Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: germany.60
Constructs: is_triggered_only, ai_chance, limit, has_government, has_war_with, add_stability, add_opinion_modifier, add_political_power
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.60
	title = germany.60.t
	desc = germany.60.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = germany.60.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 20
				strength_ratio = {
					tag = GER
					ratio = > 0.7
				}
				NOT = {
					has_idea = FRA_disjointed_government
				}
			} {
				factor = 0
				is_historical_focus_on = yes
				NOT = {
					strength_ratio = {
						tag = GER
						ratio = > 10
					}
				}
			} {
				factor = 10
				strength_ratio = {
					tag = GER
					ratio = > 10
				}
			}
		}
		add_political_power = -150
		add_stability = -0.1
		if = {
			limit = {
				ENG = {
					is_subject = no
					NOT = {
						has_war_with = FRA
					}
				}
			}
			ENG = {
				country_event = {
					id = germany.61
					hours = 2
				}
				custom_effect_tooltip = needs_approval
				effect_tooltip = {
					add_to_faction = FRA
				}
			}
		} {
			limit = {
				has_idea = FRA_disjointed_government
				NOT = {
					has_government = communism
				}
			}
			custom_effect_tooltip = germany.60.a.tt
			effect_tooltip = {
				start_civil_war = {
					ideology = communism
					size = 0.2
				}
			}
		} {
			limit = {
				has_idea = FRA_disjointed_government
				has_government = communism
			}
			custom_effect_tooltip = germany.60.a.tt
			effect_tooltip = {
				start_civil_war = {
					ideology = democratic
					size = 0.3
				}
			}
		}
	} {
		name = germany.60.b
		ai_chance = {
			base = 99
			modifier = {
				has_global_flag = GER_has_started_war
				factor = 0
			} {
				factor = 0.5
				strength_ratio = {
					tag = GER
					ratio = > 10
				}
			}
		}
		ENG = {
			country_event = {
				id = germany.62
				hours = 2
			}
		}
		add_opinion_modifier = {
			target = GER
			modifier = protest_action
		}
	}
}
### Entity: Character
Component: forsvarsminister
Source: game
File: common/country_leader/00_traits.txt

Code:
forsvarsminister = {
	random = no
	sprite = 5
	production_speed_arms_factory_factor = 0.1
	production_speed_dockyard_factor = 0.1
	production_speed_air_base_factor = 0.1
	production_speed_naval_base_factor = 0.1
}
### Entity: Idea
Component: VEN_oil
Constructs: has_completed_focus, production_speed_buildings_factor, has_idea, cancel_if_invalid
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_oil = {
	picture = VEN_oil
	visible = {
		original_tag = VEN
		NOT = {
			OR = {
				has_idea = VEN_oil_2 VEN_oil_3 VEN_oil_4 VEN_oil_5 VEN_oil_6 VEN_oil_7 VEN_oil_8 VEN_oil_9 VEN_oil_10 VEN_oil_11
			}
		}
	}
	allowed_to_remove = {
		has_completed_focus = VEN_lift_oil_curse
	}
	modifier = {
		consumer_goods_expected_value = 0.3
		production_speed_buildings_factor = -0.05
		min_export = 0.1
		trade_opinion_factor = 0.1
		production_speed_industrial_complex_factor = -0.3
		production_speed_arms_factory_factor = -0.3
		conversion_cost_civ_to_mil_factor = 0.3
		conversion_cost_mil_to_civ_factor = 0.3
		factory_energy_consumption = -0.8
	}
	cancel_if_invalid = no
}
### Entity: Scripted Effect
Component: indonesia_hatta_focus_effect
Constructs: add_country_leader_role, add_popularity
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_hatta_focus_effect = {
	INS_mohammad_hatta = {
		add_country_leader_role = {
			promote_leader = yes
			country_leader = {
				ideology = conservatism
				expire = 1965.1.1.1
				traits = {
					INS_the_proclamator
				}
			}
		}
	}
	add_popularity = {
		ideology = neutrality
		popularity = 0.1
	} {
		ideology = democratic
		popularity = 0.1
	}
}
### Entity: Idea
Component: GER_philipp_holzmann_improved
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/GER.txt

Code:
GER_philipp_holzmann_improved = {
	name = GER_philipp_holzmann
	picture = GER_philipp_holzmann
	allowed = {
		original_tag = GER
	}
	visible = {
		OR = {
			AND = {
				has_completed_focus = GER_employ_philipp_holzmann
				NOT = {
					has_completed_focus = GER_plenipotentiary_of_armaments
				}
			}
			has_completed_focus = GER_revitalize_the_nation
		}
	}
	cost = 150
	research_bonus = {
		construction_tech = 0.15
	}
	traits = {
		GER_philipp_holzmann_trait
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_teachings_of_the_usaffe
Constructs: completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_teachings_of_the_usaffe
	icon = GFX_goal_PHI_coa_army
	x = 10
	y = 0
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		army_experience = 10
		add_timed_idea = {
			idea = PHI_teachings_usa
			days = 1095
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Unit Template
Component: NIC_CL_HISTORICAL
Source: game
File: common/units/names_ships/NIC_ship_names.txt

Code:
NIC_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		NIC
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = ARN 
	fallback_name = Crucero Ligero %d
	unique = {
		Managua Masaya Granada León Chinandega
	}
}
### Entity: Technology
Component: basic_ship_hull_cruiser
Constructs: enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipments = {
		ship_hull_cruiser_2
	}
	enable_equipment_modules = {
		cruiser_ship_engine_2 ship_airplane_launcher_2
	}
	path = {
		leads_to_tech = improved_ship_hull_cruiser
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1936
	folder = {
		name = mtgnavalfolder
		position = {
			x = -1
			y = 8
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			OR = {
				tag = ENG JAP USA
			}
		}
	}
	categories = {
		naval_equipment ca_tech mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_cruiser_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_Fanaticism
Constructs: prerequisite, add_ideas, has_government, completion_reward, set_rule
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Fanaticism
	icon = GFX_goal_generic_army_elite
	prerequisite = {
		focus = TAN_Isolated TAN_Intervene TAN_Conquer
	}
	x = 0
	y = 2
	relative_position_id = TAN_Intervene
	cost = 10
	available_if_capitulated = yes
	available = {
		OR = {
			has_government = fascism communism
		}
	}
	completion_reward = {
		add_ideas = ideological_fanaticism_focus
		hidden_effect = {
			set_rule = {
				can_use_kamikaze_pilots = yes
			}
		}
		custom_effect_tooltip = kamikaze_focus_tooltip
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Unit Template
Component: SAF_CL_HISTORICAL
Source: game
File: common/units/names_ships/SAF_ship_names.txt

Code:
SAF_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		SAF
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = HMSAS 
	fallback_name = Light Cruiser %s
	unique = {
		Good Hope Natal Transvaal Orange Free State Cape Town Johannesburg Port Elizabeth East London Bloemfontein Durban Pretoria Kimberley Mosselbaai Walvisbaai Windhoek Kaapstad
	}
}
### Entity: Character
Component: SIA_ananda_industry_2
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_ananda_industry_2 = {
	random = no
	sprite = 13
	production_speed_buildings_factor = 0.1
}
### Entity: State History
Component: 63
Constructs: add_core_of
Source: game
File: history/states/63-WestPrussen.txt

Code:
state = {
	id = 63
	name = STATE_63
	manpower = 1124417
	resources = {
		steel = 7
		aluminium = 6
	}
	state_category = town
	history = {
		owner = GER
		add_core_of = GER KSH PRE
		victory_points = {
			6282 5
		} {
			11372 3
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			11372 = {
				naval_base = 1
			}
			6282 = {
				naval_base = 4
			}
			air_base = 3
		}
	}
	provinces = {
		6282 6309 6334 6390 9252 9277 9306 9334 9361 11260 11288 11316 11343 11372
	}
	local_supplies = 7.0
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_realize_levant
Constructs: prerequisite, add_ideas, add_war_support, completion_reward, set_party_name, add_state_claim
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_realize_levant
	icon = GFX_goal_MPL_levant
	relative_position_id = MPL_complete_centralization
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = MPL_create_commie_brigades
	} {
		focus = MPL_complete_centralization
	} {
		focus = MPL_land_reforms
	}
	completion_reward = {
		add_war_support = 0.2
		set_party_name = {
			ideology = communism
			long_name = Levant Communist Party
			name = LCP
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = MPL_unite_levant
		add_state_claim = 455 1022 1021 553 554 677 680
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Effect Reference
Construct: mark_technology_tree_layout_dirty
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## mark_technology_tree_layout_dirty

* Supported Scopes: COUNTRY
* Supported Targets: any

```
Forces the refresh of the hidden technologies for the scoped country
mark_technology_tree_layout_dirty = yes

```
### Entity: Event
Component: israel.36
Constructs: is_triggered_only, limit, has_country_flag, add_to_variable, set_country_flag, check_variable, random_hours
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.36
	title = israel.36.t
	desc = israel.36.d
	is_triggered_only = yes
	option = {
		name = israel.36.a
		add_to_variable = {
			ISR_pp_gain_var = 0.1
		}
		custom_effect_tooltip = ISR_modify_constitution ISR_constitution_political_power
		if = {
			limit = {
				NOT = {
					has_country_flag = ISR_hashomer_no_constitution
				}
			}
			custom_effect_tooltip = ISR_hashomer_no_constitution
			set_country_flag = ISR_hashomer_no_constitution
			subtract_from_variable = {
				ISR_constitution_votes = ISR_hashomer_seats
			}
		} {
			limit = {
				NOT = {
					has_country_flag = ISR_maki_no_constitution
				}
			}
			custom_effect_tooltip = ISR_maki_no_constitution
			set_country_flag = ISR_maki_no_constitution
			subtract_from_variable = {
				ISR_constitution_votes = ISR_maki_seats
			}
		} {
			limit = {
				check_variable = {
					ISR_constitution_votes = > 60
				}
			}
			country_event = {
				id = israel.37
				days = 1
				random_hours = 12
			}
		}
		set_country_flag = ISR_jewish_addressed
		else = {
			effect_tooltip = {
				country_event = {
					id = israel.37
					days = 1
					random_hours = 12
				}
			}
			hidden_effect = {
				country_event = {
					id = israel.39
					days = 1
					random_hours = 12
				}
			}
		}
	} {
		name = israel.36.b
		country_event = {
			id = israel.37
			days = 1
			random_hours = 12
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_national_defense_state
Constructs: prerequisite, limit, add_ideas, completion_reward, has_war_with_major, has_war_support, cancel_if_invalid, random_core_state
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_national_defense_state
	icon = GFX_goal_generic_military_sphere
	x = 0
	y = 1
	relative_position_id = JAP_imperial_rule_assistance_association
	prerequisite = {
		focus = JAP_imperial_rule_assistance_association
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war_with_major = yes
		OR = {
			has_war_support = > 0.79
			surrender_progress = > 0
		}
		any_enemy_country = {
			ic_ratio = {
				tag = ROOT
				ratio = > 0.3
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = JAP_gain_national_defense_state_remove_total_mob_tt generic_skip_one_line_tt
		add_ideas = national_defense_state
		random_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				532 531
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: paldiski_port
Constructs: research_bonus
Source: game
File: common/ideas/estonia.txt

Code:
paldiski_port = {
	picture = generic_naval_manufacturer_3
	allowed = {
		original_tag = EST
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		naval_manufacturer
	}
}
### Entity: Trigger Reference
Construct: is_fully_decrypted
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_fully_decrypted

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

```
checks if fully decrypted a cipher. Example is_fully_decrypted = GER
```
### Entity: National Focus
Tree: swe_focus
Component: SWE_scandinavian_defense_union
Constructs: prerequisite, completion_reward, is_subject, is_historical_focus_on, is_ai, is_in_faction, create_faction_from_template
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_scandinavian_defense_union
	icon = GFX_focus_generic_scandinavian_alliance
	prerequisite = {
		focus = SWE_universal_basic_income
	}
	mutually_exclusive = {
		focus = SWE_the_threat_of_the_iron_curtain
	}
	x = 3
	y = 1
	relative_position_id = SWE_universal_basic_income
	cost = 5
	available = {
		OR = {
			NOR = {
				AND = {
					exists = yes
					is_subject = no
				}
			}
			DEN = {
				AND = {
					exists = yes
					is_subject = no
				}
			}
			FIN = {
				AND = {
					exists = yes
					is_subject = no
				}
			}
			ICE = {
				AND = {
					exists = yes
					is_subject = no
				}
			}
		}
	}
	ai_will_do = {
		factor = 10
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	search_filters = {

	}
	bypass = {
		hidden_trigger = {
			OR = {
				is_subject = yes
				AND = {
					is_ai = yes
					is_historical_focus_on = yes
				}
				is_in_faction = yes
			}
		}
	}
	completion_reward = {
		create_faction_from_template = {
			template = faction_template_NORDIC_alliance_democratic
			name = scandinavian_defense_union
			icon = GFX_faction_logo_generic_9
		}
		NOR = {
			SWE_scandinavian_defense_union_invite = yes
		}
		DEN = {
			SWE_scandinavian_defense_union_invite = yes
		}
		FIN = {
			SWE_scandinavian_defense_union_invite = yes
		}
		ICE = {
			SWE_scandinavian_defense_union_invite = yes
		}
	}
}
### Entity: Modding Documentation
Construct: less_than_or_equals
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
## less_than_or_equals
Returns 1 if the accumulator is less than or equal to the value, otherwise 0.
### Entity: Unit Template
Component: GENERIC_FRA_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/FRA_operative_codenames.txt

Code:
GENERIC_FRA_OPERATIVE_CODENAME_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_OPERATIVES
	for_countries = {
		FRA
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		Jean Pierre Charles Jacques André Thomas Michel Maurice Henri Gilles Olivier Étienne Nicolas Francois Mathieu Gabriel Baptiste
	}
}
### Entity: AI Strategy
Component: ENG_naval_role_ratios_historical
Constructs: has_dlc
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_naval_role_ratios_historical = {
	allowed = {
		has_dlc = Man the Guns
		original_tag = ENG
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_capital_bb
		value = 20
	} {
		type = dockyard_to_military_factory_ratio
		value = 20
	} {
		type = role_ratio
		id = naval_capital_bc
		value = -10
	} {
		type = role_ratio
		id = naval_carrier
		value = 20
	} {
		type = role_ratio
		id = naval_carrier_light
		value = 15
	} {
		type = role_ratio
		id = naval_submarine
		value = -150
	} {
		type = role_ratio
		id = naval_screen
		value = 250
	} {
		type = role_ratio
		id = naval_escort
		value = 30
	} {
		type = role_ratio
		id = naval_cruiser_light
		value = 60
	} {
		type = role_ratio
		id = naval_cruiser_heavy
		value = 25
	} {
		type = role_ratio
		id = naval_mine_sweeper
		value = 5
	} {
		type = role_ratio
		id = naval_mine_layer
		value = 5
	}
}
### Entity: Character
Component: AST_dated_communist_leader
Constructs: stability_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_dated_communist_leader = {
	random = no
	political_power_factor = -0.05
	stability_factor = -0.05
}
### Entity: Order of Battle
Component: Lovassági Társaság
Constructs: division_template
Source: game
File: history/units/HUN_wuw_1936.txt

Code:
division_template = {
	name = Lovassági Társaság
	division_names_group = HUN_CAV_01
	role = suppression
	regiments = {
		cavalry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_establish_new_protectorates
Constructs: prerequisite, completion_reward, allow_branch, has_game_rule, is_subject, is_core_of, is_controlled_by, has_capitulated
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_establish_new_protectorates
	icon = GFX_goal_our_fate_is_our_own
	prerequisite = {
		focus = SWE_legacy_of_great_northern_war
	}
	relative_position_id = SWE_legacy_of_great_northern_war
	cost = 5
	x = 0
	y = 1
	allow_branch = {
		OR = {
			has_game_rule = {
				rule = ger_fragmentation_status
				option = DEFAULT
			} {
				rule = ger_fragmentation_status
				option = GER_FRAGMENTED
			} {
				rule = ger_fragmentation_status
				option = GER_DECENTRALIZED
			}
		}
	}
	available = {
		is_subject = no
		any_state = {
			is_core_of = GER
			is_controlled_by = ROOT
		}
		GER = {
			OR = {
				exists = no
				has_capitulated = yes
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = FRA_disunite_germany_tt
		FRA_disunite_germany_confederation_borders = yes
	}
}
### Entity: Event
Component: nsb_news.407
Constructs: is_triggered_only
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.407
	title = nsb_news.407.t
	desc = nsb_news.407.desc
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	option = {
		name = nsb_news.407.a
		trigger = {
			OR = {
				tag = FROM SOV
			}
		}
	} {
		name = nsb_news.407.b
		trigger = {
			NOT = {
				tag = FROM SOV
			}
		}
	}
}
### Entity: AI Strategy
Component: BUL_historical_plan
Constructs: has_war_with, has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/BUL_historical_strategy_plan.txt

Code:
BUL_historical_plan = {
	name = Bulgaria Historical Plan
	desc = Tsar Boris III will lead the country towards the Axis, relying on German arbitration to expand Bulgarian borders peacefully, eventually signing the Tripartite Pact and delaying Bulgarian participation in the war.
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = BUL_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = BUL_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = BUL_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {
		has_war_with = GER
	}
	ai_national_focuses = {
		BUL_reorganize_the_military_industry BUL_rebuild_the_army BUL_power_to_the_tsar BUL_dissolve_the_military_union BUL_acquire_modern_tools BUL_negotiate_bulgarian_rearmament BUL_the_tsars_regime BUL_improve_the_road_system BUL_restore_the_tarnovo_constitution BUL_freedom_of_press BUL_invigorate_national_industry BUL_promote_bulgarian_nationalism BUL_limited_womens_suffrage BUL_expand_sofia_university BUL_bulgarian_irredentism BUL_approach_germany BUL_national_military_academy BUL_illusions_of_a_non_partisan_system BUL_war_logistics BUL_georgi_benkovski_aircraft_repair_facilities BUL_national_railway_lines BUL_light_metal_exploitation BUL_ban_far_right_organizations BUL_cooperation_with_italy BUL_found_the_brannik BUL_crush_the_communists BUL_steel_plant_in_pernik BUL_liberalization_of_trade_policies BUL_increase_industry_investments BUL_support_macedonian_organizations BUL_join_the_tripartite_pact BUL_peaceful_development BUL_vasil_levsky_national_military_university BUL_contract_foreign_companies BUL_kaproni_bulgarski BUL_bulgarian_administration_of_the_balkans BUL_darzhavna_voenna_fabrika BUL_found_dvf_sopot BUL_form_a_regency_council BUL_military_secrets_sharing BUL_pilot_training_program BUL_mineral_extraction_in_the_rhodopes BUL_darzhavna_aeroplanna_rabotilnitsa BUL_darzhavna_samoletna_fabrika BUL_utmost_optimization BUL_prussia_of_the_balkans BUL_uranium_prospecting
	}
	focus_factors = {
		BUL_plot_against_boris = 0
		BUL_total_war = 0
		BUL_cooperate_with_the_zveno = 0
		BUL_condemn_macedonian_organizations = 0
		BUL_restrained_paramilitary_organizations = 0
		BUL_appoint_right_wing_ministers = 0
		BUL_strengthen_the_royal_dictatorship = 0
		BUL_the_third_bulgarian_empire = 
# ... (truncated)
### Entity: National Focus
Component: wuw_HUN_a_danubian_federation
Constructs: prerequisite, limit, has_government, every_country, completion_reward, add_political_power, is_subject, is_in_faction
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_a_danubian_federation
	icon = GFX_focus_HABSBURG_part_of_something_bigger
	prerequisite = {
		focus = wuw_HUN_promote_entrepreneurship
	}
	mutually_exclusive = {
		focus = wuw_HUN_approach_the_diasporas
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_promote_entrepreneurship
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		has_government = democratic
		is_subject = no
		is_in_faction = no
		any_country = {
			HABSBURG_is_a_habsburg_viable_nation = yes
			OR = {
				has_government = neutrality democratic
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_balkan_pact
			name = AUS_danubian_federation
		}
		custom_effect_tooltip = generic_skip_one_line_tt AUS_invite_danubian_countries_tt generic_skip_one_line_tt HABSBURG_joint_ft_unlock_tt
		ROOT = {
			hidden_effect = {
				save_event_target_as = alliance_inviter
			}
		}
		hidden_effect = {
			set_global_flag = AH_joint_tree_activated_flag
			every_country = {
				limit = {
					HABSBURG_is_a_habsburg_viable_nation = yes
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
		set_variable = {
			global.AH_originator_country = ROOT
		}
	}
}
### Entity: Event
Component: DOD_hungary.125
Constructs: is_triggered_only, ai_chance, has_government
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.125
	title = DOD_hungary.124.t
	desc = DOD_hungary.124.desc
	picture = [GetHitlerHandshakeEventPicture]
	is_triggered_only = yes
	option = {
		name = DOD_hungary.124.a
		ai_chance = {
			base = 50
		}
		HUN = {
			country_event = DOD_hungary.127
		}
	} {
		name = DOD_hungary.124.b
		ai_chance = {
			base = 50
			modifier = {
				has_government = communism
				factor = 0
			}
		}
		HUN = {
			country_event = DOD_hungary.128
		}
	}
}
### Entity: Character
Component: NEP_birsha_gurung
Source: game
File: common/characters/NEP.txt

Code:
NEP_birsha_gurung = {
	advisor = {
		slot = high_command
		idea_token = NEP_birsha_gurung
		ledger = army
		allowed = {
			original_tag = NEP
		}
		traits = {
			army_cavalry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = NEP_birsha_gurung
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
}