Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: jap_focus
Component: JAP_children_of_the_sun
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid, add_country_leader_trait
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_children_of_the_sun
	icon = GFX_focus_JAP_new_order_movement
	x = -1
	y = 1
	relative_position_id = JAP_the_yamato_spirit
	prerequisite = {
		focus = JAP_the_yamato_spirit
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		IF = {
			limit = {
				has_completed_focus = JAP_empower_the_emperor
			}
			add_country_leader_trait = JAP_the_heavenly_sovereign_trait
		}
		ELSE = {
			add_country_leader_trait = JAP_guided_by_amaterasu_trait
		}
	}
}
### Entity: Character
Component: GER_minister_of_the_colonies
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_minister_of_the_colonies = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	non_core_manpower = 0.02
	resistance_garrison_penetration_chance = -0.1
}
### Entity: Modding Documentation
Construct: fuel_gain
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## fuel_gain
* Arguments: Daily Fuel amount

Adds/removes daily fuel gain for player
### Entity: National Focus
Tree: fra_focus
Component: FRA_legal_equality
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_legal_equality
	icon = GFX_goal_generic_major_alliance
	x = 1
	y = 4
	prerequisite = {
		focus = FRA_womens_suffrage
	}
	mutually_exclusive = {

	}
	relative_position_id = FRA_invite_communist_ministers
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		FRA_right_wing_riot_effect = yes
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	}
}
### Entity: Country History
Country: RIF
Component: RIF_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/RIF - Rif.txt

Code:
# Politics & Parties for RIF
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 20
	fascism = 10
	communism = 20
	neutrality = 50
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_lessons_learnt
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_lessons_learnt
	icon = GFX_focus_PRC_immediate_response_to_lack_of_army
	prerequisite = {
		focus = PRC_to_steal_an_army
	} {
		focus = PRC_revolutionary_war_of_the_masses
	}
	x = 0
	y = 2
	relative_position_id = PRC_cooperate_ulanhu
	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_ARMY_XP
	}
	completion_reward = {
		PRC_check_if_red_army_or_pla = yes
		add_to_variable = {
			PRC_the_chinese_army_experience_gain_army_factor = 0.1
			tooltip = experience_gain_army_factor_tt
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = PRC_asymmetric_warfare PRC_conventional_warfare PRC_indirect_fire
				}
			}
			custom_effect_tooltip = PRC_asymmetric_warfare_completed_tt PRC_conventional_warfare_completed_tt PRC_indirect_fire_completed_tt
			add_to_variable = {
				PRC_the_chinese_red_army_org_loss_when_moving = -0.05
				tooltip = org_loss_when_moving_tt
			} {
				PRC_the_chinese_red_army_max_planning_factor = 0.05
				tooltip = max_planning_factor_tt
			} {
				PRC_the_chinese_red_army_army_artillery_attack_factor = 0.1
				tooltip = army_artillery_attack_factor_tt
			}
		}
		else_if = {
			limit = {
				has_completed_focus = PRC_asymmetric_warfare
			}
			add_to_variable = {
				PRC_the_chinese_red_army_org_loss_when_moving = -0.05
				tooltip = org_loss_when_moving_tt
			}
		} {
			limit = {
				has_completed_focus = PRC_indirect_fire
			}
			add_to_variable = {
				PRC_the_chinese_red_army_army_artillery_attack_factor = 0.05
				tooltip = army_artillery_attack_factor_tt
			}
		}
		else = {
			add_to_variable = {
				PRC_the_chinese_red_army_max_planning_factor = 0.05
				tooltip = max_planning_factor_tt
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_clear_game_construction_queue
Constructs: limit, set_temp_variable, check_variable, remove_building, add_building_construction, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_clear_game_construction_queue = {
	for_each_loop = {
		array = controlled_states
		var:v = {
			set_temp_variable = {
				tmp_industrial_complex = building_level@industrial_complex
			} {
				tmp_arms_factory = building_level@arms_factory
			} {
				tmp_synthetic_refinery = building_level@synthetic_refinery
			} {
				tmp_fuel_silo = building_level@fuel_silo
			} {
				tmp_infrastructure = building_level@infrastructure
			} {
				added_buildings = 0
			} {
				added_buildings = 0
			} {
				added_buildings = 0
			} {
				added_buildings = 0
			} {
				added_buildings = 0
			}
			if = {
				limit = {
					check_variable = {
						tmp_industrial_complex = > 0
					}
				}
				remove_building = {
					type = industrial_complex
					level = tmp_industrial_complex
				}
			} {
				limit = {
					check_variable = {
						tmp_arms_factory = > 0
					}
				}
				remove_building = {
					type = arms_factory
					level = tmp_arms_factory
				}
			} {
				limit = {
					check_variable = {
						tmp_synthetic_refinery = > 0
					}
				}
				remove_building = {
					type = synthetic_refinery
					level = tmp_synthetic_refinery
				}
			} {
				limit = {
					check_variable = {
						tmp_fuel_silo = > 0
					}
				}
				remove_building = {
					type = fuel_silo
					level = tmp_fuel_silo
				}
			} {
				limit = {
					check_variable = {
						tmp_infrastructure = > 0
					}
				}
				remove_building = {
					type = infrastructure
					level = tmp_infrastructure
				}
			} {
				limit = {
					check_variable = {
						added_buildings = > 0
					}
				}
				remove_building = {
					type = industrial_complex
					level = added_buildings
				}
			} {
				limit = {
					check_variable = {
						added_buildings = > 0
					}
				}
				remove_building = {
					type = arms_factory
					level = added_buildings
				}
			} {
				limit = {
					check_variable = {
						added_buildings = > 0
					}
				}
				remove_building = {
					type = synthetic_refinery
					level = added_buildings
				}
			} {
				limit = {
					check_variable = {
						added_buildings = > 0
					}
				}
				remove_building = {
					type = fuel_silo
					level = added_buildings
				}
			} {
				limit = {
					check_variable = {
						added_buildings = > 0
					}
				}
				remove_building = {
					type = infrastructure
					level = added_buildings
				}
			}
			while_loop_effect = {
				limit = {
					free
# ... (truncated)
### Entity: National Focus
Tree: pal_focus
Component: PAL_nashashbi_cult
Constructs: prerequisite, add_ideas, completion_reward, set_variable
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_nashashbi_cult
	icon = GFX_goal_generic_uprising
	prerequisite = {
		focus = PAL_encouragement_of_militarization
	}
	x = -1
	y = 1
	relative_position_id = PAL_encouragement_of_militarization
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = PAL_nashashbi_idea3
		set_variable = {
			PAL_add_religion = 25
		}
		PAL_religion_add = yes
		custom_effect_tooltip = PAL_liberal_up_significant
	}
}
### Entity: Event
Component: egypt.42
Constructs: is_triggered_only, add_ideas, add_war_support, fire_only_once
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.42
	picture = GFX_report_event_gre_militaristic_march
	title = egypt.42.t
	desc = egypt.42.d
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = egypt.42.a
		add_war_support = -0.05
		add_ideas = EGY_dissatisfied_military
	}
}
### Entity: Character
Component: ECU_uriarte_fanquil_del_ponte
Source: game
File: common/characters/ECU.txt

Code:
ECU_uriarte_fanquil_del_ponte = {
	advisor = {
		slot = army_chief
		idea_token = ECU_uriarte_fanquil_del_ponte
		allowed = {
			original_tag = ECU
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Uriarte Fanquil del Ponte
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_3
		}
	}
}
### Entity: Character
Component: viceroy_harsh_legacy
Constructs: democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
viceroy_harsh_legacy = {
	random = no
	drift_defence_factor = -0.1
	democratic_drift = 0.03
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_cmp_truck
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_cmp_truck
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = CAN_army_modernization
	}
	x = 1
	y = 1
	relative_position_id = CAN_army_modernization
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = CAN_cmp_truck
			ahead_reduction = 2
			bonus = 2.0
			uses = 1
			category = motorized_equipment
		}
	}
}
### Entity: Event
Component: AUS_political_events.72
Constructs: is_triggered_only, ai_chance, add_war_support, add_opinion_modifier
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.72
	title = AUS_political_events.72.t
	desc = AUS_political_events.72.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = AUS_political_events.72.a
		ai_chance = {
			base = 10
		}
		add_war_support = 0.1
		add_opinion_modifier = {
			target = FROM
			modifier = large_decrease
		}
	}
}
### Entity: Scripted Effect
Component: r56_ger_zentrum_20
Constructs: limit, has_active_mission, add_days_mission_timeout
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
r56_ger_zentrum_20 = {
	IF = {
		limit = {
			has_active_mission = GER_zentrum_demands_action
		}
		add_days_mission_timeout = {
			mission = GER_zentrum_demands_action
			days = 100
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_reinforce_the_national_identity
Constructs: prerequisite, add_ideas, add_war_support, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_reinforce_the_national_identity
	icon = GFX_goal_generic_national_unity
	ai_will_do = {
		factor = 5
	}
	relative_position_id = INS_launch_the_revolution
	x = -1
	y = 1
	prerequisite = {
		focus = INS_launch_the_revolution
	}
	cost = 10
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_war_support = 0.1
		add_ideas = INS_indonesian_national_identity
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_khans_horde
Constructs: shared_focus, prerequisite, has_government, completion_reward, every_army_leader, add_unit_leader_trait
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_khans_horde
	icon = GFX_focus_generic_horse_studs
	prerequisite = {
		focus = TRK_restore_khanate
	}
	x = -1
	y = 1
	relative_position_id = TRK_restore_khanate
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = neutrality
	}
	completion_reward = {
		every_army_leader = {
			add_unit_leader_trait = cavalry_leader
		}
	}
}
### Entity: Operation
Component: FRA_coup_in_north_africa
Constructs: limit, has_country_flag, operation_cost, every_state, has_equipment
Source: game
File: common/operations/LaR_FRA_operations.txt

Code:
FRA_coup_in_north_africa = {
	icon = GFX_operations_coup_government
	map_icon = GFX_operations_coup_government_map
	name = FRA_coup_in_north_africa
	desc = FRA_coup_in_north_africa_desc
	days = 90
	allowed = {
		original_tag = FRA
	}
	visible = {
		has_country_flag = FRA_coup_in_north_africa_flag
		FROM = {
			controls_state = 461 462 459 513 460 458 665
		}
	}
	available = {

	}
	selection_target = {
		targets = {
			FROM
		}
	}
	selection_target_state = {
		OR = {
			state = 461 462 459 513 460 458 665
		}
	}
	outcome_modifiers = {
		operation_outcome
	}
	cost_modifiers = {
		operation_cost
	}
	risk_modifiers = {
		operation_risk
	}
	operatives = 1
	network_strength = 50
	equipment = {
		infantry_equipment = 5000
		support_equipment = 500
	}
	on_start = {

	}
	outcome_potential = {
		every_state = {
			limit = {
				OR = {
					state = 461 462 459 513 460 458 665
				}
				CONTROLLER = {
					not = {
						tag = ROOT
					}
				}
			}
			ROOT = {
				transfer_state = PREV
			}
		}
	}
	risk_chance = 0.25
	outcome_execute = {
		VIC = {
			country_event = LaR_france_vichy_notification_events.11
		}
		every_state = {
			limit = {
				OR = {
					state = 461 462 459 513 460 458 665
				}
				CONTROLLER = {
					not = {
						tag = ROOT
					}
				}
			}
			ROOT = {
				transfer_state = PREV
			}
		}
	}
	phases = {
		infiltration_submarine = {
			base = 33
		}
		infiltration_paradrop = {
			base = 33
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0.1
			}
		}
		infiltration_border = {
			base = 33
		}
	} {
		lar_fra_coup_pre_position_units = {
			base = 25
		}
	} {
		lar_fra_launch_coup = {
			base = 25
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_MA_doctrine
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_MA_doctrine = {
	NOT = {
		check_variable = {
			EAI_FOCUS/LAND/infantry_width = global.EAI_26W_INF_WIDTH
		} {
			EAI_FOCUS/LAND/infantry_width_OVERRIDE = global.EAI_26W_INF_WIDTH
		}
	}
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/land_doctrine = global.EAI_MA_DOCTRINE
		} {
			EAI_FOCUS/LAND/land_doctrine_OVERRIDE = global.EAI_MA_DOCTRINE
		}
		AND = {
			OR = {
				EAI_Mass_Assault_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/land_doctrine EAI_FOCUS/LAND/land_doctrine_OVERRIDE
			}
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_protectionist_tariffs
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_protectionist_tariffs
	icon = GFX_goal_generic_defence
	x = 0
	y = 2
	prerequisite = {
		focus = USA_labour_management_relations_act
	}
	relative_position_id = USA_adjusted_compensation_act
	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_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		USA_great_depression_level_down = yes
		if = {
			limit = {
				has_idea = free_trade
			}
			add_ideas = export_focus
		}
	}
}
### Entity: Modifier Reference
Construct: navy_org
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_org

* Number with 1 decimal places
* **Categories**: naval, unit_leader
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_claims_on_france
Constructs: shared_focus, has_completed_focus, prerequisite, has_country_flag, completion_reward, is_in_faction_with, has_capitulated, add_state_claim
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_claims_on_france
	icon = GFX_focus_attack_france
	cost = 10.0
	ai_will_do = {
		factor = 40
		modifier = {
			factor = 0
			OR = {
				POR = {
					exists = yes
					NOT = {
						is_in_faction_with = ROOT
					} {
						has_capitulated = yes
					}
				}
				has_completed_focus = SPR_befriend_portugal
			}
		}
	}
	prerequisite = {
		focus = SPR_unify_iberia SPR_befriend_portugal
	}
	available = {
		r56_script_i_am_sane = yes
		FRA = {
			r56_script_target_is_sane = yes
		}
	}
	completion_reward = {
		add_state_claim = 461 462 22
		create_wargoal = {
			type = take_state_focus
			target = FRA
			expire = 0
			generator = {
				461 462 22
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	relative_position_id = SPR_befriend_portugal
	x = 2
	y = 1
	offset = {
		trigger = {
			has_country_flag = sided_with_the_republicans_spanish_civil_war_flag
		}
		x = -17
		y = 0
	}
}
### Entity: Event
Component: SEA_PHI_political_events.48
Constructs: is_triggered_only, ai_chance, has_country_flag, has_war_with_major, create_wargoal, puppet_wargoal_focus, set_country_flag, unlock_decision_tooltip
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.48
	title = SEA_PHI_political_events.48.t
	desc = {
		text = SEA_PHI_political_events.48.desc
		trigger = {
			FROM = {
				NOT = {
					has_country_flag = PHI_japan_independence_help
				}
			}
			NOT = {
				any_country = {
					has_country_flag = PHI_agreed_to_ally
				}
			}
		}
	} {
		text = SEA_PHI_political_events.48.desc.2
		trigger = {
			FROM = {
				has_country_flag = PHI_japan_independence_help
			}
		}
	} {
		text = SEA_PHI_political_events.48.desc.3
		trigger = {
			SPR = {
				NOT = {
					has_country_flag = PHI_agreed_to_ally
				}
				any_other_country = {
					has_country_flag = PHI_agreed_to_ally
				}
			}
		}
	} {
		text = SEA_PHI_political_events.48.desc.4
		trigger = {
			SPR = {
				has_country_flag = PHI_agreed_to_ally
				NOT = {
					any_other_country = {
						has_country_flag = PHI_agreed_to_ally
					}
				}
			}
		}
	} {
		text = SEA_PHI_political_events.48.desc.5
		trigger = {
			SPR = {
				has_country_flag = PHI_agreed_to_ally
				any_other_country = {
					has_country_flag = PHI_agreed_to_ally
				}
			}
		}
	}
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.48.a
		ai_chance = {
			base = 30
			modifier = {
				FROM = {
					has_country_flag = PHI_japan_independence_help
				}
				factor = 3
			}
		}
		FROM = {
			country_event = SEA_PHI_political_events.49
		}
	} {
		name = SEA_PHI_political_events.48.b
		ai_chance = {
			base = 70
			modifier = {
				has_war_with_major = yes
				factor = 0
			}
		}
		FROM = {
			country_event = SEA_PHI_political_events.50
		}
		create_wargoal = {
			target = PHI
			type = puppet_wargoal_focus
		}
		set_country_flag = PHI_unlock_peace_decision
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = PHI_peace_with_philippines
	}
}
### Entity: Event
Component: turkey.102
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.102
	title = turkey.102.t
	desc = turkey.102.d
	is_triggered_only = yes
	picture = GFX_report_event_tur_inonu_diplomacy
	option = {
		name = turkey.102.a
		add_opinion_modifier = {
			target = ENG
			modifier = TUR_english_industral_aid_rejected
		}
	}
}
### Entity: Wiki Documentation
Construct: Military
Source: wiki
File: wiki/France.html

Doc:
Military[edit]
France relies on the heavy fortifications at the border against Germany to defend them there.
France has 74 divisions in 1936, but several of those are colonial divisions that are only binary, and their armored units are basically brigades. They rely on the heavy fortifications at the border against Germany to defend them there.

It has 1 CV, 3 BB, 7 CA, 7 CL, 52 DD and 57 SS at the start, but it is not a top modern fleet. However, it is strong enough to decisively defeat either the Germans or the Italians alone, but would have have no chance against a combined axis fleet.

France starts with 456 fighters, 48 Naval Bombers and 204 modern Tactical Bomber. It is a rather good airforce, but it will need to be significantly strengthened before the war starts.

Army[edit]
Here goes stuff for the land army

Navy[edit]
Here goes naval stuff

Air Force[edit]
Here goes air force stuff
### Entity: Trigger Reference
Construct: operative_leader_mission
Constructs: operative_leader_mission, build_intel_network
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## operative_leader_mission

* Supported Scopes: CHARACTER
* Supported Targets: none

```
Checks whether the operative is performing the given mission:
operative_leader_mission = build_intel_network
```
### Entity: Event
Component: ethiopia.1007
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_ethiopia.txt

Code:
country_event = {
	id = ethiopia.1007
	title = Reclaim British Territory
	desc = British Somaliland, Aden, and Abu Dhabi have been under British rule for far too long. These lands are rightfully ours.
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 10
		}
		name = Make a formal claim for British Somaliland, Aden, and Abu Dhabi
		659 = {
			OWNER = {
				country_event = {
					id = britain.13371
					days = 1
				}
			}
		}
	}
}
### Entity: Event
Component: germany.108
Constructs: is_triggered_only, has_completed_focus, limit, has_country_flag, set_country_flag, unlock_national_focus, clr_country_flag
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.108
	title = germany.108.t
	desc = germany.108.d
	picture = GFX_report_event_airplane_crash
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					OR = {
						has_completed_focus = GER_party_chancellor_hess
						focus_progress = {
							focus = GER_party_chancellor_hess
							progress = > 0
						}
					}
					NOT = {
						has_completed_focus = GER_rally_the_industrialists
					}
				}
				set_country_flag = GER_bye_bye_hess_flag
				if = {
					limit = {
						NOT = {
							has_completed_focus = GER_party_chancellor_hess
						}
					}
					unlock_national_focus = GER_party_chancellor_hess
				}
				uncomplete_national_focus = {
					focus = GER_party_chancellor_hess
					uncomplete_children = no
					refund_political_power = no
				}
				GER_remove_hess_effects = yes
			}
			set_country_flag = flight_of_hess
		}
	}
	option = {
		name = germany.108.a
		if = {
			limit = {
				has_country_flag = GER_bye_bye_hess_flag
			}
			effect_tooltip = {
				uncomplete_national_focus = {
					focus = GER_party_chancellor_hess
					uncomplete_children = no
					refund_political_power = no
				}
				custom_effect_tooltip = {
					localization_key = replace_ascended_advisor_tt
					CHARACTER = GER_rudolf_hess
					TRAIT = [GetHessTraitForFlight]
				}
				GER_remove_hess_effects = yes
			}
			clr_country_flag = GER_bye_bye_hess_flag
		}
	}
}