Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_prioritize_economic_growth
Constructs: limit, add_ideas, add_stability, completion_reward, has_dynamic_modifier, add_popularity, every_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_prioritize_economic_growth
	icon = GFX_focus_usa_reestablish_the_gold_standard
	mutually_exclusive = {
		focus = GER_the_four_year_plan
	}
	x = 45
	y = 0
	cost = 5
	available = {
		NOT = {
			has_dynamic_modifier = {
				modifier = GER_economy_of_conquest_modifier
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_ideas = civilian_economy
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt generic_skip_one_line_tt
		add_stability = -0.1
		add_popularity = {
			ideology = ROOT
			popularity = -0.1
		}
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		show_ideas_tooltip = GER_ludwig_erhard
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = GER_mefo_bills_modifier
				}
			}
			custom_effect_tooltip = {
				localization_key = remove_political_advisor_no_trait_tt
				CHARACTER = hjalmar_schacht
			}
		}
		GER_stop_rearmament = yes
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/RAJ_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 104
	}
	location = 10843
	division_template = Infantry Division
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: AI Strategy
Component: r56_SWE_dont_declare_war_while_at_war_EST
Constructs: has_war, has_government, has_wargoal_against, declare_war
Source: game
File: common/ai_strategy/r56_SWE.txt

Code:
r56_SWE_dont_declare_war_while_at_war_EST = {
	allowed = {
		original_tag = SWE
	}
	enable = {
		SWE = {
			has_war = yes
			has_wargoal_against = EST
			NOT = {
				has_government = democratic
			}
		}
	}
	abort = {
		has_war = no
	}
	ai_strategy = {
		type = antagonize
		id = EST
		value = -300
	} {
		type = declare_war
		id = EST
		value = -300
	}
}
### Entity: Event
Component: palestine.37
Constructs: is_triggered_only
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.37
	picture = GFX_report_event_generic_riot
	title = palestine.37.t
	desc = palestine.37.d
	is_triggered_only = yes
	option = {
		name = palestine.37.a
		promote_character = {
			character = PAL_fuad_nassar
			ideology = islamic_socialism
		}
	}
}
### Entity: Idea
Component: BEL_mae
Constructs: research_bonus
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_mae = {
	cost = 100
	picture = generic_infantry_equipment_manufacturer_2
	available = {

	}
	allowed = {
		OR = {
			original_tag = BEL WLL
		}
	}
	research_bonus = {
		infantry_weapons = 0.1
	}
	traits = {
		infantry_equipment_manufacturer
	}
	modifier = {
		equipment_conversion_speed = 0.1
	}
}
### Entity: Character
Component: JAP_masakazu_kawabe
Source: game
File: common/characters/JAP.txt

Code:
JAP_masakazu_kawabe = {
	name = JAP_masakazu_kawabe
	portraits = {
		army = {
			large = GFX_portrait_JAP_masakazu_kawabe
			small = GFX_portrait_JAP_masakazu_kawabe_small
		}
	}
	corps_commander = {
		traits = {
			trickster infantry_leader career_officer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
		visible = {

		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_full_sovereignty_for_the_philippines
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_full_sovereignty_for_the_philippines
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = JAP_liberate_manchuria
	}
	x = 0
	y = 1
	relative_position_id = JAP_liberate_manchuria
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		PHI = {
			is_subject = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		PHI = {
			OVERLORD = {
				country_event = {
					id = wtt_japan.104
					days = 1
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: GER_dont_ally_israel
Constructs: has_government
Source: game
File: common/ai_strategy/r56_ISR.txt

Code:
GER_dont_ally_israel = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_government = fascism
	}
	abort = {
		NOT = {
			has_government = fascism
		}
	}
	ai_strategy = {
		type = alliance
		id = ISR
		value = -1000
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_UNIFIED_united_armed_forces
Constructs: shared_focus, prerequisite, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_UNIFIED_united_armed_forces
	icon = GFX_goal_generic_multinational_army
	text = USC_UNIFIED_united_armed_forces
	cost = 10
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	prerequisite = {
		focus = PLY_UNIFIED_defend_our_union
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_army_unification
		}
	}
	relative_position_id = PLY_UNIFIED_defend_our_union
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	bypass = {
		has_idea = PLY_polynesian_unifacation_idea
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_r56_defense_of_the_union
			add_idea = PLY_polynesian_unifacation_idea
		}
	}
}
### Entity: Event
Component: SEA_china.25
Constructs: is_triggered_only, ai_chance, set_country_flag, random_hours, has_opinion, has_non_aggression_pact_with
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.25
	title = SEA_china.25.t
	desc = SEA_china.25.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = SEA_china.25.a
		ai_chance = {
			base = 4
		}
		FROM = {
			set_country_flag = SOV_accepted_Morozov
			country_event = {
				id = SEA_china.26
				days = 2
				random_hours = 12
			}
		}
	} {
		name = SEA_china.25.b
		ai_chance = {
			base = 4
		}
		FROM = {
			set_country_flag = SOV_accepted_Astrov
			country_event = {
				id = SEA_china.26
				days = 2
				random_hours = 12
			}
		}
	} {
		name = SEA_china.25.c
		ai_chance = {
			base = 4
		}
		FROM = {
			set_country_flag = SOV_accepted_OKMO
			country_event = {
				id = SEA_china.26
				days = 2
				random_hours = 12
			}
		}
	} {
		name = SEA_china.25.d
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_opinion = {
					target = FROM
					value = < -50
				}
			} {
				factor = 0.5
				has_non_aggression_pact_with = FROM
			}
		}
		FROM = {
			country_event = {
				id = SEA_china.27
				days = 2
				random_hours = 12
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_17
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_17 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 17
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 17
	}
}
### Entity: Character
Component: FRA_rene_massigli
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/FRA.txt

Code:
FRA_rene_massigli = {
	name = FRA_rene_massigli
	portraits = {
		army = {
			small = GFX_idea_rene_massigli
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = rene_massigli
		allowed = {
			original_tag = FRA
		}
		available = {
			has_completed_focus = FRA_confirm_eastern_commitments
			has_government = democratic
		}
		cost = 75.0
		traits = {
			hawk
		}
		do_effect = {

		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: SHX_luo_zhao
Source: game
File: common/characters/Warlords_China.txt

Code:
SHX_luo_zhao = {
	name = SHX_luo_zhao
	portraits = {
		civilian = {
			large = GFX_portrait_SHX_luo_zhao
		}
	}
	country_leader = {
		ideology = anarchist_communism
		expire = 1955.1.1.12
		id = -1
	}
}
### Entity: National Focus
Component: hungarian_focus
Constructs: has_completed_focus, division_template, create_country_leader, prerequisite, limit, random_country, add_ideas, has_government
Source: game
File: common/national_focus/hungary.txt

Code:
focus_tree = {
	id = hungarian_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = HUN
			has_dlc = Death or Dishonor
		}
	}
	default = no
	continuous_focus_position = {
		x = 50
		y = 1600
	}
	focus = {
		id = HUN_balanced_budget
		icon = GFX_goal_generic_consumer_goods
		mutually_exclusive = {
			focus = HUN_economic_intervention
		}
		x = 5
		y = 0
		cost = 10
		ai_will_do = {
			factor = 50
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			add_political_power = 120
		}
	} {
		id = HUN_strengthen_the_monarchists
		icon = GFX_focus_generic_support_the_left_right
		prerequisite = {
			focus = HUN_balanced_budget
		}
		x = 0
		y = 1
		relative_position_id = HUN_balanced_budget
		cost = 10
		ai_will_do = {
			factor = 80
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			add_ideas = HUN_hungarian_monarchy
			set_party_name = {
				ideology = neutrality
				long_name = HUN_legitimists_party_long
				name = HUN_legitimists_party
			}
		}
	} {
		id = HUN_elect_a_king
		icon = GFX_focus_hun_elect_a_king
		prerequisite = {
			focus = HUN_strengthen_the_monarchists
		}
		x = 0
		y = 2
		relative_position_id = HUN_balanced_budget
		cost = 10
		ai_will_do = {
			factor = 80
		}
		available = {
			neutrality = > 0.3
		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = {
			FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
		}
		completion_reward = {
			swap_ideas = {
				remove_idea = HUN_hungarian_monarchy
				add_idea = HUN_hungarian_monarchy_2
			}
		}
	} {
		id = HUN_invite_the_habsburg_prince
		icon = GFX_goal_generic_dangerous_deal
		prerequisite = {
			focus = HUN_elect_a_king
		}
		mutually_exclusive = {
			focus = HUN_elect_a_democratic_king
		} {
			focus = HUN_elect_a_fascist_king
		}
		x = -3
		y = 1
		relative_position_id = HUN_elect_a_king
		cost = 10
		ai_will_do = {
			factor = 60
		}
		available = {
			has_government = neutrality
		}
		bypass = {
			has_global_flag = GER_reformed_austro_hungarian_empire
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
	
# ... (truncated)
### Entity: Event
Component: mtg_germany.1
Constructs: is_triggered_only, set_country_flag, add_to_faction, create_wargoal, take_state_focus
Source: game
File: events/MTG_Germany.txt

Code:
country_event = {
	id = mtg_germany.1
	title = mtg_germany.1.t
	desc = mtg_germany.1.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = mtg_germany.1.a
		hidden_effect = {
			set_country_flag = {
				flag = HOL_joined_germany_flag
				value = 1
				days = 730
			}
		}
		effect_tooltip = {
			FROM = {
				add_to_faction = ROOT
			}
		}
		FROM = {
			country_event = {
				id = mtg_germany.2
			}
		}
	} {
		name = mtg_germany.1.b
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = take_state_focus
					target = HOL
					generator = {
						7
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = mtg_germany.3
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: debug_tactics
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
debug_tactics
|
Toggle visibility of debug tooltip for tactics
|

|

reloadsupply (relsup)
|
Reinitializes the supply systems.
|

|

deltat [<speed factor>]
|
control animation speeds
|

|

building_health (bhealth) [<building type>] [<state or prov id>] [<building level>] [<health to add>]
|
Changes specified building health
|

|
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_modernized_air_doctrine
Constructs: shared_focus, prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_modernized_air_doctrine
	icon = GFX_goal_generic_build_airforce
	relative_position_id = LAT_VEF_airplanes_primacy
	prerequisite = {
		focus = LAT_VEF_airplanes_primacy LAT_VEF_electronics_primacy
	} {
		focus = LAT_rely_on_foreign_attaches
	}
	x = 4
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		air_experience = 10
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: Partisan Brigade III
Constructs: division_template
Source: game
File: history/units/SAF_F_civil_war.txt

Code:
division = {
	name = Partisan Brigade III
	location = 7605
	division_template = Nationalist Partisans
}
### Entity: Character
Component: GER_wilhelm_canaris
Constructs: has_completed_focus, has_dlc, has_intelligence_agency
Source: game
File: common/characters/GER.txt

Code:
GER_wilhelm_canaris = {
	name = GER_wilhelm_canaris
	portraits = {
		army = {
			small = GFX_idea_ger_wilhelm_canaris
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GER_wilhelm_canaris
		allowed = {
			original_tag = GER
			has_dlc = La Resistance
		}
		available = {
			has_intelligence_agency = yes
			NOT = {
				has_completed_focus = GER_reorganize_secret_services GER_start_the_proletarian_revolution
			}
		}
		visible = {
			NOT = {
				has_completed_focus = GER_start_the_proletarian_revolution
			}
		}
		traits = {
			head_of_the_abwehr
		}
	}
}
### Entity: AI Strategy
Component: r56_ENG_commonwealth_doesnt_turn_belguim_into_a_house_party
Constructs: is_subject_of, has_war_together_with, is_in_faction_with, has_capitulated
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
r56_ENG_commonwealth_doesnt_turn_belguim_into_a_house_party = {
	allowed = {
		OR = {
			original_tag = EGY MPL RAJ MAL AST NZL CAN SAF BHU OMA
		}
	}
	enable = {
		ROOT = {
			is_subject_of = ENG
			has_war_together_with = BEL
			is_in_faction_with = BEL
		}
		ENG = {
			has_capitulated = no
		}
		BEL = {
			has_capitulated = no
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		area = northern_france_bel_front
		value = -250
	} {
		type = area_priority
		id = northern_france_bel_front
		value = -250
	} {
		type = dont_defend_ally_borders
		id = BEL
		value = 500
	}
}
### Entity: Event
Component: wtt_border_conflict_lost_attacker.1
Constructs: is_triggered_only, limit, has_country_flag, add_political_power, save_event_target_as, set_country_flag, remove_targeted_decision, add_doctrine_cost_reduction
Source: game
File: events/WTT_border_conflict_events.txt

Code:
country_event = {
	id = wtt_border_conflict_lost_attacker.1
	title = wtt_border_conflict_lost_attacker.1.t
	desc = wtt_border_conflict_lost_attacker.1.desc
	picture = GFX_report_event_dead_soldiers
	is_triggered_only = yes
	immediate = {
		save_event_target_as = our_country
		FROM = {
			save_event_target_as = our_state
		}
		FROM.FROM = {
			save_event_target_as = their_country
		}
		FROM.FROM.FROM = {
			save_event_target_as = their_state
		}
		set_country_flag = show_effect_tooltips
		remove_targeted_decision = {
			target = event_target:their_country
			decision = WTT_border_conflict_time_until_cancelled
		}
	}
	option = {
		name = wtt_border_conflict_lost_attacker.1.a
		add_political_power = -150
		army_experience = 10
		if = {
			limit = {
				has_country_flag = show_effect_tooltips
			}
			event_target:their_country = {
				effect_tooltip = {
					add_political_power = 150
					army_experience = 30
					add_doctrine_cost_reduction = {
						name = defensive_border_conflict_won
						cost_reduction = 0.25
						uses = 1
						category = land_doctrine
					}
				}
			}
			clr_country_flag = show_effect_tooltips
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/medium_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/medium_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Event
Component: men.32
Constructs: is_triggered_only, add_equipment_to_stockpile, add_war_support, add_stability, fire_only_once, retire_character, add_manpower
Source: game
File: events/MEN.txt

Code:
country_event = {
	id = men.32
	title = men.32.t
	desc = men.32.d
	picture = GFX_report_event_japanese_transport_soldiers
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = men.32.a
		add_stability = -0.03
		add_war_support = 0.05
		activate_mission = MEN_imminent_japanese_invasion
		effect_tooltip = {
			retire_character = MEN_li_shouxin MEN_wang_ying
		}
		add_manpower = -5000
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -250
		}
	}
}
### Entity: Event
Component: lar_news.1
Constructs: is_triggered_only, has_completed_focus, division_template, limit, remove_ideas, has_government, has_global_flag, set_global_flag
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.1
	title = {
		text = lar_news.1.t_franco
		trigger = {
			has_global_flag = SPR_franco_won
		}
	} {
		text = lar_news.1.t_falangist
		trigger = {
			has_global_flag = SPR_falange_won
		}
	} {
		text = lar_news.1.t_carlists
		trigger = {
			has_global_flag = SPR_carlists_won
		}
	}
	desc = {
		text = lar_news.1.desc_franco
		trigger = {
			has_global_flag = SPR_franco_won
			NOT = {
				has_global_flag = SPR_carlist_uprising_flag scw_early_end
			}
		}
	} {
		text = lar_news.1.desc_franco_unified
		trigger = {
			has_global_flag = SPR_franco_won scw_early_end
			NOT = {
				has_global_flag = SPR_carlist_uprising_flag
			}
		}
	} {
		text = lar_news.1.desc_franco_uprising
		trigger = {
			has_global_flag = SPR_franco_won SPR_carlist_uprising_flag
		}
	} {
		text = lar_news.1.desc_falangist
		trigger = {
			has_global_flag = SPR_falange_won
		}
	} {
		text = lar_news.1.desc_carlists
		trigger = {
			has_global_flag = SPR_carlists_won
		}
	}
	picture = GFX_news_event_033
	major = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_completed_focus = SPA_the_phalanx_ascendant
				}
				set_global_flag = SPR_falange_won
			} {
				limit = {
					has_completed_focus = SPA_unify_the_nationalist_front
				}
				set_global_flag = SPR_franco_won
			} {
				limit = {
					has_completed_focus = SPA_supremacy_of_the_communion
				}
				set_global_flag = SPR_carlists_won
			} {
				limit = {
					OR = {
						tag = SPA SPB
					}
				}
				delete_unit_template_and_units = {
					division_template = Guarnición Nacionalista
					disband = yes
				} {
					division_template = División de la Guardia de Asalto
					disband = yes
				} {
					division_template = Brigada de la Guardia Civil
					disband = yes
				}
				if = {
					limit = {
						tag = SPA
						has_completed_focus = SPA_the_fifth_column
					}
					delete_unit_template_and_units = {
						division_template = Fifth Columnist Brigade
						disband = yes
					}
				} {
					limit = {
						NOT = {
							tag = SPB
						}
					}
					delete_unit_template_and_units = {
						division_template = Requeté Carlista
						disband = yes
					}
				} {
					limit = {
						tag = SPA
					}
					every_state = {
						limit = {
							has_state_flag = SPR_core_of_spain_flag SPR_sided_with_nationalists_flag
						}
						remove_core_of = SPB SPC SPD
		
# ... (truncated)
### Entity: Idea
Component: BEL_fascism_banned
Constructs: has_government, is_subject, is_puppet, fascism_drift
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_fascism_banned = {
	picture = generic_fascism_banned
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism
		}
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
	}
	modifier = {
		fascism_drift = -0.05
	}
}
### Entity: Idea
Component: companhia_uniao_fabril
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/portugal.txt

Code:
companhia_uniao_fabril = {
	picture = generic_industrial_concern_2
	allowed = {
		original_tag = POR
		has_dlc = La Resistance
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_access_the_sea
Constructs: prerequisite, limit, has_war_with, completion_reward, has_civil_war, create_wargoal, annex_everything
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_access_the_sea
	available = {
		OR = {
			PRU = {
				exists = yes
				NOT = {
					has_war_with = ROOT
				}
			}
			CHL = {
				exists = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		has_civil_war = no
	}
	bypass = {

	}
	icon = GFX_focus_ARG_chilean_ultimatum
	x = 1
	y = 1
	relative_position_id = PAR_revenge_for_the_chaco_war
	prerequisite = {
		focus = PAR_revenge_for_the_chaco_war
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				CHL = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = CHL
			}
		} {
			limit = {
				PRU = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = PRU
			}
		}
	}
}
### Entity: Event
Component: nsb_news.8
Constructs: is_triggered_only, has_government
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.8
	title = nsb_news.8.t
	desc = nsb_news.8.desc
	picture = GFX_news_event_006
	major = yes
	is_triggered_only = yes
	option = {
		name = nsb_news.8.a
		trigger = {
			NOT = {
				tag = POL
			}
			has_government = communism
		}
	} {
		name = nsb_news.8.b
		trigger = {
			tag = POL
		}
	} {
		name = nsb_news.8.c
		trigger = {
			tag = LIT
		}
	} {
		name = nsb_news.8.d
		trigger = {
			NOT = {
				tag = LIT POL
				has_government = communism
			}
		}
	}
}
### Entity: Event
Component: belgium.151
Constructs: ai_chance, has_completed_focus, has_war, has_government, has_country_flag, add_political_power, set_country_flag
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.151
	title = belgium.151.t
	desc = belgium.151.desc
	picture = GFX_report_event_belgium_war
	trigger = {
		tag = BEL
		has_government = democratic
		ENG = {
			OR = {
				focus_progress = {
					focus = ENG_belgium_security
					progress = > 0
				}
				has_completed_focus = ENG_belgium_security
			}
		}
		NOT = {
			has_country_flag = BEL_king_martial_law
		}
		has_war = no
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = belgium.151.a
		ai_chance = {
			factor = 30
		}
		add_political_power = -150
		set_country_flag = BEL_king_martial_law
		country_event = {
			hours = 15
			id = belgium.152
		}
	} {
		name = belgium.151.b
		ai_chance = {
			factor = 70
		}
	}
}