Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: nor_focus
Component: NOR_protect_finnmark_from_the_bolsheviks
Constructs: prerequisite, owns_state, completion_reward, add_manpower, add_building_construction
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_protect_finnmark_from_the_bolsheviks
	icon = GFX_focus_ger_bulwark_against_bolshevism
	prerequisite = {
		focus = NOR_uproot_secret_army
	} {
		focus = NOR_support_finland_in_winter_war
	}
	x = 1
	y = 1
	relative_position_id = NOR_uproot_secret_army
	cost = 10
	available = {
		owns_state = 925
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_manpower = 3000
		925 = {
			add_building_construction = {
				type = bunker
				level = 3
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_border = yes
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: num_units_with_type
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_units_with_type
* description: number of units with dominant type controlled by leader, dominant type is defined in target. example: num_units_with_type@light_armor
### Entity: Event
Component: PER_imperial_events.121
Constructs: is_triggered_only, ai_chance, limit, set_variable, set_rule, every_state, is_controlled_by, is_core_of
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.121
	title = PER_imperial_events.121.t
	desc = PER_imperial_events.121.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	immediate = {
		set_variable = {
			PER_democratic_popularity = PER.party_popularity_100@democratic
		} {
			PER_communism_popularity = PER.party_popularity_100@communism
		} {
			PER_neutrality_popularity = PER.party_popularity_100@neutrality
		} {
			PER_fascism_popularity = PER.party_popularity_100@fascism
		}
		clamp_variable = {
			var = PER_democratic_popularity
			min = 0
			max = 100
		} {
			var = PER_communism_popularity
			min = 0
			max = 100
		} {
			var = PER_neutrality_popularity
			min = 0
			max = 100
		} {
			var = PER_fascism_popularity
			min = 0
			max = 100
		}
	}
	option = {
		name = PER_imperial_events.121.a
		ai_chance = {
			base = 95
		}
		FROM = {
			puppet = PER
		}
		PER = {
			set_rule = {
				can_join_factions = no
			} {
				can_decline_call_to_war = yes
			}
		}
		every_state = {
			limit = {
				is_controlled_by = FROM
				is_core_of = PER
			}
			transfer_state_to = PER
		}
		hidden_effect = {
			PER = {
				set_popularities = {
					democratic = PER_democratic_popularity
					fascism = PER_fascism_popularity
					communism = PER_communism_popularity
					neutrality = PER_neutrality_popularity
				}
				set_politics = {
					ruling_party = neutrality
				}
			}
		}
		mark_focus_tree_layout_dirty = yes
	}
}
### Entity: Event
Component: r56_italy.102
Constructs: is_triggered_only
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.102
	title = r56_italy.102.t
	desc = r56_italy.102.d
	picture = GFX_report_event_stresa_front
	is_triggered_only = yes
	option = {
		name = r56_italy.102.a
	}
}
### Entity: Order of Battle
Component: 12th Independent Brigade
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 12th Independent Brigade
	location = 9966
	division_template = Juntuán
	start_equipment_factor = 0.1
	officer = {
		name = SIC_fan_nanxuan
	}
}
### Entity: AI Strategy
Component: ai_focus_military_advancements_HON
Source: game
File: common/ai_focuses/HON.txt

Code:
ai_focus_military_advancements_HON = {
	research = {
		armor = 1.0
		jet_technology = 1.0
		land_doctrine = 100.0
		rocketry = 1.5
		radar_tech = 1.0
		encryption_tech = 9.5
		decryption_tech = 9.5
		synth_resources = 1.0
		motorized_equipment = 5.0
		nuclear = 1.0
		night_vision = 5.0
		train_tech = 1.0
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_bombardier_vehicles
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_bombardier_vehicles
	icon = GFX_goal_mechanized_offensive
	prerequisite = {
		focus = QUE_locomotive_industry QUE_modernized_support_equipment
	}
	relative_position_id = QUE_locomotive_industry
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = armor
			bonus = 1
			uses = 1
			category = armor
		} {
			name = mechanized
			bonus = 1
			uses = 1
			category = cat_mechanized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_continue_the_military_reorganization
Constructs: completion_reward
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_continue_the_military_reorganization
	icon = GFX_focus_chi_army_reform
	x = 12
	y = 0
	cost = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		army_experience = 10
		custom_effect_tooltip = unlocks_bolstering_our_armed_forces_decisions_tt
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_claim_paraguay
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, is_subject, has_army_manpower, cancel_if_invalid, add_named_threat
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_claim_paraguay
	icon = GFX_goal_generic_attack_paraguay
	prerequisite = {
		focus = ARG_uruguay_ocupation
	}
	x = 42
	y = 7
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 150000
		}
	}
	bypass = {
		NOT = {
			country_exists = PAR
		}
	}
	cancel = {
		has_war_with = PAR
	}
	cancel_if_invalid = no
	completion_reward = {
		add_named_threat = {
			threat = 0.3
			name = ARG_paraguay_claim_threat
		}
		add_state_claim = 301 688
		create_wargoal = {
			type = take_state_focus
			target = PAR
			expire = 0
			generator = {
				301 688
			}
		}
		PAR = {
			add_opinion_modifier = {
				target = ARG
				modifier = arg_claim
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_expand_Haeren
Constructs: prerequisite, add_ideas, completion_reward, set_technology
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_expand_Haeren
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = NOR_start_rearmament
	}
	x = 4
	y = 1
	relative_position_id = NOR_start_rearmament
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = {
			NOR_new_haeren_ns_1
		}
		custom_effect_tooltip = FIN_winter_warfare_battalion_tt
		hidden_effect = {
			set_technology = {
				winter_logistics_support_tech = 1
				popup = no
			}
		}
	}
}
### Entity: Event
Component: AUS_political_events.44
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_political_power, set_autonomy, add_to_faction, clear_variable
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.44
	title = AUS_political_events.44.t
	desc = AUS_political_events.44.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = AUS_political_events.44.a
		ai_chance = {
			base = 10
		}
		ROOT = {
			add_political_power = 50
		}
		set_autonomy = {
			target = AUS.potential_vassal
			autonomy_state = autonomy_austro_hungarian_subject
			freedom_level = 0.4
			end_wars = yes
			end_civil_wars = yes
		}
		IF = {
			limit = {
				has_country_flag = AUS_formed_habsburg_alliance_flag
			}
			add_to_faction = AUS.potential_vassal
		}
		clear_variable = AUS.potential_vassal
		hidden_effect = {
			country_event = {
				id = AUS_political_events.118
				hours = 12
			}
		}
	}
}
### Entity: State History
Component: 983
Constructs: add_core_of, add_to_array
Source: game
File: history/states/983-Golestan.txt

Code:
state = {
	id = 983
	name = STATE_983
	history = {
		owner = PER
		buildings = {
			infrastructure = 1
			7602 = {
				naval_base = 1
			}
		}
		victory_points = {
			7602 1
		}
		add_core_of = PER
		add_to_array = {
			state_victory_points = 7602
		}
	}
	provinces = {
		7573 7602 10351
	}
	manpower = 231332
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Modifier Reference
Construct: naval_strike_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_strike_attack_factor

* Number with 0 decimal places
* **Categories**: air
### Entity: Event
Component: mtg_news.11
Constructs: is_triggered_only, add_political_power
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.11
	title = mtg_news.11.t
	desc = mtg_news.11.desc
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.10.b
		trigger = {
			original_tag = ENG
		}
		add_political_power = HOL.gateway_to_europe_influence_pp_total
	} {
		name = mtg_news.11.a
		trigger = {
			original_tag = GER
		}
	} {
		name = mtg_news.10.c
		trigger = {
			original_tag = HOL
		}
	} {
		name = mtg_news.11.d
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				original_tag = GER
			} {
				original_tag = HOL
			}
		}
	}
}
### Entity: Event
Component: mtg_netherlands.31
Constructs: is_triggered_only
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.31
	title = mtg_netherlands.31.t
	desc = mtg_netherlands.31.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.31.a
	}
}
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_SEASONAL_winter
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_SEASONAL_winter = {
	enable = {
		is_in_faction_with = SOV
		has_war_with = GER
		EAI_MILITARY_north_winter_season = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = > 0.75
		priority = 500
		execution_type = balanced
		area = EAI_russia_plains
	}
}
### Entity: Idea
Component: KMT_aid_to_xsm
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_aid_to_xsm = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = FRA_factory_strikes
	modifier = {
		army_morale_factor = 0.1
		industrial_capacity_factory = 0.1
	}
}
### Entity: Idea
Component: QAT_stc
Source: game
File: common/ideas/qatar.txt

Code:
QAT_stc = {
	picture = generic_political_advisor_arab_3
	allowed = {
		original_tag = QAT
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Scripted Effect
Component: try_build_civ_in_core_otherwise_build_in_controlled_2_civs
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
try_build_civ_in_core_otherwise_build_in_controlled_2_civs = {
	try_build_civ_in_core_otherwise_build_in_controlled = yes yes
}
### Entity: Scripted Trigger
Component: EAI_SF_doctrine
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_SF_doctrine = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/land_doctrine = global.EAI_SF_DOCTRINE
		} {
			EAI_FOCUS/LAND/land_doctrine_OVERRIDE = global.EAI_SF_DOCTRINE
		}
		AND = {
			OR = {
				EAI_Superior_Firepower_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/land_doctrine EAI_FOCUS/LAND/land_doctrine_OVERRIDE
			}
		}
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_mass_strikes
Constructs: prerequisite, add_stability, completion_reward, add_political_power, set_temp_variable, add_to_temp_variable, check_variable, set_politics
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_mass_strikes
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	prerequisite = {
		focus = ADU_undermine_theocracy
	}
	relative_position_id = ADU_undermine_theocracy
	x = 0
	y = 1
	cost = 5
	available = {
		set_temp_variable = {
			var = ADU_popular_front_var
			value = party_popularity@democratic
		}
		add_to_temp_variable = {
			var = ADU_popular_front_var
			value = party_popularity@communism
		}
		custom_trigger_tooltip = {
			tooltip = ADU_united_front_tt
			check_variable = {
				ADU_popular_front_var = > 0.5
			}
		}
	}
	ai_will_do = {
		factor = 6
	}
	completion_reward = {
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		add_political_power = 50
		add_stability = -0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: SAF_pixley_ka_isaka_seme
Source: game
File: common/characters/SAF.txt

Code:
SAF_pixley_ka_isaka_seme = {
	name = SAF_pixley_ka_isaka_seme
	portraits = {
		civilian = {
			large = GFX_portrait_SAF_pixley_ka_isaka_seme
		}
	}
	country_leader = {
		ideology = centrism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Character
Component: ANG_aa2
Source: game
File: common/characters/ANG.txt

Code:
ANG_aa2 = {
	advisor = {
		slot = high_command
		idea_token = ANG_aa2
		ledger = army
		allowed = {
			original_tag = ANG
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Event
Component: mexico.26
Constructs: is_triggered_only, has_war_with, is_in_faction_with
Source: game
File: events/Mexico.txt

Code:
news_event = {
	id = mexico.26
	title = mexico.26.title
	desc = mexico.26.desc
	picture = GFX_news_event_020
	major = yes
	is_triggered_only = yes
	option = {
		name = mexico.26.a
		trigger = {
			OR = {
				original_tag = MEX
				is_in_faction_with = MEX
				has_war_with = GER
			}
		}
	} {
		name = mexico.26.b
		trigger = {
			OR = {
				original_tag = GER
				is_in_faction_with = GER
				has_war_with = MEX
			}
		}
	} {
		name = mexico.26.c
		trigger = {
			NOT = {
				OR = {
					original_tag = MEX GER
					is_in_faction_with = MEX GER
					has_war_with = MEX GER
				}
			}
		}
	}
}
### Entity: Character
Component: MAC_ilija_culev
Source: game
File: common/characters/MAC.txt

Code:
MAC_ilija_culev = {
	name = Ilija Čulev
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_1.dds
		}
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			ICE_progressive_doctor
		}
		expire = 1965.1.1
		id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = MAC_ilija_culev
		allowed = {
			original_tag = MAC
		}
		traits = {
			democratic_reformer
		}
		cost = 150
		ai_will_do = {
			factor = 0
		}
	}
}
### Entity: Event
Component: KMT_event.52
Constructs: is_triggered_only, limit, has_country_flag, check_variable, add_to_variable, set_variable, set_country_flag
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.52
	title = KMT_event.52.t
	desc = KMT_event.52.desc
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	option = {
		trigger = {
			has_country_flag = KMT_lkmt_elections
		}
		name = KMT_event.52.a
		IF = {
			limit = {
				OR = {
					check_variable = {
						var = CHI_soong_qingling_pop
						value = CHI_huang_qixiang_pop
						compare = greater_than_or_equals
					}
				}
			}
			divide_variable = {
				var = CHI_huang_qixiang_pop
				value = 2
			}
			add_to_variable = {
				CHI_soong_qingling_pop = CHI_huang_qixiang_pop
			}
			set_variable = {
				CHI_huang_qixiang_pop = 0
			}
			set_country_flag = KMT_huang_qixiang_election_fail
		}
		else = {
			divide_variable = {
				var = CHI_soong_qingling_pop
				value = 2
			}
			add_to_variable = {
				CHI_huang_qixiang_pop = CHI_soong_qingling_pop
			}
			set_variable = {
				CHI_soong_qingling_pop = 0
			}
			set_country_flag = KMT_soong_qingling_election_fail
		}
	} {
		trigger = {
			NOT = {
				has_country_flag = KMT_lkmt_elections
			}
		}
		name = KMT_event.52.b
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_demand_british_somalia
Constructs: prerequisite, add_opinion_modifier, completion_reward, create_wargoal, take_state_focus, add_state_core
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_demand_british_somalia
	prerequisite = {
		focus = ETH_reclaim_aksum
	}
	relative_position_id = ETH_reclaim_aksum
	icon = GFX_goal_generic_major_war
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		r56_script_i_am_sane = yes
		269 = {
			OWNER = {
				r56_script_target_is_sane = yes
			}
		}
	}
	bypass = {
		269 = {
			OWNER = {
				r56_script_standard_bypass = yes
			}
		}
	}
	completion_reward = {
		269 = {
			OWNER = {
				add_opinion_modifier = {
					target = ROOT
					modifier = small_decrease
				}
			}
		} {
			OWNER = {
				ROOT = {
					create_wargoal = {
						target = PREV
						expire = 0
						type = take_state_focus
						generator = {
							269
						}
					}
				}
			}
		}
		ETH = {
			country_event = {
				id = ethiopia.1007
				days = 1
			}
		}
		add_state_core = 269
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Military Industrial Organization
Component: HUN_mavag_aircraft_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/HUN_organization.txt

Code:
HUN_mavag_aircraft_organization = {
	include = generic_range_focused_aircraft_organization
	icon = GFX_idea_HUN_mavag_aircraft
	allowed = {
		original_tag = HUN
		has_dlc = Arms Against Tyranny Gotterdammerung
	}
	available = {
		FROM = {
			has_completed_focus = wuw_HUN_establish_the_mavag_aircraft_factory
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_expand_the_aluminum_industry
Constructs: prerequisite, completion_reward, has_full_control_of_state, cancel_if_invalid, add_resource
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_expand_the_aluminum_industry
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = HUN_invite_foreign_investors
	}
	x = -1
	y = 2
	relative_position_id = HUN_civilian_industry
	cost = 10
	ai_will_do = {
		factor = 70
	}
	available = {
		ROOT = {
			has_full_control_of_state = 43
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		43 = {
			add_resource = {
				type = aluminium
				amount = 16
			}
		}
	}
}
### Entity: Idea
Component: FRA_occupation_costs_2
Constructs: limit, has_government, has_war_with, is_subject, has_dynamic_modifier, clr_country_flag, add_to_variable, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_occupation_costs_2 = {
	picture = generic_goods_red_bonus
	name = FRA_occupation_costs_1
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	cancel = {
		OR = {
			has_war_with = GER
			GER = {
				is_subject = yes
			}
			ROOT = {
				exists = no
			}
		}
	}
	on_remove = {
		GER = {
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = GER_economy_of_conquest_modifier
					}
					OR = {
						has_war_with = ROOT
						is_subject = yes
						ROOT = {
							exists = no
						}
					}
				}
				clr_country_flag = GER_french_war_reparations_flag
				add_to_variable = {
					GER_monthly_consumer_goods_increase = GER_change_monthly_CG_vichy_france
				}
				country_event = {
					id = wuw_GER_diplomacy.100
					hours = 1
				}
			}
		}
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.2
	}
}
### Entity: Idea
Component: SOV_great_patriotic_war_5
Constructs: has_government, removal_cost, research_bonus
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_great_patriotic_war_5 = {
	name = SOV_great_patriotic_war_5
	removal_cost = -1
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	research_bonus = {
		land_doctrine = 0.01
		naval_doctrine = 0.01
		air_doctrine = 0.01
	}
	modifier = {
		army_org_factor = 0.05
	}
}
### Entity: Event
Component: DOD_hungary.21
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.21
	title = DOD_hungary.21.t
	desc = DOD_hungary.21.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = DOD_hungary.21.a
		add_opinion_modifier = {
			target = SWE
			modifier = refused_help
		}
	}
}
### Entity: Event
Component: AAT_finland_diplomacy.24
Constructs: is_triggered_only, give_guarantee
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_diplomacy.24
	title = AAT_finland_diplomacy.24.t
	desc = AAT_finland_diplomacy.24.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AAT_finland_diplomacy.24.a
		FROM = {
			give_guarantee = ROOT
		}
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_tear_down_stalins_legacy
Constructs: shared_focus, prerequisite, limit, remove_ideas, add_war_support, add_stability, completion_reward, has_idea
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_tear_down_stalins_legacy
	icon = GFX_fifth_column
	prerequisite = {
		focus = TRK_steppic_memories TRK_popular_will
	}
	x = 0
	y = 2
	relative_position_id = TRK_State_Matter
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_idea = TRK_severe_soviet_colonization TRK_moderate_soviet_colonization TRK_slight_soviet_colonization
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = -0.1
		}
		add_stability = -0.05
		add_war_support = 0.05
		if = {
			limit = {
				has_idea = TRK_severe_soviet_colonization
			}
			swap_ideas = {
				remove_idea = TRK_severe_soviet_colonization
				add_idea = TRK_moderate_soviet_colonization
			}
		}
		else_if = {
			limit = {
				has_idea = TRK_moderate_soviet_colonization
			}
			swap_ideas = {
				remove_idea = TRK_moderate_soviet_colonization
				add_idea = TRK_slight_soviet_colonization
			}
		} {
			limit = {
				has_idea = TRK_slight_soviet_colonization
			}
			remove_ideas = TRK_slight_soviet_colonization
		}
	}
}
### Entity: AI Strategy
Component: JAP_dei_stage_1_borneo
Constructs: has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_dei_stage_1_borneo = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		is_historical_focus_on = yes
		has_war_with = INS
		date = > 1941.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = east_indies
		value = 220
	} {
		type = invade
		id = INS
		value = 300
	} {
		type = naval_invasion_focus
		value = 400
	} {
		type = invasion_unit_request
		state = 1055
		value = 150
	} {
		type = invasion_unit_request
		state = 1056
		value = 100
	} {
		type = invasion_unit_request
		state = 738
		value = -100
	} {
		type = invasion_unit_request
		state = 668
		value = -100
	}
}
### Entity: Order of Battle
Component: air_wing_18
Source: game
File: history/units/FRA_1936_air_legacy.txt

Code:
air_wings = {
	18 = {
		fighter_equipment_0 = {
			owner = FRA
			amount = 96
		}
	}
}
### Entity: Scripted Effect
Component: ITA_promote_cln_to_country_leader_neutrality
Constructs: add_country_leader_role
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_promote_cln_to_country_leader_neutrality = {
	add_country_leader_role = {
		character = ITA_comitato_di_liberazione_nazionale
		promote_leader = yes
		country_leader = {
			ideology = moderatism
			expire = 1965.1.1
			traits = {
				anti_fascist_committee
			}
		}
	}
}
### Entity: Modding Documentation
Construct: controller
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### controller
* description: controller of the state