								tag = COS HON USA PAN ELS GUA
							}
						}
						news_event = {
							days = 1
							id = r56.news_event.1100
						}
					}
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = NIC_reinstate_national_guard_control
		icon = GFX_goal_NIC_national_guard
		prerequisite = {
			focus = NIC_president_Somoza_Garcia
		}
		x = -2
		y = 1
		relative_position_id = NIC_president_Somoza_Garcia
		cost = 5
		search_filters = {
			FOCUS_FILTER_POLITICAL FOCUS_FILTER_ARMY_XP
		}
		ai_will_do = {
			factor = 9.9
		}
		completion_reward = {
			army_experience = 10
			remove_ideas = NIC_guardia_nacional_assassinations
		}
	} {
		id = NIC_expanded_national_guard_powers
		icon = GFX_goal_generic_army_mobilization
		prerequisite = {
			focus = NIC_reinstate_national_guard_control
		}
		x = -1
		y = 2
		relative_position_id = NIC_president_Somoza_Garcia
		cost = 10
		search_filters = {
			FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_IMPROVEMENT
		}
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			add_ideas = NIC_volunteer_corps
		}
	} {
		id = NIC_uproot_banditry
		icon = GFX_goal_MAN_confront_gorillas
		prerequisite = {
			focus = NIC_reinstate_national_guard_control
		}
		x = -3
		y = 2
		relative_position_id = NIC_president_Somoza_Garcia
		cost = 5
		search_filters = {
			FOCUS_FILTER_MILITARY_IMPROVEMENT
		}
		ai_w
# ... (truncated)
### Entity: Country History
Country: SAN
Component: SAN_misc
Constructs: set_country_flag
Source: game
File: history/countries/SAN - San Marino.txt

Code:
# Misc for SAN
capital = 1015
set_country_flag = started_out_as_landlocked
diplomatic_relation = {
	country = ITA
	relation = non_aggression_pact
	active = yes
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_align_the_zinovyevites
Constructs: prerequisite, limit, completion_reward, add_to_variable, set_character_flag, clr_character_flag, set_portraits
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_align_the_zinovyevites
	icon = GFX_focus_SOV_zinovyevists
	prerequisite = {
		focus = SOV_cooperation_against_stalin
	}
	x = -1
	y = 1
	relative_position_id = SOV_cooperation_against_stalin
	cost = 10
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	search_filters = {
		FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		SOV_paranoia_medium_increase_effect = yes
		custom_effect_tooltip = SOV_align_the_zinovyevites_tt SOV_align_the_zinovyevites_factionalism_tt
		add_to_variable = {
			SOV_factionalism_political_power_factor = -0.05
		}
		hidden_effect = {
			if = {
				limit = {
					SOV_is_left_opposition = yes
				}
				SOV_grigory_zinovyev = {
					set_character_flag = SOV_aligned_left_opposition_flag SOV_exiled_flag
					clr_character_flag = SOV_imprisoned_flag
					set_portraits = {
						army = {
							small = GFX_idea_SOV_grigory_zinovyev
						}
					}
				}
				SOV_lev_kamenev = {
					set_character_flag = SOV_aligned_left_opposition_flag SOV_exiled_flag
					clr_character_flag = SOV_imprisoned_flag
					set_portraits = {
						army = {
							small = GFX_idea_SOV_lev_kamenev
						}
					}
				}
			}
			else_if = {
				limit = {
					SOV_is_right_opposition = yes
				}
				SOV_grigory_zinovyev = {
					set_character_flag = SOV_aligned_right_opposition_flag SOV_exiled_flag
					clr_character_flag = SOV_imprisoned_flag
					set_portraits = {
						army = {
							small = GFX_idea_SOV_grigory_zinovyev
						}
					}
				}
				SOV_lev_kamenev = {
					set_character_flag = SOV_aligned_right_opposition_flag SOV_exiled_flag
					clr_character_flag = SOV_imprisoned_flag
					set_portraits = {
						army = {
							small = GFX_idea_SOV_lev_kamenev
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_staff_the_court_with_manchus
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_staff_the_court_with_manchus
	icon = GFX_goal_generic_intelligence_exchange
	mutually_exclusive = {
		focus = MAN_five_equal_peoples
	}
	prerequisite = {
		focus = MAN_request_control_of_the_railways
	}
	x = -1
	y = 1
	relative_position_id = MAN_request_control_of_the_railways
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
	}
}
### Entity: Unit Template
Component: MAL_MAR_01
Source: game
File: common/units/names_divisions/MAL_names_divisions.txt

Code:
MAL_MAR_01 = {
	name = Royal Marine Corps
	for_countries = {
		MAL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Kor Marin Diraja
	ordered = {
		1 = {
			%d Kor Marin Diraja
		}
		2 = {
			%d Kor Marin Diraja
		}
		3 = {
			%d Kor Marin Diraja
		}
		4 = {
			%d Kor Marin Diraja
		}
		5 = {
			%d Kor Marin Diraja
		}
	}
}
### Entity: Order of Battle
Component: 1ya KiVO Mekhanizirovanaya Gruppa
Constructs: division_template
Source: game
File: history/units/UKR_1936.txt

Code:
division = {
	name = 1ya KiVO Mekhanizirovanaya Gruppa
	location = 418
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.2
	start_equipment_factor = 0.85
}
### Entity: Character
Component: NGR_pot
Source: game
File: common/characters/NGR.txt

Code:
NGR_pot = {
	advisor = {
		slot = political_advisor
		idea_token = NGR_pot
		allowed = {
			original_tag = NGR
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Country History
Country: RGR
Component: RGR_characters
Constructs: create_country_leader
Source: game
File: history/countries/RGR - Reformed Government of ROC(jap puppet).txt

Code:
# Leaders & Characters for RGR
create_country_leader = {
	name = Liang Hongzhi
	picture = gfx/leaders/CHI/r56_portrait_CHI_Liang_Hongzhi.dds
	expire = 1965.1.1
	ideology = fascism_ideology
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_general_strike
Constructs: has_completed_focus, prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_general_strike
	icon = GFX_focus_generic_workers
	prerequisite = {
		focus = ICE_rally_the_workers_of_reykjavik
	}
	x = 0
	y = 1
	relative_position_id = ICE_rally_the_workers_of_reykjavik
	cost = 5
	available = {
		communism = > 0.15
		NOT = {
			has_completed_focus = ICE_break_with_the_crown
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = ICE_general_strike
			days = 30
		}
		custom_effect_tooltip = ICE_general_strike_tt
		effect_tooltip = {
			add_timed_idea = {
				idea = ICE_dissent_in_the_working_class
				days = 365
			}
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_cientifico_camarilla
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_cientifico_camarilla
	icon = GFX_focus_research
	prerequisite = {
		focus = MEX_focus_urban_development
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_urban_development
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Modifier Reference
Component: SWI_Ortswehren_dynamic_mod
Constructs: army_defence_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
SWI_Ortswehren_dynamic_mod = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_military_plans
	army_defence_factor = 0.25
	land_reinforce_rate = 0.03
	fortification_collateral_chance = -0.2
	cas_damage_reduction = 0.1
	max_dig_in_factor = 0.2
}
### Entity: Character
Component: staunch_imperialist_alt_consult
Constructs: stability_factor, autonomy_gain
Source: game
File: common/country_leader/goe_traits.txt

Code:
staunch_imperialist_alt_consult = {
	sprite = 13
	autonomy_gain_ll_to_overlord = -0.15
	autonomy_gain = -0.2
	cic_to_overlord_factor = 0.1
	stability_factor = 0.1
}
### Entity: Idea
Component: EAI_DD_14/small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_suicide_airframe = {
			build_cost_ic = -0.14
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_send_military_advisors_to_spain_old
Constructs: has_completed_focus, prerequisite, limit, random_country, has_government, has_war_with, completion_reward, has_civil_war
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_send_military_advisors_to_spain_old
	text = SOV_send_military_advisors_to_spain
	icon = GFX_focus_intervention_spain_republic
	prerequisite = {
		focus = SOV_socialism_in_one_country_old SOV_permanent_revolution
	}
	x = 6
	y = 1
	relative_position_id = SOV_socialism_in_one_country_old
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {
		has_civil_war = no
		if = {
			limit = {
				has_dlc = La Resistance
			}
			SPR_scw_in_progress = yes
			if = {
				limit = {
					NOT = {
						has_global_flag = spanish_civil_war
					}
				}
				custom_trigger_tooltip = {
					tooltip = POR_spr_tooltip_country_exist_tt
					country_exists = SPR
				} {
					tooltip = POR_spr_tooltip_at_peace_tt
					NOT = {
						has_war_with = SPR
					}
				}
			}
			else = {
				if = {
					limit = {
						has_completed_focus = SOV_covert_support_for_spanish_poum
					}
					country_exists = SPC
					NOT = {
						has_war_with = SPC
					}
				}
				else = {
					country_exists = SPD
					NOT = {
						has_war_with = SPD
					}
				}
			}
		}
		else = {
			any_other_country = {
				original_tag = SPR
				has_civil_war = yes
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					has_government = democratic communism
				}
			}
		}
		has_government = communism
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = SOV_military_advisors_in_spain
			days = 1095
		}
		if = {
			limit = {
				has_dlc = La Resistance
				has_completed_focus = SOV_covert_support_for_spanish_poum SOV_coup_detat
				has_global_flag = SPR_anarchist_uprising_flag
				country_exists = SPC
				SPC = {
					has_completed_focus = SPR_the_anti_fascist_workers_revolution
				}
			}
			SPC = {
				hidden_effect = {
					country_event = {
						id = NSB_soviet_foreign_politics_events.20
						hours = 2
						random_hours = 1
					}
				}
				effect_tooltip = {
					add_timed_idea = {
						idea = SOV_soviet_advisors_spr
						days = 1095
					}
				}
			}
		} {
			limit = {
				has_dlc = La Resistance
			}
			custom_effect_tooltip = SOV_send_military_advisors_to_spain_generals_tt
			set_country_flag = SOV_spanish_refugee_generals_welcome_flag
		}
		else_if = {
			limit = {
				has_dlc = La Resistance
				country_exists = SPD
			}
			SPD = {
				hidden_effect = {
					country_event = {
						id 
# ... (truncated)
### Entity: Order of Battle
Component: instant_effect
Constructs: limit, is_tutorial, add_equipment_production
Source: game
File: history/units/ITA_1936_air_bba.txt

Code:
instant_effect = {
	if = {
		limit = {
			is_tutorial = no
		}
		add_equipment_production = {
			equipment = {
				type = small_plane_cas_airframe_1
				creator = ITA
				version_name = Ba.65
			}
			requested_factories = 1
			progress = 0.2
			efficiency = 50
			industrial_manufacturer = mio:ITA_caproni_organization
		} {
			equipment = {
				type = small_plane_cas_airframe_0
				creator = ITA
				version_name = Ca.111
			}
			requested_factories = 1
			progress = 0.2
			efficiency = 85
			industrial_manufacturer = mio:ITA_caproni_organization
		}
	}
}
### Entity: Event
Component: bftb_greece.62
Constructs: is_triggered_only, ai_chance, limit, has_government, has_opinion, is_in_faction, remove_from_faction
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.62
	title = bftb_greece.62.t
	desc = bftb_greece.62.desc
	picture = GFX_report_event_gre_balkan_pact
	is_triggered_only = yes
	option = {
		name = bftb_greece.62.a
		ai_chance = {
			factor = 30
			modifier = {
				has_opinion = {
					target = GRE
					value = > 35
				}
				add = 20
			} {
				has_government = fascism
				add = 100
			}
		}
		if = {
			limit = {
				is_in_faction = yes
			}
			remove_from_faction = ROOT
		}
		GRE = {
			country_event = {
				id = bftb_greece.63
				hours = 6
			}
		}
	} {
		name = bftb_greece.62.b
		ai_chance = {
			factor = 5
			modifier = {
				has_opinion = {
					target = GRE
					value = < -25
				}
				add = 40
			} {
				has_government = democratic
				add = 75
			}
		}
		GRE = {
			country_event = {
				id = bftb_greece.64
				hours = 6
			}
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_undoing_the_yugoslav_mistake
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, cancel_if_invalid, every_other_country, is_subject_of
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_undoing_the_yugoslav_mistake
	icon = GFX_focus_generic_attack_yugoslavia
	prerequisite = {
		focus = wuw_HUN_a_declaration_of_intentions
	}
	x = -2
	y = 1
	relative_position_id = wuw_HUN_a_declaration_of_intentions
	will_lead_to_war_with = YUG
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					OR = {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
				}
				OR = {
					owns_state = 109 103 45 764
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_claimed_state
					target = PREV
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt wuw_HUN_undoing_the_yugoslav_mistake_tt
	}
}
### Entity: Character
Component: democratic_restorationist
Constructs: democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
democratic_restorationist = {
	random = no
	sprite = 13
	exiled_government_weekly_manpower = 700
	legitimacy_daily = 0.1
	democratic_drift = 0.1
}
### Entity: Idea
Component: ITA_naval_guerilla
Constructs: removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_naval_guerilla = {
	name = ITA_naval_guerilla
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_sea_focused_navy
	modifier = {
		naval_retreat_chance = 0.2
		naval_retreat_speed = 0.1
		naval_speed_factor = 0.1
		convoy_raiding_efficiency_factor = 0.1
		ships_at_battle_start = -0.25
	}
}
### Entity: Character
Component: ETH_hailu_tekle_haymanot
Constructs: has_government, has_country_leader
Source: game
File: common/characters/ETH.txt

Code:
ETH_hailu_tekle_haymanot = {
	name = ETH_hailu_tekle_haymanot
	portraits = {
		civilian = {
			large = GFX_portrait_ETH_hailu_tekle_haymanot
		}
		army = {
			large = GFX_portrait_ETH_hailu_tekle_haymanot
			small = GFX_portrait_ETH_hailu_tekle_hayamot_small
		}
	}
	allowed_civil_war = {
		has_government = fascism
	}
	field_marshal = {
		traits = {
			hill_fighter
		}
		skill = 1
		attack_skill = 2
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			OR = {
				has_country_leader = {
					ruling_only = yes
					character = ETH_hailu_tekle_haymanot
				}
				ROOT = {
					original_tag = ITA
				}
			}
		}
	}
}
### Entity: Character
Component: SAN_giuliano_gozi
Constructs: has_country_leader
Source: game
File: common/characters/SAN.txt

Code:
SAN_giuliano_gozi = {
	name = Giuliano Gozi
	portraits = {
		civilian = {
			large = gfx/leaders/SAN/r56_portrait_SAN_Giuliano_Gozi.dds
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {
			SAN_great_war_hero r56_trait_opposed_to_communism
		}
		expire = 1965.1.1
		id = -1
	}
	field_marshal = {
		skill = 3
		attack_skill = 4
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 1
		traits = {
			trait_mountaineer war_hero politically_connected
		}
		visible = {
			has_country_leader = {
				character = SAN_giuliano_gozi
				ruling_only = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: BUL_historical_requirements_met
Constructs: has_war_with, has_state_flag, is_fully_controlled_by, is_core_of
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_historical_requirements_met = {
	OR = {
		has_war_with = SOV
		any_allied_country = {
			has_war_with = SOV
		}
	} {
		SOV = {
			any_controlled_state = {
				OR = {
					has_state_flag = BUL_initial_bulgarian_state_flag BUL_historical_bulgarian_claim_flag
				}
				is_fully_controlled_by = PREV
			}
		} {
			any_controlled_state = {
				is_core_of = GER
				NOT = {
					state = 188 763 5 807 85
				}
			}
		}
	}
	SOV = {
		surrender_progress = < 0.05
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_guardian_of_central_europe
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, completion_reward, has_game_rule, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_guardian_of_central_europe
	icon = GFX_focus_generic_democratic_europe
	prerequisite = {
		focus = CZE_demand_guarantees CZE_form_a_federation
	}
	relative_position_id = CZE_demand_guarantees
	x = 1
	y = 4
	offset = {
		x = 3
		y = -3
		trigger = {
			has_completed_focus = CZE_coalition_building
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	} {
		x = -4
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_placate_benes_faction
		}
	} {
		x = 4
		y = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_negotiations_with_the_autonomous_bloc
		}
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = democratic
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = CZE_guardian_of_central_europe_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_very_low_increase_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: Idea
Component: PRC_soviet_tribute_1
Constructs: removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
PRC_soviet_tribute_1 = {
	name = PRC_soviet_tribute
	allowed = {
		always = no
	}
	picture = generic_communism_drift_bonus
	removal_cost = -1
	targeted_modifier = {
		tag = SOU
		cic_to_target_factor = 0.1
		mic_to_target_factor = 0
		extra_trade_to_target_factor = 0.4
		trade_cost_for_target_factor = -0.2
	}
}
### Entity: Character
Component: r56w_trait_minister_perjh
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_perjh = {
	random = no
	sprite = 3
	naval_speed_factor = -0.99
}