Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/NAVY/heavy_cruiser
Constructs: limit, has_country_flag, random_list, has_tech, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/NAVY/heavy_cruiser = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_CA_navy_focus_1 = yes
					}
				}
			} {
				factor = 1
			} {
				factor = 2
				OR = {
					has_tech = basic_ship_hull_cruiser basic_heavy_cruiser
				}
			} {
				factor = 0.5
				count_triggers = {
					amount = 1
					check_variable = {
						EAI_FOCUS/NAVY/carrier = > global.EAI_OFF
					} {
						EAI_FOCUS/NAVY/heavy_cruiser = global.EAI_ON
					} {
						EAI_FOCUS/NAVY/battlecruiser = global.EAI_ON
					} {
						EAI_FOCUS/NAVY/battleship = > global.EAI_OFF
					}
				}
			} {
				factor = 0.5
				count_triggers = {
					amount = 2
					check_variable = {
						EAI_FOCUS/NAVY/carrier = > global.EAI_OFF
					} {
						EAI_FOCUS/NAVY/heavy_cruiser = global.EAI_ON
					} {
						EAI_FOCUS/NAVY/battlecruiser = global.EAI_ON
					} {
						EAI_FOCUS/NAVY/battleship = > global.EAI_OFF
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/heavy_cruiser = global.EAI_ON
			}
			set_variable = {
				EAI_FOCUS/NAVY/heavy_cruiser = global.EAI_ON
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_CA_navy_focus_0 = yes
							NOT = {
								EAI_CA_navy_focus_1 = yes
								EAI_CA_navy_focus_0 = yes
							}
						}
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/heavy_cruiser = global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/NAVY/heavy_cruiser = global.EAI_OFF
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/heavy_cruiser_OVERRIDE = global.EAI_HISTORICAL
			}
		}
		set_variable = {
			EAI_FOCUS/LAND/heavy_cruiser = global.EAI_HISTORICAL
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_remove_the_weeds_from_the_crop
Constructs: prerequisite, limit, has_country_flag, add_stability, completion_reward, add_political_power, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_remove_the_weeds_from_the_crop
	icon = GFX_focus_JAP_remove_the_weeds_from_the_crop
	x = 1
	y = 1
	relative_position_id = JAP_establish_the_gunbatsu
	prerequisite = {
		focus = JAP_establish_the_gunbatsu
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_IMPERIAL_INFLUENCE
	}
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt JAP_can_no_longer_manually_promote_civ_government_tt
		JAP_add_or_modify_imperial_way = yes
		add_to_variable = {
			JAP_the_imperial_way_drift_defence_factor = 0.15
			tooltip = drift_defence_factor_tt
		}
		IF = {
			limit = {
				NOT = {
					has_country_flag = banned_democratic_flag
				}
			}
			hidden_effect = {
				set_temp_variable = {
					var = ban_ideology_var
					value = party_popularity@democratic
				}
				multiply_temp_variable = {
					var = ban_ideology_var
					value = -1
				} {
					var = ban_ideology_var
					value = 0.66
				}
				add_popularity = {
					ideology = democratic
					popularity = ban_ideology_var
				}
				set_country_flag = banned_democratic_flag
			}
			remove_democratic_spirits_effect = yes
			custom_effect_tooltip = ban_democratic_party_tt
			add_stability = ban_ideology_var
		}
		hidden_effect = {
			set_country_flag = JAP_blocked_from_favoring_the_government_flag
		}
	}
}
### Entity: Trigger Reference
Construct: has_resources_amount
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_resources_amount

* Supported Scopes: STATE
* Supported Targets: none

```
checks for amount of resources in state
Example:
has_resources_amount = {
	resource = chromium
	amount > 10
	state = 31 (optional - can be used in state scope instead)
	delivered = no # (optional, default: no) check the actual delivered amount from the state to its controller, with all modifiers applied
```
### Entity: Character
Component: SWI_ernst_laur
Constructs: has_dlc
Source: game
File: common/characters/SWI.txt

Code:
SWI_ernst_laur = {
	instance = {
		allowed = {
			has_dlc = By Blood Alone
		}
		advisor = {
			slot = army_chief
			idea_token = SWI_ernst_laur
			allowed = {
				original_tag = SWI
			}
			visible = {

			}
			available = {

			}
			traits = {
				army_chief_organizational_2
			}
			cost = 100
			ai_will_do = {
				base = 200
			}
		}
		name = SWI_ernst_laur
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_1
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		advisor = {
			slot = army_chief
			idea_token = SWI_ernst_laur
			allowed = {
				original_tag = SWI
			}
			traits = {
				army_chief_organizational_2
			}
			cost = 100
			ai_will_do = {
				base = 200
			}
		}
		name = SWI_ernst_laur
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_1
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_education_efforts_2
Constructs: prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, add_research_slot
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_education_efforts_2
	icon = GFX_focus_research
	prerequisite = {
		focus = RAJ_azad_hind_dlc_bank
	}
	x = 0
	y = 1
	relative_position_id = RAJ_azad_hind_dlc_bank
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	complete_tooltip = {

	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Character
Component: ARG_segundo_storni
Source: game
File: common/characters/ARG.txt

Code:
ARG_segundo_storni = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ARG_segundo_storni
		ledger = navy
		allowed = {
			original_tag = ARG
		}
		traits = {
			grand_fleet_proponent
		}
	}
	name = Segundo Storni
	portraits = {
		army = {
			small = GFX_portrait_ARG_segundo_storni_small
		}
	}
}
### Entity: Order of Battle
Component: 37th Division
Constructs: division_template
Source: game
File: history/units/HBC_1936_sea.txt

Code:
division = {
	name = 37th Division
	location = 9843
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = HBC_feng_zhian
	}
}
### Entity: Idea
Component: MAN_peoples_liberation_army
Constructs: removal_cost, conscription_factor, communism_drift
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_peoples_liberation_army = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = PRC_pla_ground_force
	modifier = {
		conscription_factor = 0.05
		army_org_factor = 0.05
		communism_drift = 0.1
		experience_gain_army = 0.1
		conscription = 0.01
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.05
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/EST_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = EST
		}
		requested_factories = 1
		progress = 0.36
		efficiency = 100
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_research_slot_2
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_research_slot_2
	icon = GFX_focus_research
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_end_the_fubkrieg
	}
	relative_position_id = SWE_end_the_fubkrieg
	ai_will_do = {
		factor = 10
	}
	available = {
		num_of_factories = > 80
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: bra_1930
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_1930 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = BRA_30
	modifier = {
		war_support_factor = -0.2
		stability_factor = -0.2
		production_factory_efficiency_gain_factor = -0.1
		line_change_production_efficiency_factor = -0.1
	}
}
### Entity: Event
Component: nsb_news.4
Constructs: is_triggered_only, has_completed_focus, has_government
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.4
	title = nsb_news.4.t
	desc = nsb_news.4.desc
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = nsb_news.4.a
		trigger = {
			tag = FROM
		}
	} {
		name = nsb_news.4.b
		trigger = {
			NOT = {
				tag = FROM
			}
			has_government = democratic
			GER = {
				NOT = {
					has_completed_focus = GER_remilitarize_the_rhineland GER_oppose_hitler GER_oppose_hitler_ww
				}
			}
		}
	} {
		name = nsb_news.4.c
		trigger = {
			NOT = {
				tag = FROM
			}
			has_government = democratic
			GER = {
				OR = {
					has_completed_focus = GER_remilitarize_the_rhineland GER_oppose_hitler GER_oppose_hitler_ww
				}
			}
		}
	} {
		name = nsb_news.4.d
		trigger = {
			tag = GER
			NOT = {
				has_government = democratic
			}
		}
	} {
		name = nsb_news.4.e
		trigger = {
			NOT = {
				tag = GER
			} {
				tag = FROM
			} {
				has_government = democratic
			}
		}
	}
}
### Entity: Event
Component: lar_portugal_naval_blockade.3
Constructs: is_triggered_only, limit, every_country, has_war_with, unlock_decision_tooltip, remove_opinion_modifier
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_naval_blockade.3
	title = lar_portugal_naval_blockade.3.t
	desc = lar_portugal_naval_blockade.3.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = lar_portugal_naval_blockade.3.a
		custom_effect_tooltip = lar_portugal_naval_blockade.1_tt
		every_country = {
			limit = {
				has_war_with = ENG
			}
			unlock_decision_tooltip = POR_evade_blockade_with_portuguese_convoys
		}
		effect_tooltip = {
			remove_opinion_modifier = {
				target = POR
				modifier = POR_anglo_portuguese_alliance
			}
			POR = {
				remove_opinion_modifier = {
					target = ENG
					modifier = POR_anglo_portuguese_alliance
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: FRA_keep_garrison
Source: game
File: common/ai_strategy/r56_FRA.txt

Code:
FRA_keep_garrison = {
	allowed = {
		original_tag = FRA
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = garrison
		value = 5
	} {
		type = put_unit_buffers
		ratio = 0.05
		states = {
			15 16 20 21
		}
	}
}
### Entity: Idea
Component: EAI_DD_12/modern_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/modern_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_destroyer_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Trigger Reference
Construct: is_tutorial
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_tutorial

* Supported Scopes: any
* Supported Targets: none

```
check if the tutorial is active
```
### Entity: Character
Component: EGY_faithful_descendant_of_fuad
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
EGY_faithful_descendant_of_fuad = {
	random = no
	drift_defence_factor = 0.1
	high_command_cost_factor = -0.1
	war_support_factor = 0.05
}
### Entity: State History
Component: 1140
Constructs: add_core_of
Source: game
File: history/states/1140 - Otago.txt

Code:
state = {
	id = 1140
	name = STATE_1140
	manpower = 114181
	resources = {
		tungsten = 1
	}
	state_category = rural
	history = {
		owner = NZL
		add_core_of = NZL
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			2211 2
		} {
			8241 1
		}
	}
	provinces = {
		2211 8232 8241 12988 12980
	}
	local_supplies = 0.0
}
### Entity: Event
Component: JUNO_brazil_events.190
Constructs: is_triggered_only, ai_chance, has_government, add_stability, add_timed_idea, set_party_name, remove_country_leader_role, add_country_leader_role
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.190
	title = JUNO_brazil_events.190.t
	desc = JUNO_brazil_events.190.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.190.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_government = communism
			}
		}
		add_timed_idea = {
			idea = POR_monarchists_on_the_rise
			days = 730
		}
		set_party_name = {
			ideology = neutrality
			long_name = BRA_monarchy_party_long
			name = BRA_monarchy_party
		} {
			ideology = fascism
			long_name = BRA_antimonarchist_coalition_long
			name = BRA_antimonarchist_coalition
		}
		BRA_getulio_vargas = {
			remove_country_leader_role = {
				ideology = despotism
			}
			add_country_leader_role = {
				country_leader = {
					expire = 1954.8.24
					ideology = fascism_ideology
					traits = {
						BRA_reluctant_integralist
					}
				}
				promote_leader = yes
			}
		}
		promote_character = BRA_arlindo_veiga_dos_santos
	} {
		name = JUNO_brazil_events.190.b
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				has_government = communism
			}
		}
		add_stability = 0.02
		set_country_flag = BRA_rejected_monarchism
		FROM = {
			country_event = {
				id = JUNO_brazil_events.191
				days = 7
			}
		}
	}
}
### Entity: National Focus
Tree: adr_focus
Component: ADR_a_flexible_foreign_policy
Constructs: prerequisite, completion_reward, add_political_power, is_subject, has_game_rule, load_focus_tree
Source: game
File: common/national_focus/andorra.txt

Code:
focus = {
	id = ADR_a_flexible_foreign_policy
	icon = GFX_goal_generic_major_diplo
	relative_position_id = ADR_abandon_the_policy_of_neutrality
	x = 1
	y = 1
	cost = 10
	available = {
		is_subject = no
	}
	mutually_exclusive = {
		focus = ADR_accept_french_potectorate
	}
	prerequisite = {
		focus = ADR_abandon_the_policy_of_neutrality
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 0
		modifier = {
			has_game_rule = {
				rule = ADR_ai_behavior
				option = FLEXIBLE_FOREIGN_POLICY
			}
			factor = 10
		}
	}
	completion_reward = {
		add_political_power = 75
		load_focus_tree = generic_focus
	}
}
### Entity: Event
Component: r56_eng.4
Constructs: is_triggered_only, add_ideas
Source: game
File: events/r56_ENG.txt

Code:
country_event = {
	id = r56_eng.4
	title = r56_eng.4.t
	desc = r56_eng.4.desc
	picture = GFX_report_event_eng_royal_family
	is_triggered_only = yes
	option = {
		name = r56_eng.4.a
		add_ideas = ENG_royal_family_remnants
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_left_and_right_united
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, add_popularity, set_variable, set_country_flag
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_left_and_right_united
	prerequisite = {
		focus = PRU_workers_protection PRU_give_asylum_to_the_jews
	}
	icon = GFX_goal_PRU_apra_and_peru
	mutually_exclusive = {
		focus = PRU_ask_for_enter_to_comintern
	}
	x = 2
	y = 4
	relative_position_id = PRU_mediate_between_the_parties
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_political_power = 20
		add_ideas = PRU_left_and_right PRU_friend_aprac
		custom_effect_tooltip = PRU_apra_loyalty_our_status_text
		set_variable = {
			PRU_apra_loyalty = -1
		}
		PRU = {
			set_country_flag = PRU_apra_be_friend
		}
		PRU_partidos_update_update_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_khanate_expansionism
Constructs: shared_focus, prerequisite, add_ideas, has_government, add_war_support, completion_reward
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_khanate_expansionism
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = TRK_restore_khanate TRK_nationalism_focus
	}
	x = 1
	y = 1
	relative_position_id = TRK_restore_khanate
	cost = 10
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	completion_reward = {
		add_war_support = 0.05
		add_ideas = GEN_Conquer_I
	}
}
### Entity: Idea
Component: HUN_payments_from_hungary_idea
Source: game
File: common/ideas/hungary.txt

Code:
HUN_payments_from_hungary_idea = {
	allowed = {
		original_tag = AUS
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_balkan_central_bank_wealthy_greece
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Modifier Reference
Component: SOV_planned_economy_dynamic_modifier
Constructs: industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_planned_economy_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_eng_for_the_good_of_the_revolution
	industrial_capacity_factory = SOV_planned_economy_industrial_capacity_factory_initial
	production_lack_of_resource_penalty_factor = SOV_planned_economy_production_lack_of_resource_penalty_factor_initial
	party_popularity_stability_factor = SOV_planned_economy_party_popularity_stability_factor
	max_surrender_limit_offset = SOV_planned_economy_max_surrender_limit_offset
	industry_repair_factor = SOV_planned_economy_industry_repair_factor
	consumer_goods_factor = SOV_planned_economy_consumer_goods_factor
}
### Entity: Country History
Country: SUD
Component: SUD_characters
Constructs: recruit_character
Source: game
File: history/countries/SUD - Sudan.txt

Code:
# Leaders & Characters for SUD
recruit_character = SUD_coi SUD_aa2 SUD_democratic_guy SUD_acd2 SUD_acr SUD_fascist_guy SUD_stc SUD_ncs SUD_awt SUD_mt SUD_communist_guy SUD_ai2 SUD_ar SUD_acas SUD_acgs SUD_ncm SUD_nt SUD_pot SUD_nccr SUD_aco2
### Entity: Event
Component: LIT_events.6
Constructs: is_triggered_only, ai_chance, set_rule, create_faction, add_to_faction, create_wargoal, puppet_wargoal_focus
Source: game
File: events/NSB_Lithuania.txt

Code:
country_event = {
	id = LIT_events.6
	title = LIT_events.6.t
	desc = LIT_events.6.d
	picture = GFX_report_event_communist_leader
	is_triggered_only = yes
	option = {
		name = LIT_events.6.a
		ai_chance = {
			factor = 10
		}
		effect_tooltip = {
			LIT = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction = POL_LIT_SUPREMACY_LEAGUE
				add_to_faction = PREV
			}
		}
		hidden_effect = {
			LIT = {
				country_event = LIT_events.601
			}
		}
	} {
		name = LIT_events.6.b
		ai_chance = {
			factor = 0
		}
		effect_tooltip = {
			LIT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
				}
			}
		}
		hidden_effect = {
			LIT = {
				country_event = LIT_events.602
			}
		}
	}
}
### Entity: Event
Component: news.114
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.114
	title = news.101.t
	desc = news.114.d
	picture = GFX_news_event_soldiers_marching
	major = yes
	trigger = {
		16 = {
			is_controlled_by = ITA
		} {
			is_owned_by = FRA
		}
		ITA = {
			has_war_with = FRA
		}
		NOT = {
			has_global_flag = fall_of_paris_ita
		}
	}
	immediate = {
		set_global_flag = fall_of_paris_ita
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = ITA FRA
			}
		}
	} {
		name = news.113.b
		trigger = {
			TAG = ITA
		}
	} {
		name = news.100.c
		trigger = {
			TAG = FRA
		}
	}
}
### Entity: Event
Component: lithuania.110
Constructs: is_triggered_only, ai_chance, add_stability
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.110
	title = lithuania.110.t
	desc = lithuania.110.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lithuania.110.a
		ai_chance = {
			base = 100
		}
		add_stability = -0.1
	}
}
### Entity: Event
Component: lar_concessions_to_italy.7
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_concessions_to_italy.7
	title = lar_concessions_to_italy.7.t
	desc = lar_concessions_to_italy.7.desc
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	option = {
		name = lar_concessions_to_italy.7.a
		ai_chance = {
			factor = 80
		}
	}
}
### Entity: Scripted Effect
Component: CZE_bop_low_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_bop_low_increase_effect = {
	add_power_balance_value = {
		id = CZE_bop_army_readiness
		value = 0.1
	}
}
### Entity: Modding Documentation
Construct: endraids
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## endraids
* Arguments:  <Success Level: 1-4 OR { failure, limitedsuccess, success, criticalsuccess}>
* Not available in release build

Instantly end all active raids, optionally with a specific success level
### Entity: National Focus
Tree: ven_focus
Component: VEN_support_chilean_revolution
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_puppet, is_in_faction_with, create_wargoal
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_support_chilean_revolution
	icon = GFX_goal_focus_chilean_deal
	relative_position_id = VEN_venezuelan_way_of_communism
	x = 1
	y = 3
	cost = 7.2
	available = {
		is_puppet = no
		CHL = {
			exists = yes
			NOT = {
				has_war_with = VEN
				is_in_faction_with = VEN
			}
		}
	}
	prerequisite = {
		focus = VEN_spread_the_south_american_revolution
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 0
	}
	will_lead_to_war_with = CHL
	completion_reward = {
		if = {
			limit = {
				CHL = {
					has_government = communism
				}
			}
			country_event = {
				hours = 8
				id = generic.5
			}
		}
		else = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = CHL
				expire = 0
			}
		}
	}
}
### Entity: Event
Component: news.152
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.152
	title = news.151.t
	desc = news.152.d
	picture = GFX_news_event_hitler_speech2
	major = yes
	is_triggered_only = yes
	option = {
		name = news.151.a
		trigger = {
			NOT = {
				TAG = GER FRA ENG
				is_in_faction_with = GER
			}
		}
	} {
		name = news.151.b
		trigger = {
			OR = {
				TAG = GER
				is_in_faction_with = GER
			}
		}
	} {
		name = news.152.c
		trigger = {
			TAG = FRA
		}
	} {
		name = news.152.e
		trigger = {
			TAG = ENG
		}
	}
}
### Entity: Idea
Component: ITA_stresa_front_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_stresa_front_idea = {
	name = ITA_stresa_front_idea
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SPR_anti_fascist_crusade
	modifier = {
		democratic_acceptance = 100
	}
	targeted_modifier = {
		tag = GER
		attack_bonus_against = 0.05
		defense_bonus_against = 0.05
	}
}