Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: aus_focus
Component: AUS_restart_steyr
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_mio_size
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_restart_steyr
	icon = GFX_focus_secret_rearmament
	relative_position_id = AUS_defence_focus
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_fortify_river_traun AUS_defence_focus
	}
	cost = 7
	completion_reward = {
		add_tech_bonus = {
			name = AUS_restart_steyr
			ahead_reduction = 0.25
			bonus = 1
			uses = 2
			category = infantry_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:AUS_steyr_mannlicher_organization = {
				add_mio_size = 1
			}
		}
	}
}
### Entity: Event
Component: denmark_resistance_event.21
Constructs: is_triggered_only, division_template, give_military_access, is_locked, set_country_flag
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_resistance_event.21
	title = denmark_resistance_event.21.t
	desc = denmark_resistance_event.21.desc
	picture = GFX_report_event_DEN_danish_brigades
	is_triggered_only = yes
	option = {
		name = denmark_resistance_event.2.a
		army_experience = 10
		FROM = {
			give_military_access = DEN
		}
		custom_effect_tooltip = DEN_danish_brigade_template_tt
		division_template = {
			name = Danske Brigade
			is_locked = yes
			priority = 1
			template_counter = 3
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
			support = {

			}
			override_model = DEN_infantry_alt_0_entity
		}
		hidden_effect = {
			set_country_flag = DEN_create_danish_brigades_flag
		}
	}
}
### Entity: Event
Component: DOD_yugoslavia.801
Constructs: is_triggered_only, limit, has_government, fire_only_once, has_capitulated, is_faction_leader
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.801
	title = DOD_yugoslavia.801.t
	desc = DOD_yugoslavia.801.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = DOD_yugoslavia.801.a
		ITA = {
			transfer_state = 103
		}
		if = {
			limit = {
				GER = {
					exists = yes
					has_capitulated = no
					has_government = fascism
					is_faction_leader = yes
				}
			}
			GER = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	} {
		name = DOD_yugoslavia.801.b
	}
}
### Entity: Character
Component: AFG_last_of_the_bukharans
Constructs: conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
AFG_last_of_the_bukharans = {
	random = no
	sprite = 13
	army_core_defence_factor = 0.05
	army_core_attack_factor = 0.05
	political_power_factor = -0.05
	conscription_factor = 0.05
}
### Entity: Decision
Component: mal_mining_decisions
Source: game
File: common/decisions/categories/mal_decision_categories.txt

Code:
mal_mining_decisions = {
	icon = generic_prospect_for_resources
	priority = 85
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_the_well_timed_swoop_of_a_falcon
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_the_well_timed_swoop_of_a_falcon
	icon = GFX_focus_generic_swooping_falcon
	prerequisite = {
		focus = CHI_know_thy_self
	} {
		focus = CHI_know_thy_enemy
	}
	x = 1
	y = 1
	relative_position_id = CHI_know_thy_enemy
	cost = 10
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_decisive_battle_idea_tt generic_skip_one_line_tt CHI_modify_corruption_in_the_armed_forces_tt
		add_to_variable = {
			CHI_decisive_battle_army_attack_factor = 0.025
			tooltip = army_attack_factor_tt
		} {
			CHI_decisive_battle_breakthrough_factor = 0.05
			tooltip = breakthrough_factor_tt
		} {
			CHI_decisive_battle_org_loss_when_moving = -0.05
			tooltip = org_loss_when_moving_tt
		} {
			CHI_corruption_in_the_armed_forces_army_morale_factor = 0.05
			tooltip = army_morale_factor_tt
		}
	}
}
### Entity: Event
Component: GOE_RAJ.16
Constructs: is_triggered_only, ai_chance, limit, has_full_control_of_state, add_autonomy_score, add_core_of, add_claim_by
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.16
	title = GOE_RAJ.16.t
	desc = GOE_RAJ.16.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.16.a
		ai_chance = {
			base = 1
		}
		if = {
			limit = {
				FROM = {
					has_full_control_of_state = 992
				}
			}
			FROM = {
				add_autonomy_score = {
					value = 80
				}
			}
			transfer_state = 992
			659 = {
				add_core_of = FSA
			}
			1016 = {
				add_core_of = FSA
				add_claim_by = YEM
			}
		}
	}
}
### Entity: Event
Component: tfv_raj.32
Constructs: is_triggered_only, fire_only_once, has_global_flag
Source: game
File: events/TFV_Raj.txt

Code:
country_event = {
	id = tfv_raj.32
	title = tfv_raj.32.t
	desc = {
		text = tfv_raj.32.desc_SOV_helps
		trigger = {
			has_global_flag = RAJ_seek_help_from_soviet_promised
			NOT = {
				has_global_flag = RAJ_seek_help_from_soviet_ENG_reject
			}
		}
	} {
		text = tfv_raj.32.desc_SOV_helps_ENG_reject
		trigger = {
			has_global_flag = RAJ_seek_help_from_soviet_promised RAJ_seek_help_from_soviet_ENG_reject
		}
	}
	picture = GFX_report_event_stalin_meeting
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = tfv_raj.32.a
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_empower_the_thought_police
Constructs: prerequisite, limit, completion_reward, has_dlc, has_idea, cancel_if_invalid, swap_ideas, remove_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_empower_the_thought_police
	icon = GFX_focus_generic_national_security
	x = 0
	y = 1
	relative_position_id = JAP_found_the_great_japan_press_association
	prerequisite = {
		focus = JAP_found_the_great_japan_press_association
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			has_idea = JAP_tokko_idea_lar
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			has_idea = JAP_tokko_idea_no_lar
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			swap_ideas = {
				remove_idea = JAP_tokko_idea_lar
				add_idea = JAP_tokko_idea_lar_2
			}
		}
		ELSE = {
			swap_ideas = {
				remove_idea = JAP_tokko_idea_no_lar
				add_idea = JAP_tokko_idea_no_lar_2
			}
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = JAP_genki_abe
	}
}
### Entity: Country Tag
Component: NAC
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/r56_tag_aliases.txt

Code:
NAC = {
	original_tag = CHL
	has_country_flag = R56_chile_fascist_scw_given_tag
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_national_defense_state
Constructs: has_completed_focus, prerequisite, limit, add_ideas, add_war_support, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_national_defense_state
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = JAP_imperial_arsenals
	}
	x = 1
	y = 1
	relative_position_id = JAP_imperial_arsenals
	cost = 10
	ai_will_do = {
		factor = 1
	}
	allow_branch = {
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = JAP_the_unthinkable_option JAP_strengthen_civilian_government JAP_sea_purge_the_kodoha_faction
			}
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		if = {
			limit = {
				has_war_support = < 0.8
			}
			add_war_support = 0.1
		}
		else_if = {
			limit = {
				has_idea = tot_economic_mobilisation
			}
			add_political_power = 150
		}
		else = {
			add_ideas = tot_economic_mobilisation
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_german_ties
Constructs: prerequisite, limit, add_ideas, has_government, has_country_flag, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_german_ties
	icon = GFX_focus_chi_mission_to_germany
	relative_position_id = CHL_consolidate_the_government
	x = 9
	y = 3
	offset = {
		trigger = {
			has_country_flag = R56_chile_fascist_scw_given_tag
		}
		x = -10
		y = 0
	}
	cost = 10
	bypass = {
		ROOT = {
			is_in_faction_with = GER
			has_government = fascism
		}
	}
	prerequisite = {
		focus = CHL_fascist_constitution
	}
	ai_will_do = {
		factor = 1
		modifier = {
			add = 19
			date = > 1940.1.1
			GER = {
				surrender_progress = < 0.05
			}
		}
	}
	available = {
		has_government = fascism
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					exists = yes
				}
			}
			GER = {
				country_event = chile.22
			}
		}
		else = {
			add_ideas = CHL_german_assistance_refugees
		}
	}
}
### Entity: Wiki Documentation
Construct: combatsound
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
combatsound
|
How often does the combat view give a random sound? 0-50
|

|

morehumans (humans) [num]
|
Adds more humans
|

|

window (wnd) [Arguments: open/close] [window gui name]
|
Opens or closes the specified window
|

|
### Entity: National Focus
Tree: por_focus
Component: POR_promote_the_monarchist_cause_in_portugal
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_promote_the_monarchist_cause_in_portugal
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_the_return_of_duarte
	}
	icon = GFX_focus_generic_monarchy_2
	x = 0
	y = 1
	relative_position_id = POR_the_return_of_duarte
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = POR_monarchists_on_the_rise2
			days = 730
		}
	}
}
### Entity: AI Strategy
Component: r56_upgrading_convoy
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_upgrading_convoy = {
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = production_upgrade_desire_offset
		id = convoy
		value = -100
	}
}
### Entity: AI Strategy
Component: marines_SOV
Constructs: has_tech
Source: game
File: common/ai_templates/templates_SOV.txt

Code:
marines_SOV = {
	available_for = {
		SOV
	}
	role = marines
	upgrade_prio = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				has_tech = marines
			}
		}
	}
	marine_default_SOV = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				logistics_company = 1
				engineer = 1
				artillery = 1
			}
			regimental_support = {
				anti_air_battery = 1
				anti_tank_battery = 1
			}
			regiments = {
				marine = 9
			}
		}
	}
}
### Entity: Modifier Reference
Construct: license_armor_purchase_cost
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## license_armor_purchase_cost

* Number with 0 decimal places
* **Categories**: country
### Entity: Modding Documentation
Construct: resource_produced
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### resource_produced
* description: number of resources produced by country, resource type is defined in target. example resource_produced@steel
### Entity: Idea
Component: ETH_CZE_skoda_armor
Constructs: has_completed_focus, limit, has_war_with, has_idea, has_opinion, has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_CZE_skoda_armor = {
	picture = generic_tank_manufacturer_3
	visible = {
		has_completed_focus = ETH_invite_foreign_industrialists
		IF = {
			limit = {
				NOT = {
					has_idea = ETH_CZE_skoda_armor
				}
			}
			CZE = {
				has_opinion = {
					target = ETH
					value = > 75
				}
			}
		}
		ELSE = {
			NOT = {
				has_war_with = CZE
			}
		}
	}
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		heavy_tank_manufacturer
	}
	equipment_bonus = {

	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_anti_imperialism
Constructs: shared_focus, prerequisite, has_government, add_war_support, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_anti_imperialism
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = CHI_sea_renegotiate_the_unequal_treaties
	}
	mutually_exclusive = {
		focus = CHI_sea_imperial_legacy
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_renegotiate_the_unequal_treaties
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		NOT = {
			has_government = fascism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_war_support = 0.1
	}
}
### Entity: Country History
Country: SSI
Component: SSI_characters
Constructs: recruit_character
Source: game
File: history/countries/SSI - Siak.txt

Code:
# Leaders & Characters for SSI
recruit_character = INS_syarif_kasim
### Entity: Idea
Component: POR_pan_iberian_trade_SPR_r56
Constructs: research_speed_factor, has_war_with, removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_pan_iberian_trade_SPR_r56 = {
	name = POR_pan_iberian_trade_r56
	picture = can_wartime_prices_and_trade_board
	allowed = {
		OR = {
			original_tag = SPR SPD SPC SPA SPB
		}
	}
	removal_cost = -1
	cancel = {
		has_war_with = POR
	}
	modifier = {
		war_stability_factor = 0.05
		research_speed_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
	}
	targeted_modifier = {
		tag = POR
		trade_cost_for_target_factor = -0.2
	}
}
### Entity: Effect Reference
Construct: add_war_support
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_war_support

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Adds the war support to the country in scope. Example: add_war_support = 5
```
### Entity: Idea
Component: CZE_nationalism_3
Constructs: war_support_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_nationalism_3 = {
	name = CZE_nationalism_1
	allowed = {
		always = no
		original_tag = CZE
	}
	available = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.1
		political_power_factor = 0.25
		surrender_limit = 0.2
		army_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}
}
### Entity: State History
Component: 729
Constructs: add_core_of
Source: game
File: history/states/729-Macau.txt

Code:
state = {
	id = 729
	name = STATE_729
	manpower = 157805
	state_category = enclave
	history = {
		owner = POR
		add_core_of = CHI PRC
		victory_points = {
			4189 1
		}
		buildings = {
			infrastructure = 2
			4189 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		4189
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: khi_focus
Component: KHI_adapt_modern_industry
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/khiva.txt

Code:
focus = {
	id = KHI_adapt_modern_industry
	icon = GFX_focus_AFG_a_modern_economy
	prerequisite = {
		focus = KHI_expand_farm_lands
	}
	mutually_exclusive = {
		focus = KHI_agricultural_industry
	}
	x = -6
	y = 4
	relative_position_id = KHI_war_of_the_turan
	cost = 5
	ai_will_do = {
		factor = 400
	}
	completion_reward = {
		army_experience = 10
	}
}
### Entity: Unit Template
Component: SPAN_CAVB_01
Source: game
File: common/units/names_divisions/SPAN_names_divisions.txt

Code:
SPAN_CAVB_01 = {
	name = Cavalry Brigade
	for_countries = {
		ARG BOL CHL COL COS CUB DOM ECU ELS EQG GUA HON MEX NIC PAN PAR PRU URG VEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %da Brigada de Caballería
	ordered = {
		1 = {
			%da Brigada de Caballería
		}
		2 = {
			%da Brigada de Caballería
		}
		3 = {
			%da Brigada de Caballería
		}
		4 = {
			%da Brigada de Caballería
		}
		5 = {
			%da Brigada de Caballería
		}
		6 = {
			%da Brigada de Caballería
		}
		7 = {
			%da Brigada de Caballería
		}
		8 = {
			%da Brigada de Caballería
		}
		9 = {
			%da Brigada de Caballería
		}
		10 = {
			%da Brigada de Caballería
		}
	}
}
### Entity: Event
Component: NSB_soviet_policies_of_collective_security.6
Constructs: is_triggered_only, limit, random_hours
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_policies_of_collective_security.6
	title = NSB_soviet_policies_of_collective_security.6.t
	desc = NSB_soviet_policies_of_collective_security.6.desc
	picture = GFX_report_event_SOV_litvinov_beck
	is_triggered_only = yes
	option = {
		name = NSB_soviet_policies_of_collective_security.6.a
		if = {
			limit = {
				country_exists = POL
			}
			POL = {
				country_event = {
					id = NSB_soviet_policies_of_collective_security.7
					hours = 8
					random_hours = 4
				}
			}
			effect_tooltip = {
				SOV_apply_collective_ageement_on_mutual_assistance_effects_basic = yes
			}
			custom_effect_tooltip = NSB_soviet_policies_of_collective_security_tt
		}
		else = {
			FROM = {
				country_event = {
					id = NSB_soviet_policies_of_collective_security.2
					hours = 8
					random_hours = 4
				}
			}
			effect_tooltip = {
				SOV_apply_collective_ageement_on_mutual_assistance_effects_basic = yes
			}
		}
	}
}
### Entity: Idea
Component: PHI_manila_railroad_company_idea
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/philippines.txt

Code:
PHI_manila_railroad_company_idea = {
	name = PHI_manila_railroad_company
	picture = PHI_manilla_railroad_company
	allowed = {
		original_tag = PHI
		has_dlc = No Compromise, No Surrender
	}
	available = {

	}
	visible = {

	}
	research_bonus = {
		industry = 0.1
	}
	cost = 100
	traits = {
		railway_company
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_callout_to_the_world
Constructs: prerequisite, limit, has_government, completion_reward, add_political_power, is_subject, add_popularity, set_nationality
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_callout_to_the_world
	prerequisite = {
		focus = ETH_in_the_name_of_the_people
	}
	mutually_exclusive = {
		focus = ETH_soviet_aid
	}
	relative_position_id = ETH_in_the_name_of_the_people
	x = -3
	y = 1
	icon = GFX_focus_ETH_callout_to_the_world
	cost = 5
	available = {
		is_subject = no
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		custom_effect_tooltip = ETH_callout_to_the_world_tt
		add_political_power = 150
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		hidden_effect = {
			IF = {
				limit = {
					ENG = {
						NOT = {
							has_government = communism
						}
					}
				}
				ENG = {
					ENG_sylvia_pankhurst = {
						set_nationality = ETH
						set_character_flag = ETH_anarchist_socialist_advisor
					}
				}
			}
			set_country_flag = IA_emma_goldman_recruited_flag
			set_party_name = {
				ideology = communism
				long_name = ETH_communism_party_long
				name = ETH_communism_party
			}
		}
		ETH_BOP_decentralization_large_effect = yes
	}
}
### Entity: Event
Component: lar_dominate_the_middle_east.3
Constructs: is_triggered_only, ai_chance, create_wargoal, puppet_wargoal_focus
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_dominate_the_middle_east.3
	title = lar_dominate_the_middle_east.3.t
	desc = lar_dominate_the_middle_east.3.desc
	picture = GFX_report_event_generic_battle
	is_triggered_only = yes
	option = {
		name = lar_dominate_the_middle_east.3.a
		ai_chance = {
			factor = 80
		}
		create_wargoal = {
			target = FROM
			type = puppet_wargoal_focus
		}
	} {
		name = lar_dominate_the_middle_east.3.b
		ai_chance = {
			factor = 20
		}
	}
}
### Entity: Character
Component: MEN_songgotu_zhanshan
Source: game
File: common/characters/MEN.txt

Code:
MEN_songgotu_zhanshan = {
	advisor = {
		slot = political_advisor
		idea_token = MEN_songgotu_zhanshan
		allowed = {
			original_tag = MEN
		}
		traits = {
			captain_of_industry
		}
	}
	name = MEN_songgotu_zhanshan
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
}
### Entity: Event
Component: INS_limited_war_events.7
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_stability, check_variable, clear_array, every_allied_country
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_limited_war_events.7
	title = INS_limited_war_events.7.t
	desc = INS_limited_war_events.7.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = INS_limited_war_events.7.a
		ai_chance = {
			base = 1
		}
		if = {
			limit = {
				FROM = {
					OR = {
						check_variable = {
							lost_states_due_to_limited_war^num = > 0
						}
						any_allied_country = {
							check_variable = {
								lost_states_due_to_limited_war^num = > 0
							}
						}
					}
				}
			}
			FROM = {
				if = {
					limit = {
						check_variable = {
							lost_states_due_to_limited_war^num = > 0
						}
					}
					for_each_scope_loop = {
						array = lost_states_due_to_limited_war
						transfer_state_to = PREV
					}
					clear_array = lost_states_due_to_limited_war
				}
				every_allied_country = {
					if = {
						limit = {
							check_variable = {
								lost_states_due_to_limited_war^num = > 0
							}
						}
						for_each_scope_loop = {
							array = lost_states_due_to_limited_war
							transfer_state_to = PREV
						}
						clear_array = lost_states_due_to_limited_war
					}
				}
			}
		}
		else = {
			add_stability = -0.2
			add_war_support = -0.2
			random_core_state = {
				limit = {
					arms_factory = > 0
				}
				add_building_construction = {
					type = arms_factory
					level = -1
					instant_build = yes
				}
			}
		}
		INS_peace_out = yes
		INS_re_add_to_old_faction = yes
		INS_clear_limited_war_variables = yes
	} {
		name = INS_limited_war_events.7.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = INS_limited_war_events.8
				hours = 2
			}
		}
		add_timed_idea = {
			idea = idea_SIA_military_humiliation
			days = 780
		}
		INS_re_add_to_old_faction = yes
		INS_clear_limited_war_variables = yes
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_cult_of_personality
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, add_popularity, add_country_leader_trait
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_cult_of_personality
	icon = GFX_focus_propaganda_soviet
	prerequisite = {
		focus = TIB_follow_maos_lead TIB_invite_soviet_advisors
	}
	relative_position_id = TIB_follow_maos_lead
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_political_power = -50
		add_popularity = {
			ideology = communism
			popularity = 0.02
		}
		add_ideas = r56i_laws_social_revolutionary
		add_country_leader_trait = JUNO_cult_of_personality
	}
}
### Entity: Trigger Reference
Construct: is_special_project_completed
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_special_project_completed

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if the country in scope has completed the special project in input.
ex:
SOV = {
	is_special_project_completed = sp:my_project
	is_special_project_completed = var:my_project_var
	is_special_project_completed = PREV # accepts variables and keywords
}
```