Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_patriots
Constructs: every_owned_state, prerequisite, limit, has_war_with, completion_reward, has_country_leader, is_government_in_exile, has_dlc
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_patriots
	icon = GFX_focus_ETH_the_patriots
	prerequisite = {
		focus = ETH_boarding_the_train
	}
	x = 5
	y = 1
	relative_position_id = ETH_boarding_the_train
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		has_country_leader = {
			character = ETH_haile_selassie
			ruling_only = yes
		}
		is_government_in_exile = yes
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_BOP_decentralization_small_effect = yes
		custom_effect_tooltip = ETH_the_patriots_tt
		IF = {
			limit = {
				has_dlc = La Resistance
				has_intelligence_agency = no
			}
			create_intelligence_agency = {
				name = arbegnoch
				icon = GFX_intelligence_agency_logo_eth_fetno_derash
			}
		}
		hidden_effect = {
			every_owned_state = {
				limit = {
					NOT = {
						is_controlled_by_ROOT_or_ally = yes
					}
					OR = {
						state = 842 841 843 271 840 839
					}
				}
				add_resistance_target = {
					amount = 10
					occupied = ETH
					tooltip = ETH_patriot_resistance_tt
					days = 730
				}
			}
			every_other_country = {
				limit = {
					has_war_with = ROOT
					OR = {
						842 = {
							is_controlled_by = PREV
						}
						841 = {
							is_controlled_by = PREV
						}
						843 = {
							is_controlled_by = PREV
						}
						271 = {
							is_controlled_by = PREV
						}
						840 = {
							is_controlled_by = PREV
						}
						839 = {
							is_controlled_by = PREV
						}
					}
				}
				country_event = {
					id = BBA_ethiopia_exile_events.02
					hours = 2
					random_hours = 12
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_template
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_template

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Check if country has a division template of specific name
```
### Entity: National Focus
Tree: bra_focus
Component: BRA_constitutional_monarchy
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, add_political_power, set_cosmetic_tag
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_constitutional_monarchy
	icon = GFX_focus_BRA_constitutional_monarchy
	x = 0
	y = 1
	relative_position_id = BRA_restore_the_coffee_barons
	prerequisite = {
		focus = BRA_restore_the_coffee_barons
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		neutrality = > 0.3
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_completed_focus = BRA_vassouras_line
			}
			add_ideas = BRA_king_vassouras
		}
		ELSE_IF = {
			limit = {
				has_completed_focus = BRA_petropolis_line
			}
			add_ideas = BRA_king_petropolis
		}
		ELSE = {
			custom_effect_tooltip = BRA_constitutional_monarchy_tt BRA_constitutional_monarchy_tt_2
			show_ideas_tooltip = BRA_king_vassouras BRA_king_petropolis
		}
		set_cosmetic_tag = BRA_const_kingdom
		add_political_power = 120
		hidden_effect = {
			news_event = {
				hours = 12
				id = JUNO_brazil_news.2
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_social_commonwealth
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_subject_of, is_ai, annex_country
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_social_commonwealth
	icon = GFX_focus_prc_agrarian_socialism
	prerequisite = {
		focus = POL_preserve_baltic_independence POL_dismantle_capitalist_empires
	}
	relative_position_id = POL_preserve_baltic_independence
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	available = {
		is_subject = no
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				LIT = {
					is_subject_of = ROOT
					is_ai = yes
				}
			}
			annex_country = {
				target = LIT
				transfer_troops = yes
			}
		} {
			limit = {
				LAT = {
					is_subject_of = ROOT
					is_ai = yes
				}
			}
			annex_country = {
				target = LAT
				transfer_troops = yes
			}
		} {
			limit = {
				EST = {
					is_subject_of = ROOT
					is_ai = yes
				}
			}
			annex_country = {
				target = EST
				transfer_troops = yes
			}
		}
		else_if = {
			limit = {
				LIT = {
					OR = {
						is_subject = no
						is_subject_of = POL
					}
					is_in_faction_with = ROOT
				}
			}
			LIT = {
				country_event = {
					id = NSB_poland_communist_events.3
					hours = 8
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				annex_country = {
					target = LIT
					transfer_troops = yes
				}
			}
		} {
			limit = {
				LIT = {
					exists = yes
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = LIT
			}
		} {
			limit = {
				LAT = {
					OR = {
						is_subject = no
						is_subject_of = POL
					}
					is_in_faction_with = ROOT
				}
			}
			LAT = {
				country_event = {
					id = NSB_poland_communist_events.3
					hours = 8
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				annex_country = {
					target = LAT
					transfer_troops = yes
				}
			}
		} {
			limit = {
				LAT = {
					exists = yes
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = LAT
			}
		} {
			limit = {
				EST = {
					OR = {
						is_subject = no
						is_subject_of = POL
					}
					is_in_faction_with = ROOT
				}
			}
			EST = {
				country_event = {
					id = NSB_poland_communist_events.3
					hours = 8
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip
# ... (truncated)
### Entity: Character
Component: XSM_loyal_warlord
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
XSM_loyal_warlord = {
	random = no
	sprite = 13
	communism_acceptance = -40
	war_support_factor = 0.05
	cavalry_attack_factor = 0.05
	cavalry_defence_factor = 0.05
}
### Entity: Character
Component: AST_revolutionary_equalist
Constructs: stability_factor, communism_drift
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_revolutionary_equalist = {
	random = no
	sprite = 13
	stability_factor = 0.05
	communism_drift = 0.05
}
### Entity: Scripted Effect
Component: EAI_PR_priority_research_update
Constructs: limit, has_country_flag
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_effects.txt

Code:
EAI_PR_priority_research_update = {
	EAI_priority_research_strategies = yes
	EAI_PR_sort_priority_research_queue = yes
	if = {
		limit = {
			has_country_flag = EAI_priority_research_logging
		}
		EAI_PR_print_queue = yes
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_encourage_islamic_immigration
Constructs: prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_encourage_islamic_immigration
	icon = GFX_goal_treaty_peoples
	relative_position_id = EGY_guns_for_the_people
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = EGY_guns_for_the_people
	} {
		focus = EGY_an_agrarian_society
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_stability = 0.05
		add_ideas = EGY_islamic_immigration
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_end_capitalism
Constructs: prerequisite, completion_reward, is_subject, has_army_manpower, create_wargoal, take_state_focus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_end_capitalism
	prerequisite = {
		focus = PRU_radicalize_the_pcp
	}
	icon = GFX_focus_generic_strike_at_democracy3
	x = 0
	y = 1
	relative_position_id = PRU_radicalize_the_pcp
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 800000
		}
		USA = {
			r56_script_target_is_sane = yes
		}
		r56_script_i_am_sane = yes
	}
	ai_will_do = {
		factor = 10
	}
	bypass = {
		USA = {
			r56_script_standard_bypass = yes
		}
	}
	will_lead_to_war_with = USA
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = USA
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: BEL_communism_in_congo
Constructs: removal_cost, communism_drift, autonomy_gain
Source: game
File: common/ideas/belgium.txt

Code:
BEL_communism_in_congo = {
	picture = generic_communism_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.05
		autonomy_gain = -0.2
		production_speed_infrastructure_factor = 0.1
		production_speed_industrial_complex_factor = 0.1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_lay_the_foundation_for_a_united_china
Constructs: prerequisite, limit, has_war_with, add_war_support, completion_reward, is_in_faction, is_subject, create_faction_from_template
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_lay_the_foundation_for_a_united_china
	icon = GFX_focus_CHI_lay_the_foundation_for_a_united_china
	prerequisite = {
		focus = CHI_prepare_for_a_change_in_leadership
	}
	x = 0
	y = 2
	relative_position_id = CHI_prepare_for_a_change_in_leadership
	cost = 10
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				is_in_faction = no
				is_subject = no
			}
			create_faction_from_template = faction_template_wang_front
			every_other_country = {
				limit = {
					is_chinese_warlord = yes
					is_subject = no
					NOT = {
						has_war_with = ROOT
						has_idea = SIK_battle_for_sinkiang
					}
				}
				country_event = {
					id = SEA_china.7
					days = 1
				}
				add_war_support = 0.1
			}
		}
		ELSE = {
			IF = {
				limit = {
					is_in_faction = yes
					is_subject = no
				}
				add_timed_idea = {
					idea = idea_CHI_our_place
					days = 365
				}
			}
			ELSE = {
				add_autonomy_ratio = {
					value = 0.2
					localization = CHI_lay_the_foundation_for_a_united_china
				}
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_monopoly_over_financial_endowments
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_monopoly_over_financial_endowments
	icon = GFX_goal_generic_state_economy
	relative_position_id = EGY_liberalization_of_trade_policies
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = EGY_publicize_the_universities
	} {
		focus = EGY_invite_foreign_investors
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EGY_monopoly_over_financial_endowments_idea
	}
}
### Entity: Idea
Component: LIT_seimas_idea_1
Constructs: stability_factor, has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_seimas_idea_1 = {
	allowed = {
		original_tag = LIT
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		democratic_drift = 0.05
		stability_factor = -0.15
		political_advisor_cost_factor = 0.15
		economy_cost_factor = 0.15
	}
}
### Entity: Order of Battle
Component: Infantry Division
Constructs: division_template
Source: game
File: history/units/SOO_1936.txt

Code:
division = {
	name = Infantry Division
	location = 1530
	division_template = Infantry Division
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Military Industrial Organization
Component: CAN_vickers_armstrong_can_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/CAN_organization.txt

Code:
CAN_vickers_armstrong_can_organization = {
	name = CAN_vickers_armstrong_can_organization
	include = generic_medium_tank_organization
	icon = GFX_idea_vickers_armstrong_can
	allowed = {
		original_TAG = CAN
		has_dlc = Together for Victory
	}
}
### Entity: Event
Component: germany.105
Constructs: is_triggered_only
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.105
	title = germany.105.t
	desc = germany.105.d
	picture = GFX_report_event_german_italian_pact
	is_triggered_only = yes
	option = {
		name = germany.105.a
	}
}
### Entity: Event
Component: news.150
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.150
	title = news.150.t
	desc = news.150.d
	picture = GFX_news_event_yugoslav_coup
	major = yes
	is_triggered_only = yes
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				tag = GER
			}
		}
	} {
		name = news.150.b
		trigger = {
			tag = GER
		}
		create_wargoal = {
			type = take_state_focus
			target = YUG
			generator = {
				107
			}
		}
	}
}
### Entity: Decision
Component: POL_Maritime_and_Colonial_League_category
Constructs: has_completed_focus, is_puppet, has_capitulated
Source: game
File: common/decisions/categories/POL_mod_decision_categories.txt

Code:
POL_Maritime_and_Colonial_League_category = {
	icon = generic_independence
	picture = GFX_decision_cat_poland_maritime_colonial_league
	allowed = {
		original_tag = POL
	}
	visible = {
		has_completed_focus = POL_Maritime_and_Colonial_League
		is_puppet = no
		has_capitulated = no
	}
}
### Entity: Unit Leader
Component: chief_engineer
Constructs: has_idea
Source: game
File: common/unit_leader/00_traits.txt

Code:
chief_engineer = {
	type = navy
	trait_type = personality_trait
	modifier = {
		critical_receive_chance = -0.05
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_navy_officers_3
			}
			factor = 0
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: SWI_roger_masson
Constructs: has_dlc, has_intelligence_agency
Source: game
File: common/characters/SWI.txt

Code:
SWI_roger_masson = {
	instance = {
		allowed = {
			has_dlc = By Blood Alone
		}
		advisor = {
			slot = political_advisor
			idea_token = SWI_roger_masson
			allowed = {
				original_tag = SWI
			}
			visible = {
				SWI_councilor_visible = yes
			}
			available = {
				SWI_can_be_councilor = yes
			}
			traits = {
				SWI_intelligence_officer
			}
			on_add = {
				SWI_on_add_councilors = yes
			}
			on_remove = {
				SWI_on_remove_councilor = yes
			}
			can_be_fired = no
			ai_will_do = {
				base = 500
				modifier = {
					factor = 7
					has_intelligence_agency = yes
				}
			}
		}
		name = SWI_roger_masson
		portraits = {
			army = {
				large = GFX_portrait_SWI_roger_masson
				small = GFX_portrait_SWI_roger_masson_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = SWI_roger_masson
			allowed = {
				original_tag = SWI
			}
			traits = {
				war_industrialist
			}
		}
		name = SWI_roger_masson
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_3
			}
		}
	}
}
### Entity: Event
Component: egypt.62
Constructs: is_triggered_only
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.62
	picture = GFX_report_event_stalin_02
	title = egypt.62.t
	desc = egypt.62.d
	is_triggered_only = yes
	option = {
		name = egypt.62.a
	}
}
### Entity: Idea
Component: idea_communist_central_management
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
idea_communist_central_management = {
	picture = communist_central_management
	allowed = {
		has_government = communism
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		aircraft_manufacturer_cost_factor = -0.5
		tank_manufacturer_cost_factor = -0.5
		industrial_concern_cost_factor = -0.5
		naval_manufacturer_cost_factor = -0.5
		materiel_manufacturer_cost_factor = -0.5
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_politicise_army
Constructs: prerequisite, limit, add_ideas, completion_reward, random_army_leader, has_trait, add_trait
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_politicise_army
	icon = GFX_focus_generic_fascist_troops
	cost = 8
	x = 1
	y = 1
	relative_position_id = LUX_establish_ss
	prerequisite = {
		focus = LUX_establish_ss
	}
	mutually_exclusive = {
		focus = LUX_professionalise_army
	}
	completion_reward = {
		add_ideas = r56_LUX_political_army
		custom_effect_tooltip = generic_skip_one_line_tt LUX_politicise_army_tt
		hidden_effect = {
			random_army_leader = {
				limit = {
					NOT = {
						has_trait = politically_connected
					}
				}
				add_trait = {
					trait = politically_connected
				}
			} {
				limit = {
					NOT = {
						has_trait = politically_connected
					}
				}
				add_trait = {
					trait = politically_connected
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Decision
Component: form_russia_category
Source: game
File: common/decisions/categories/r56_formable_categories.txt

Code:
form_russia_category = {
	icon = GFX_decision_category_SOV_russia_globe
	priority = 20
	on_map_area = {
		name = GEN_control_of_these_states_is_required_to_form_the_nation
		target_array = global.r56_formables_states_array
		target_trigger = {
			FROM = {
				OR = {
					state = 195 208 209 210 263 244 246 242 243 224 219 205 247 264 220 222 223 240 258 254 260 257 255 252 253 248 351 879 214 880 239
				}
			}
		}
		zoom = 300
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_build_milfact1
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_build_milfact1
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = HON_examine_industry
	}
	x = 37
	y = 1
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 2
			AND = {
				num_of_factories = < 10
				date = < 1939.1.1
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: QUE_production_quotas
Constructs: research_speed_factor, stability_factor, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_production_quotas = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = communist_central_management
	modifier = {
		stability_factor = -0.05
		consumer_goods_factor = -0.18
		production_speed_buildings_factor = 0.2
		production_speed_arms_factory_factor = 0.2
		research_speed_factor = 0.03
	}
}
### Entity: Scripted Effect
Component: SOV_reset_propaganda_campaign_slot_effect
Constructs: limit, check_variable, set_variable, clear_variable, clr_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_reset_propaganda_campaign_slot_effect = {
	hidden_effect = {
		if = {
			limit = {
				check_variable = {
					SOV_poster_left_icon_frame = SOV_propaganda_campaign_to_remove
				}
			}
			set_variable = {
				SOV_poster_left_icon_frame = SOV_propaganda_empty_slot_index
			}
			clear_variable = SOV_propaganda_left_poster_to_age
			clr_country_flag = SOV_propaganda_left_slot_is_old_flag
		}
		else_if = {
			limit = {
				check_variable = {
					SOV_poster_center_icon_frame = SOV_propaganda_campaign_to_remove
				}
			}
			set_variable = {
				SOV_poster_center_icon_frame = SOV_propaganda_empty_slot_index
			}
			clear_variable = SOV_propaganda_center_poster_to_age
			clr_country_flag = SOV_propaganda_center_slot_is_old_flag
		} {
			limit = {
				check_variable = {
					SOV_poster_right_icon_frame = SOV_propaganda_campaign_to_remove
				}
			}
			set_variable = {
				SOV_poster_right_icon_frame = SOV_propaganda_empty_slot_index
			}
			clear_variable = SOV_propaganda_right_poster_to_age
			clr_country_flag = SOV_propaganda_right_slot_is_old_flag
		}
		set_variable = {
			SOV_propaganda_campaign_to_remove = 0
		}
	}
}
### Entity: Event
Component: CHL_political_events.28
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, create_wargoal, annex_everything
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.28
	title = CHL_political_events.28.t
	desc = CHL_political_events.28.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.28.a
		ai_chance = {
			base = 50
		}
		add_war_support = 0.05
		create_wargoal = {
			target = FROM
			type = annex_everything
		}
	} {
		name = CHL_political_events.28.b
		ai_chance = {
			base = 50
		}
		add_stability = 0.05
	}
}
### Entity: Idea
Component: SOM_aco2
Source: game
File: common/ideas/somalia.txt

Code:
SOM_aco2 = {
	picture = generic_army_african_4
	allowed = {
		original_tag = SOM
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_emergency_powers
Constructs: prerequisite, add_ideas, add_war_support, add_stability, completion_reward, set_rule
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_emergency_powers
	available = {

	}
	prerequisite = {
		focus = PAR_ask_for_bankroll
	}
	icon = GFX_focus_generic_military_dictatorship
	relative_position_id = PAR_ask_for_bankroll
	x = -1
	y = 4
	cost = 5
	search_filters = {

	}
	completion_reward = {
		add_stability = -0.1
		add_war_support = 0.15
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_rule = {
			CAN_DECLARE_WAR_ON_SAME_IDEOLOGY = yes
		} {
			can_only_justify_war_on_threat_country = no
		} {
			can_join_opposite_factions = yes
		}
		add_ideas = idea_PAR_emergency_powers
	}
}
### Entity: State History
Component: 795
Constructs: add_core_of
Source: game
File: history/states/795-Santarem.txt

Code:
state = {
	id = 795
	name = STATE_795
	resources = {
		chromium = 20.0
	}
	history = {
		owner = POR
		victory_points = {
			9869 1
		} {
			924 1
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 2
		}
		add_core_of = POR
	}
	provinces = {
		844 924 3846 3886 3926 6986 9869 11768
	}
	manpower = 729712
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Trigger Reference
Construct: has_naval_control
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_naval_control

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

Checks if friendly nations and country scope together has enough naval dominance to assert control in strategic region.
### Entity: Character
Component: ANG_ai2
Source: game
File: common/characters/ANG.txt

Code:
ANG_ai2 = {
	advisor = {
		slot = high_command
		idea_token = ANG_ai2
		ledger = army
		allowed = {
			original_tag = ANG
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}