Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: VEN_labour_reforms
Constructs: research_speed_factor
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_labour_reforms = {
	picture = generic_production_bonus
	allowed = {
		always = yes
	}
	modifier = {
		research_speed_factor = 0.02
		production_factory_efficiency_gain_factor = 0.1
	}
}
### Entity: AI Strategy
Component: USA_synthetic_industry_baseline
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_synthetic_industry_baseline = {
	allowed = {
		original_tag = USA
	}
	enable = {
		date = > 1939.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = research_weight_factor
		id = synth_oil_experiments
		value = 100
	} {
		type = research_weight_factor
		id = rubber_processing
		value = 100
	} {
		type = building_target
		id = synthetic_refinery
		value = 5
	}
}
### Entity: Idea
Component: KMT_beacon_of_resistance
Constructs: set_state_owner_to, limit, removal_cost, every_controlled_state, is_core_of
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_beacon_of_resistance = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	cancel = {
		OR = {
			controls_state = 1114 608 592
		}
	}
	on_remove = {
		every_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			set_state_owner_to = ROOT
		}
		drop_cosmetic_tag = yes
	}
	picture = chi_war_of_resistance3
	modifier = {
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.25
		war_stability_factor = 0.1
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.05
		defense_bonus_against = 0.05
	}
}
### Entity: Modifier Reference
Component: EGY_mild_sudanese_separatism
Constructs: compliance_gain
Source: game
File: common/dynamic_modifiers/EGY.txt

Code:
EGY_mild_sudanese_separatism = {
	icon = GFX_modifier_EGY_mild_sudanese_separatism
	resistance_target = 0.05
	resistance_growth = 0.05
	resistance_decay = -0.05
	compliance_gain = -0.01
}
### Entity: Character
Component: BRA_armando_de_sales_oliveira
Constructs: has_completed_focus, has_government, is_country_leader
Source: game
File: common/characters/BRA.txt

Code:
BRA_armando_de_sales_oliveira = {
	name = BRA_armando_de_sales_oliveira
	portraits = {
		civilian = {
			large = GFX_portrait_BRA_armando_sales_oliveria
			small = GFX_portrait_BRA_armando_sales_oliveria_small
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1965.1.1.1
		traits = {
			democratic_reformer
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BRA_armando_de_sales_oliveira
		allowed = {
			original_tag = BRA
		}
		available = {
			has_government = democratic
			has_completed_focus = BRA_free_speech
			is_country_leader = no
		}
		traits = {
			BRA_democratic_engineer
		}
	}
}
### Entity: Character
Component: no_designated_regency
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
no_designated_regency = {
	random = no
	political_power_factor = -0.05
	stability_factor = -0.1
	drift_defence_factor = -0.25
	political_advisor_cost_factor = 0.15
}
### Entity: Modifier Reference
Component: INS_state_militia_activity_2
Constructs: has_country_flag, has_dlc, remove_trigger, is_subject_of
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_state_militia_activity_2 = {
	icon = GFX_modifiers_INS_state_militia_activity_2
	enable = {
		has_dlc = Thunder at Our Gates
	}
	remove_trigger = {
		owner = {
			original_tag = INS
			NOT = {
				is_subject_of = HOL
			} {
				has_country_flag = {
					flag = INS_revolution_has_started
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_219
Source: game
File: history/units/SOV_1936_air_legacy.txt

Code:
air_wings = {
	219 = {
		fighter_equipment_0 = {
			owner = SOV
			amount = 94
		}
		strat_bomber_equipment_1 = {
			owner = SOV
			amount = 48
		}
	}
}
### Entity: Joint Focus
Component: CONGO_expand_matadi_seaport
Constructs: prerequisite, limit, joint_focus, owns_state, has_war_with, completion_reward, is_subject_of, is_owned_and_controlled_by
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_expand_matadi_seaport
	dynamic = yes
	icon = GFX_focus_POL_develop_polish_shipbuilding
	prerequisite = {
		focus = CONGO_compagnie_belge_maritime_du_congo
	}
	relative_position_id = CONGO_chefs_coutumiers
	x = 3
	y = 3
	cost = 10
	text_icon = CONGO_BEL_COG_focus_style
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		295 = {
			OR = {
				is_owned_and_controlled_by = COG BEL
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				AND = {
					original_tag = COG
				}
				owns_state = 295
			}
			295 = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		} {
			limit = {
				AND = {
					original_tag = BEL
				}
				owns_state = 295
			}
			295 = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				AND = {
					original_tag = COG
				}
				owns_state = 295
			}
			295 = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		} {
			limit = {
				AND = {
					original_tag = BEL
				}
				owns_state = 295
			}
			295 = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_contact_the_masterless_samurai
Constructs: prerequisite, has_government, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_contact_the_masterless_samurai
	icon = GFX_focus_JAP_contact_the_masterless_samurai
	x = -1
	y = 1
	relative_position_id = JAP_ally_the_league_of_blood
	prerequisite = {
		focus = JAP_ally_the_league_of_blood
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_political_power = 120
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor available_political_advisor available_political_advisor
		show_ideas_tooltip = JAP_yukio_ozaki JAP_toyama_mitsuru JAP_onisaburo_deguchi
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_western_focus
Constructs: add_ideas, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_western_focus
	icon = GFX_goal_generic_position_armies
	mutually_exclusive = {
		focus = YUG_recognize_the_soviet_union
	}
	x = 2
	y = 0
	cost = 10
	ai_will_do = {
		factor = 200
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
		add_ideas = king_peter_1
	}
}
### Entity: Event
Component: CZE.1
Constructs: is_triggered_only, add_ideas, fire_only_once, add_popularity
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.1
	title = CZE.1.t
	desc = CZE.1.d
	picture = GFX_CZKE_sudeten_problem_report
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			add_ideas = CZE_unruly_minorities
		}
	}
	option = {
		name = CZE.1.a
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		effect_tooltip = {
			add_ideas = CZE_unruly_minorities
		}
		activate_decision = CZE_sdp_radicalization
	}
}
### Entity: Idea
Component: QUE_norman_bethune_idea
Constructs: research_speed_factor, communism_drift
Source: game
File: common/ideas/quebec.txt

Code:
QUE_norman_bethune_idea = {
	allowed_civil_war = {
		always = no
	}
	picture = escort_effort_focus
	modifier = {
		monthly_population = 0.15
		experience_loss_factor = -0.1
		communism_drift = 0.01
		research_speed_factor = 0.05
		opinion_gain_monthly_factor = 0.25
	}
}
### Entity: Scripted Effect
Component: ISR_set_seats
Constructs: set_variable_to_random, set_variable
Source: game
File: common/scripted_effects/ISR_scripted_effects.txt

Code:
ISR_set_seats = {
	set_variable_to_random = {
		var = ISR_maki_seats
		max = ISR_maki_max_seats
		min = ISR_maki_min_seats
		integer = yes
	} {
		var = ISR_hashomer_seats
		max = ISR_hashomer_max_seats
		min = ISR_hashomer_min_seats
		integer = yes
	} {
		var = ISR_mapai_seats
		max = ISR_mapai_max_seats
		min = ISR_mapai_min_seats
		integer = yes
	} {
		var = ISR_new_aliyah_seats
		max = ISR_new_aliyah_max_seats
		min = ISR_new_aliyah_min_seats
		integer = yes
	} {
		var = ISR_general_zionists_seats
		max = ISR_general_zionists_max_seats
		min = ISR_general_zionists_min_seats
		integer = yes
	} {
		var = ISR_hatzohar_seats
		max = ISR_hatzohar_max_seats
		min = ISR_hatzohar_min_seats
		integer = yes
	} {
		var = ISR_urf_seats
		max = ISR_urf_max_seats
		min = ISR_urf_min_seats
		integer = yes
	}
	log = [?ISR_maki_seats] [?ISR_hashomer_seats] [?ISR_mapai_seats] [?ISR_new_aliyah_seats] [?ISR_general_zionists_seats] [?ISR_hatzohar_seats] [?ISR_urf_seats]
	set_variable = {
		ISR_party8_seats = 0
	}
}
### Entity: Modifier Reference
Construct: industry_repair_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## industry_repair_factor

* Number with 2 decimal places
* **Categories**: country, war_production
### Entity: Event
Component: AUS_political_events.86
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, set_country_flag, is_ai, create_wargoal
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.86
	title = AUS_political_events.86.t
	desc = AUS_political_events.86.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = AUS_political_events.86.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_decrease
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_decrease
			}
		}
		FROM = {
			set_country_flag = AUS_this_country_refused_communism_flag
		}
	} {
		name = AUS_political_events.86.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				is_ai = yes
			} {
				factor = 3
				strength_ratio = {
					tag = FROM
					ratio = > 1.25
				}
			}
		}
		create_wargoal = {
			type = topple_government
			target = FROM
		}
		effect_tooltip = {
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_decrease
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_decrease
			}
		}
		FROM = {
			set_country_flag = AUS_this_country_refused_communism_flag
		}
	}
}
### Entity: AI Strategy
Component: HUN_does_the_eastern_front
Constructs: has_war_with, is_ai, is_in_faction_with, force_defend_ally_borders
Source: game
File: common/ai_strategy/HUN.txt

Code:
HUN_does_the_eastern_front = {
	allowed = {
		tag = HUN
	}
	enable = {
		GER = {
			going_war_with_SOV = yes
			is_ai = yes
		}
		ROOT = {
			is_in_faction_with = GER
			surrender_progress = < 0.01
			any_neighbor_country = {
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_defend_ally_borders
		id = ROM
		value = 100
	} {
		type = force_defend_ally_borders
		id = SLO
		value = 100
	} {
		type = dont_defend_ally_borders
		id = GER
		value = 100
	} {
		type = front_unit_request
		tag = SOV
		value = 100
	}
}
### Entity: Modifier Reference
Component: FRA_reorganized_departments
Constructs: has_government, compliance_gain
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
FRA_reorganized_departments = {
	valid_relation_trigger = {
		ROOT = {
			has_government = neutrality
		}
	}
	compliance_gain = 0.25
}
### Entity: AI Strategy
Component: GER_default_air
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
GER_default_air = {
	allowed = {
		tag = GER
	}
	enable = {
		always = yes
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = air_factory_balance
		value = 20
	}
}
### Entity: Event
Component: axis_minors_bulgaria.39
Constructs: fire_only_once, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.39
	title = axis_minors_bulgaria.39.t
	desc = axis_minors_bulgaria.39.d
	picture = GFX_report_event_generic_factory
	fire_only_once = yes
	trigger = {
		tag = BUL
		num_of_military_factories = > 4
		has_idea = BUL_fledgeling_military_industry
	}
	option = {
		name = axis_minors_bulgaria.39.a
		swap_ideas = {
			remove_idea = BUL_fledgeling_military_industry
			add_idea = BUL_developing_military_industry
		}
	}
}
### Entity: Character
Component: KHM_peter_fleming
Constructs: has_war_with
Source: game
File: common/characters/KHM.txt

Code:
KHM_peter_fleming = {
	name = KHM_peter_fleming
	portraits = {
		civilian = {
			small = GFX_portrait_KHM_peter_fleming_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = KHM_peter_fleming
		allowed = {
			original_tag = KHM
		}
		available = {
			NOT = {
				has_war_with = ENG
			}
		}
		traits = {
			KHM_british_connection
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_strengthen_the_mobilization_plan_old
Constructs: remove_ideas, completion_reward
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_strengthen_the_mobilization_plan_old
	text = SOV_strengthen_the_mobilization_plan
	icon = GFX_focus_SOV_mobilization_plan
	x = 10
	y = 0
	relative_position_id = SOV_transpolar_flights_old
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		remove_ideas = SOV_soviet_mobilization
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Strenghten_Monarchy
Constructs: shared_focus, prerequisite, has_government, add_stability, completion_reward, is_historical_focus_on, is_puppet, add_popularity
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Strenghten_Monarchy
	icon = GFX_focus_generic_home_defense
	prerequisite = {
		focus = GEN_Liberty_Ethos
	}
	mutually_exclusive = {
		focus = GEN_Strenghten_Democracy
	}
	x = -1
	y = 1
	relative_position_id = GEN_Liberty_Ethos
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			is_historical_focus_on = yes
			is_puppet = yes
			NOT = {
				OVERLORD = {
					has_government = neutrality
				}
			}
		} {
			factor = 0
			is_historical_focus_on = yes
			NOT = {
				has_government = neutrality
			}
		} {
			factor = 0.1
			is_historical_focus_on = no
			is_puppet = no
			NOT = {
				has_government = neutrality
			}
		} {
			factor = 6
			has_government = neutrality
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		add_timed_idea = {
			idea = GEN_Strenghten_Monarchy_I
			days = 1395
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Event
Component: jordan.7
Constructs: is_triggered_only, ai_chance, add_political_power, swap_ideas, remove_idea, add_idea
Source: game
File: events/Jordan.txt

Code:
country_event = {
	id = jordan.7
	title = jordan.7.t
	desc = jordan.7.d
	picture = GFX_report_event_por_salazar_franco1
	is_triggered_only = yes
	option = {
		name = jordan.7.a
		JOR = {
			country_event = jordan.9
		}
		effect_tooltip = {
			JOR = {
				swap_ideas = {
					remove_idea = JOR_1928_treaty_idea
					add_idea = JOR_1928_treaty_idea1
				}
			}
		}
		ai_chance = {
			base = 1
		}
	} {
		name = jordan.7.b
		add_political_power = -25
		JOR = {
			country_event = jordan.8
		}
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Idea
Component: CZE_submarine_focus_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_submarine_focus_idea = {
	picture = ub
	allowed = {

	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		navy_submarine_attack_factor = 0.025
	}
}
### Entity: Scripted Effect
Component: USA_congress_get_quorum
Constructs: set_variable
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_congress_get_quorum = {
	set_variable = {
		var = quorum_low
		value = senators_total
	} {
		var = quorum_medium
		value = senators_total
	} {
		var = quorum_high
		value = senators_total
	}
	multiply_variable = {
		var = quorum_low
		value = 0.4
	} {
		var = quorum_medium
		value = 0.5
	} {
		var = quorum_high
		value = 0.6
	}
	round_variable = quorum_low quorum_medium quorum_high
	USA_recalc_congress_icon_frames = yes
}
### Entity: National Focus
Tree: ast_focus
Component: AST_demand_new_zealand
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, has_war_together_with, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_demand_new_zealand
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = AST_support_the_centre_party AST_empower_the_workers
	}
	x = 1
	y = 1
	relative_position_id = AST_support_the_centre_party
	cost = 10
	ai_will_do = {
		factor = 1.5
	}
	available = {
		OR = {
			has_government = fascism communism
		}
		NOT = {
			has_war_together_with = ENG
		} {
			is_in_faction_with = NZL
		} {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				is_in_faction_with = ENG
			}
			ENG = {
				remove_from_faction = ROOT
			}
		}
		OVERLORD = {
			set_autonomy = {
				target = AST
				autonomy_state = autonomy_free
			}
		}
		NZL = {
			country_event = {
				id = tfv_australia.20
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_address_the_eastern_border_r56
Constructs: prerequisite, has_war, completion_reward, cancel_if_invalid, is_subject, has_army_manpower, has_war_with_major, unlock_decision_tooltip
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_address_the_eastern_border_r56
	prerequisite = {
		focus = SIA_negotiation_with_the_old_powers_r56
	}
	icon = GFX_goal_indochina_stronger_hand
	x = 2
	y = 1
	relative_position_id = SIA_negotiation_with_the_old_powers_r56
	cost = 8
	ai_will_do = {
		base = 1
		modifier = {
			add = 99
			926 = {
				controller = {
					has_war = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	bypass = {
		you_or_a_subject_controls_all_starting_laotian_cores_r56 = yes
		you_or_a_subject_controls_all_starting_cambodian_cores_r56 = yes
	}
	available = {
		is_subject = no
		OR = {
			has_army_manpower = {
				size = > 199999
			}
			670 = {
				controller = {
					OR = {
						has_war_with_major = yes
						AND = {
							is_subject = no
							original_tag = LAO
						}
					}
				}
			}
			925 = {
				controller = {
					OR = {
						has_war_with_major = yes
						AND = {
							is_subject = no
							original_tag = CAM
						}
					}
				}
			}
		}
	}
	completion_reward = {
		country_event = {
			id = siam_r56.6
			hours = 6
		}
		custom_effect_tooltip = SIA_address_the_eastern_border_r56_tt generic_skip_one_line_tt
		unlock_decision_tooltip = SIA_request_revision_of_the_eastern_border_r56
	}
}
### Entity: Idea
Component: CAT_ncm
Source: game
File: common/ideas/catalonia.txt

Code:
CAT_ncm = {
	picture = generic_navy_europe_3
	allowed = {
		original_tag = CAT
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: CZE.311
Constructs: is_triggered_only
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.311
	title = CZE.311.t
	desc = CZE.311.d
	picture = GFX_CZKE_jachymov_report
	is_triggered_only = yes
	option = {
		name = CZE.311.a
		SOV = {
			country_event = CZE.312
		}
	}
}
### Entity: Event
Component: mtg_netherlands.3
Constructs: is_triggered_only, add_state_claim
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.3
	title = mtg_netherlands.3.t
	desc = mtg_netherlands.3.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.3.a
		add_state_claim = 695
	}
}
### Entity: Modifier Reference
Construct: defensive_war_stability_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## defensive_war_stability_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: National Focus
Tree: raj_focus
Component: RAJ_crush_the_anathema
Constructs: prerequisite, limit, has_government, every_country, completion_reward, cancel_if_invalid, create_wargoal, annex_everything
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_crush_the_anathema
	icon = GFX_focus_RAJ_crush_the_anathema
	prerequisite = {
		focus = RAJ_just_good_business
	}
	x = -1
	y = 1
	relative_position_id = RAJ_just_good_business
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		all_other_country = {
			NOT = {
				has_government = communism
				communism = > 0.45
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_country = {
			limit = {
				OR = {
					has_government = communism
					communism = > 0.45
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
				}
			}
		}
		hidden_effect = {
			controlled_civilian_factories_excluding_trade = yes
			calc_expected_consumer_goods_for_taxes = yes
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_integrate_fortification_engineers
Constructs: prerequisite, completion_reward, set_technology, is_controlled_by, add_mastery_bonus, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_integrate_fortification_engineers
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = CZE_merge_the_financial_and_state_guard
	}
	x = 2
	y = 1
	relative_position_id = CZE_merge_the_financial_and_state_guard
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_mastery_bonus = {
			name = CZE_integrate_fortification_engineers
			bonus = 0.1
			days = 365
			sub_doctrine = field_engineering
		}
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt CZE_integrate_fortification_engineers_tech_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_max_dig_in_factor = 0.05
			tooltip = max_dig_in_factor_tt
		}
		add_tech_bonus = {
			name = CZE_integrate_fortification_engineers
			bonus = 1
			uses = 1
			category = engineers_tech
		}
		hidden_effect = {
			set_technology = {
				MUN_intergrate_fortification_engineers = 1
				popup = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}