Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: horn_of_africa_tree
Constructs: division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, limit, add_ideas, has_government, add_war_support
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus_tree = {
	id = horn_of_africa_tree
	country = {
		factor = 0
		modifier = {
			add = 10
			OR = {
				original_tag = AFA ORO QEM TIG BEG HAR SID GBA
			}
			has_dlc = By Blood Alone
		}
	}
	default = no
	continuous_focus_position = {
		x = 20
		y = 1250
	}
	initial_show_position = {
		x = 12
		y = 0
	}
	focus = {
		id = HOA_develop_capitalstate
		icon = GFX_focus_generic_industry_1
		x = 3
		y = 0
		cost = 10
		available = {

		}
		search_filters = {

		}
		completion_reward = {
			capital_scope = {
				ETH_upgrade_state_category = yes
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	} {
		id = HOA_the_state_bank_of_name
		icon = GFX_focus_mex_privatisation
		prerequisite = {
			focus = HOA_develop_capitalstate
		}
		x = -2
		y = 1
		relative_position_id = HOA_develop_capitalstate
		cost = 10
		available = {

		}
		search_filters = {

		}
		completion_reward = {
			add_ideas = HOA_state_bank_idea
		}
	} {
		id = HOA_pave_the_roads
		icon = GFX_goal_reichsautobahn
		prerequisite = {
			focus = HOA_develop_capitalstate
		}
		x = 1
		y = 1
		relative_position_id = HOA_develop_capitalstate
		cost = 10
		available = {

		}
		search_filters = {

		}
		completion_reward = {
			random_owned_controlled_state = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			} {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	} {
		id = HOA_the_steam_locomotive
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = {
			focus = HOA_pave_the_roads
		}
		x = 0
		y = 1
		relative_position_id = HOA_pave_the_roads
		cost = 10
		available = {

		}
		search_filters = {

		}
		completion_reward = {
			IF = {
				limit = {
					NOT = {
						has_tech = basic_train
					}
				}
				set_technology = {
					basic_train = 1
					popup = yes
				}
			}
			add_equipment_to_stockpile = {
				type = train_equipment_1
				amount = 10
				producer = ETH
			}
		}
	} {
		id = HOA_the_adjective_regional_development_fund
		icon = GFX_focus_generic_concessions
		prerequisite = {
			focus = HOA_the_state_bank_of_name
		}
		dynamic = yes
		mutually_exclusive = {
			focus = HOA_the_adjective_industrial_fund
		}
		x = -1
		y = 1
		relative_positio
# ... (truncated)
### Entity: Modifier Reference
Component: r56_the_project_generic
Constructs: remove_trigger, is_fully_controlled_by
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_the_project_generic = {
	remove_trigger = {
		THIS = {
			NOT = {
				is_fully_controlled_by = ROOT
			}
		}
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	state_production_speed_nuclear_facility_factor = 0.1
	state_production_speed_nuclear_reactor_factor = 0.1
}
### Entity: Event
Component: GOE_RAJ.19
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.19
	title = GOE_RAJ.19.t
	desc = GOE_RAJ.19.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.19.a
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Event
Component: luxembourg.241
Constructs: is_triggered_only
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.241
	title = luxembourg.241.t
	desc = luxembourg.241.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = luxembourg.241.a
	}
}
### Entity: Event
Component: chile.10
Constructs: is_triggered_only
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.10
	title = Spurned by the Argentines
	desc = Perhaps our diplomacy should take a more bitter tone.
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	option = {
		name = We shall see what becomes of this.
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_royal_indian_navy_mutiny
Constructs: division_template, add_equipment_to_stockpile, prerequisite, limit, add_ideas, remove_ideas, has_government, every_country
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_royal_indian_navy_mutiny
	icon = GFX_focus_hol_legacy_of_the_de_zeven_provincien_mutiny
	prerequisite = {
		focus = RAJ_red_in_the_shadows
	}
	x = 0
	y = 1
	relative_position_id = RAJ_red_in_the_shadows
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		communism = > var:RAJ_royal_indian_navy_mutiny_threshold
		PAK = {
			OR = {
				is_subject = no
				is_subject_of = RAJ
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = RAJ_marginalized_muslim_community
			}
			remove_ideas = RAJ_marginalized_muslim_community
		} {
			limit = {
				has_country_flag = RAJ_communist_unions_promised_worker_safety
			}
			activate_mission = RAJ_communist_unions_promised_worker_safety_mission
			custom_effect_tooltip = RAJ_royal_indian_navy_mutiny_tt2
		} {
			limit = {
				is_subject = yes
			}
			ENG = {
				set_autonomy = {
					target = RAJ
					autonomy_state = autonomy_free
					end_civil_wars = yes
				}
			}
		} {
			limit = {
				is_in_faction_with = ENG
			}
			leave_faction = yes
		} {
			limit = {
				PAK = {
					exists = no
				}
			}
			release = PAK
		}
		else_if = {
			limit = {
				has_idea = RAJ_marginalized_muslim_community_angry
			}
			remove_ideas = RAJ_marginalized_muslim_community_angry
		} {
			limit = {
				has_idea = RAJ_marginalized_muslim_community_happy
			}
			remove_ideas = RAJ_marginalized_muslim_community_happy
		} {
			limit = {
				has_country_flag = RAJ_communist_unions_promised_minimum_wage
			}
			activate_mission = RAJ_communist_unions_promised_minimum_wage_mission
			custom_effect_tooltip = RAJ_royal_indian_navy_mutiny_tt2
		}
		custom_effect_tooltip = newline_tt newline_tt newline_tt generic_skip_one_line_tt
		add_ideas = idea_RAJ_flames_of_the_revolution
		else = {
			custom_effect_tooltip = RAJ_royal_indian_navy_mutiny_tt
			set_country_flag = RAJ_hide_communist_infiltration
		} {
			if = {
				limit = {
					PAK = {
						is_subject_of = RAJ
					}
				}
				end_puppet = PAK
			}
		}
		drop_cosmetic_tag = yes
		set_country_flag = RAJ_allow_release_states stop_unrest_events
		add_country_leader_role = {
			character = RAJ_GOE_m_n_roy
			promote_leader = yes
			country_leader = {
				ideology = marxism
				trai
# ... (truncated)
### Entity: National Focus
Tree: sov_focus
Component: SOV_covert_operations
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_covert_operations
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = SOV_embrace_the_black_hundreds
	}
	x = -3
	y = 1
	relative_position_id = SOV_embrace_the_black_hundreds
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	bypass = {

	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = SOV_covert_operations_tt
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_duty_free_zone_of_manaus
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_duty_free_zone_of_manaus
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = BRA_R56_tenenge BRA_R56_gerdau
	}
	relative_position_id = BRA_R56_gerdau
	x = 1
	y = 1
	cost = 5
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				495
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: hon.30
Constructs: is_triggered_only, add_core_of, give_military_access
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.30
	title = hon.30.t
	desc = hon.30.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.30.a
		685 = {
			add_core_of = HON
		}
		HON = {
			transfer_state = 685
		}
		give_military_access = USA
	}
}
### Entity: Unit Template
Component: SAF_ARM_01
Source: game
File: common/units/names_divisions/SAF_names_divisions.txt

Code:
SAF_ARM_01 = {
	name = Armoured Divisions
	for_countries = {
		SAF
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	link_numbering_with = {
		SAF_INF_01
	}
	fallback_name = %d South African Armoured Div.
	ordered = {
		6 = {
			%dth South African Armoured Div.
		}
		7 = {
			%dth South African Armoured Div.
		}
		8 = {
			%dth South African Armoured Div.
		}
		9 = {
			%dth South African Armoured Div.
		}
		10 = {
			%dth South African Armoured Div.
		}
		11 = {
			%dth South African Armoured Div.
		}
		12 = {
			%dth South African Armoured Div.
		}
		13 = {
			%dth South African Armoured Div.
		}
		14 = {
			%dth South African Armoured Div.
		}
		15 = {
			%dth South African Armoured Div.
		}
		16 = {
			%dth South African Armoured Div.
		}
		17 = {
			%dth South African Armoured Div.
		}
		18 = {
			%dth South African Armoured Div.
		}
		19 = {
			%dth South African Armoured Div.
		}
		20 = {
			%dth South African Armoured Div.
		}
		21 = {
			%dst South African Armoured Div.
		}
		22 = {
			%dnd South African Armoured Div.
		}
		23 = {
			%drd South African Armoured Div.
		}
		24 = {
			%dth South African Armoured Div.
		}
		25 = {
			%dth South African Armoured Div.
		}
		26 = {
			%dth South African Armoured Div.
		}
		27 = {
			%dth South African Armoured Div.
		}
		28 = {
			%dth South African Armoured Div.
		}
		29 = {
			%dth South African Armoured Div.
		}
		30 = {
			%dth South African Armoured Div.
		}
		31 = {
			%dst South African Armoured Div.
		}
		32 = {
			%dnd South African Armoured Div.
		}
		33 = {
			%drd South African Armoured Div.
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.58
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.58
	title = BBA_ethiopia_fascist_events.58.t
	desc = BBA_ethiopia_fascist_events.58.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.58.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				has_country_flag = ETH_want_ITA_army_designers
			}
			ETH_add_random_mil_factory_effect = yes yes
			set_country_flag = ETH_ITA_sends_army_designers
			clr_country_flag = ETH_want_ITA_army_designers
		}
		ELSE_IF = {
			limit = {
				has_country_flag = ETH_want_ITA_air_designers
			}
			ETH_add_random_mil_factory_effect = yes yes
			set_country_flag = ETH_ITA_sends_air_designers
			clr_country_flag = ETH_want_ITA_air_designers
		}
	}
}
### Entity: Character
Component: TIB_thubten_kunpela
Source: game
File: common/characters/TIB.txt

Code:
TIB_thubten_kunpela = {
	name = TIB_thubten_kunpela
	portraits = {
		civilian = {
			large = GFX_portrait_TIB_thubten_kunphela
			small = GFX_portrait_TIB_thubten_kunphela_civilian_small
		}
		army = {
			small = GFX_portrait_TIB_thubten_kunphela_military_small
		}
	}
	country_leader = {
		ideology = emperor_fascism
		traits = {
			TIB_strongman_of_tibet
		}
		expire = 1963.1.1.12
		id = -1
	}
}
### Entity: AI Strategy
Component: EAI_SOV_winter_war_OFFENSIVE_push
Constructs: has_completed_focus, has_war_with, has_country_flag, is_in_faction
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_winter_war_OFFENSIVE_push = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		NOT = {
			any_enemy_country = {
				NOT = {
					tag = FIN
				}
				exists = yes
			}
		}
		OR = {
			has_war_with = FIN
			AND = {
				focus_progress = {
					focus = SOV_secure_leningrad
					progress = > 0
				}
				NOT = {
					has_completed_focus = SOV_secure_leningrad
				}
			}
			has_country_flag = EAI_SOV_take_finland
		}
		FIN = {
			is_in_faction = no
		}
		EAI_MILITARY_army_readiness_MEDIUM = yes
	}
	abort = {
		NOT = {
			AND = {
				NOT = {
					any_enemy_country = {
						NOT = {
							tag = FIN
						}
						exists = yes
					}
				}
				OR = {
					has_war_with = FIN
					AND = {
						focus_progress = {
							focus = SOV_secure_leningrad
							progress = > 0
						}
						NOT = {
							has_completed_focus = SOV_secure_leningrad
						}
					}
					has_country_flag = EAI_SOV_take_finland
				}
				FIN = {
					is_in_faction = no
				}
				EAI_MILITARY_army_readiness_MEDIUM_abort = yes
			}
		}
	}
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.5
		priority = 900
		execute_order = yes
		execution_type = rush
		tag = FIN
	} {
		type = front_unit_request
		value = 100
		tag = FIN
	}
}
### Entity: Military Industrial Organization
Component: ROM_Braila_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/ROM_organization.txt

Code:
ROM_Braila_organization = {
	include = generic_battle_line_ship_organization
	icon = GFX_idea_generic_sea_focused_navy
	allowed = {
		tag = ROM
		has_dlc = Death or Dishonor
	}
	available = {
		FROM = {
			has_completed_focus = ROM_black_sea_dominance
		}
	}
}
### Entity: AI Strategy
Component: ENG_bba_air_prod_2
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_bba_air_prod_2 = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		date = > 1940.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = fighter
		value = 200
	} {
		type = equipment_production_factor
		id = fighter
		value = 25
	} {
		type = equipment_production_min_factories
		id = fighter
		value = 5
	} {
		type = unit_ratio
		id = cas
		value = 25
	} {
		type = equipment_production_factor
		id = cas
		value = 15
	} {
		type = equipment_production_min_factories
		id = cas
		value = 3
	} {
		type = unit_ratio
		id = naval_bomber
		value = 5
	} {
		type = unit_ratio
		id = tactical_bomber
		value = 25
	} {
		type = equipment_production_factor
		id = tactical_bomber
		value = 10
	} {
		type = unit_ratio
		id = strategic_bomber
		value = 25
	} {
		type = equipment_production_factor
		id = strategic_bomber
		value = 15
	} {
		type = equipment_variant_production_factor
		id = large_plane_airframe
		value = 10
	} {
		type = equipment_production_factor
		id = heavy_fighter
		value = 5
	} {
		type = unit_ratio
		id = heavy_fighter
		value = 5
	} {
		type = unit_ratio
		id = scout_plane
		value = 1
	} {
		type = unit_ratio
		id = cv_fighter
		value = 25
	} {
		type = unit_ratio
		id = cv_naval_bomber
		value = 25
	}
}
### Entity: Scripted Trigger
Component: should_have_any_unique_medals_trigger
Source: game
File: common/scripted_triggers/unit_medals_scripted_triggers.txt

Code:
should_have_any_unique_medals_trigger = {
	OR = {
		should_have_german_medals_trigger = yes
		should_have_usa_medals_trigger = yes
		should_have_soviet_medals_trigger = yes
		should_have_english_medals_trigger = yes
		should_have_french_medals_trigger = yes
		should_have_italian_medals_trigger = yes
		should_have_japanese_medals_trigger = yes
		should_have_ethiopian_medals_trigger = yes
		should_have_finnish_medals_trigger = yes
		should_have_norwegian_medals_trigger = yes
		should_have_chilean_medals_trigger = yes
		should_have_danish_medals_trigger = yes
		should_have_hungarian_medals_trigger = yes
		should_have_czechoslovak_medals_trigger = yes
	}
}
### Entity: Character
Component: ICE_bjorn_thordharson
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/ICE.txt

Code:
ICE_bjorn_thordharson = {
	name = ICE_bjorn_thordharson
	portraits = {
		civilian = {
			small = GFX_portrait_ICE_bjorn_thordharson_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = ICE_bjorn_thordharson
		allowed = {

		}
		available = {
			OR = {
				has_government = neutrality democratic
			}
			has_completed_focus = ICE_the_kingdom_of_iceland
		}
		visible = {

		}
		traits = {
			traditionalist_theorist
		}
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_monarchist_officer_corps
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_monarchist_officer_corps
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = SCO_kings_guard
	}
	relative_position_id = SCO_kings_guard
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = {
			POL_royal_officer_corps
		}
		army_experience = 50
	}
}
### Entity: Character
Component: colonial_communist
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
colonial_communist = {
	random = no
	sprite = 13
	non_core_manpower = 0.02
	weekly_manpower = 250
	communism_drift = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_move_to_depoliticize_the_army_r56
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, add_political_power, add_popularity, has_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_move_to_depoliticize_the_army_r56
	prerequisite = {
		focus = SIA_address_rama_viis_abdication_r56
	}
	mutually_exclusive = {
		focus = SIA_strengthen_the_youth_corps_r56
	}
	icon = GFX_goal_MON_separate_army_and_politics
	cost = 4
	ai_will_do = {
		base = 1
	}
	x = 1
	y = 2
	relative_position_id = SIA_address_rama_viis_abdication_r56
	available = {
		NOT = {
			has_government = fascism
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 45
		add_stability = -0.04
		add_popularity = {
			ideology = fascism
			popularity = -0.04
		}
		SIA_subtract_28_days_phahon_phonphayuhasena_steps_down = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_idea = SIA_siamese_ultranationalist_movement_r56
			}
			swap_ideas = {
				remove_idea = SIA_siamese_ultranationalist_movement_r56
				add_idea = SIA_siamese_ultranationalist_movement_weakened_r56
			}
		}
	}
}
### Entity: Idea
Component: IVO_ncm
Source: game
File: common/ideas/ivory coast.txt

Code:
IVO_ncm = {
	picture = generic_navy_african_3
	allowed = {
		original_tag = IVO
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_secure_the_baltics
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_subject_of, create_wargoal, annex_everything
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_secure_the_baltics
	icon = GFX_SOV_secure_the_baltics_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_westward_bound
	}
	x = 2
	y = 1
	relative_position_id = SOV_westward_bound
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	will_lead_to_war_with = EST LIT LAT
	search_filters = {

	}
	available = {
		is_subject = no
	}
	bypass = {
		EST = {
			OR = {
				exists = no
				has_war_with = SOV
				is_subject_of = SOV
			}
		}
		LAT = {
			OR = {
				exists = no
				has_war_with = SOV
				is_subject_of = SOV
			}
		}
		LIT = {
			OR = {
				exists = no
				has_war_with = SOV
				is_subject_of = SOV
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = EST
		} {
			type = annex_everything
			target = LIT
		} {
			type = annex_everything
			target = LAT
		}
	}
}
### Entity: AI Strategy
Component: FRA_alternate_plan_3_lar
Constructs: has_completed_focus, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/FRA_alternate_strategy_plan.txt

Code:
FRA_alternate_plan_3_lar = {
	name = France alternate plan 3: Kaiserreich Allies Britain
	desc = Behavior for France if Germany goes ahistorical and opposes Hitler, rebuilds the Kaiserreich, and then goes with Britain against France and the Commies.
	allowed = {
		original_tag = FRA
		has_dlc = La Resistance
	}
	enable = {
		GER = {
			OR = {
				has_completed_focus = GER_expatriate_the_communists GER_expatriate_the_communists_ww
			}
		}
		has_game_rule = {
			rule = FRA_ai_behavior
			option = DEFAULT
		}
	}
	abort = {

	}
	ai_national_focuses = {
		FRA_form_the_popular_front FRA_invite_communist_ministers FRA_reform_the_labour_laws FRA_strengthen_the_unions FRA_womens_suffrage FRA_legal_equality FRA_force_the_issue FRA_invest_in_the_metropole FRA_metropolitan_france FRA_algerie_france FRA_industrial_expansion FRA_reconciliation FRA_constitutional_convention FRA_loyalty_to_moscow FRA_capital_ship_focus FRA_defensive_focus FRA_fortification_focus FRA_infantry_focus FRA_artillery_focus FRA_heavy_armor_focus FRA_invest_in_the_colonies FRA_invest_in_syria FRA_invest_in_indochina FRA_colonial_industry FRA_military_factories FRA_extra_research_slot FRA_naval_doctrine FRA_alpine_forts FRA_extend_the_maginot_line FRA_army_reform FRA_air_focus FRA_fighter_focus FRA_cas_focus FRA_heavy_fighter_focus FRA_air_doctrine
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.301
Constructs: is_triggered_only, limit, add_ideas, remove_ideas, fire_only_once, has_idea
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.301
	title = BBA_italo_ethiopian_war_events.301.t
	desc = BBA_italo_ethiopian_war_events.301.desc
	picture = GFX_report_event_generic_soldiers_surrendering
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.301.a
		add_ideas = ITA_army_of_africa_disheartened_idea
		IF = {
			limit = {
				has_idea = ITA_offensive_in_ethiopia
			}
			remove_ideas = ITA_offensive_in_ethiopia
		}
		ELSE_IF = {
			limit = {
				has_idea = ITA_logistics_in_ethiopia
			}
			remove_ideas = ITA_logistics_in_ethiopia
		}
	}
}
### Entity: Event
Component: wtt_border_conflict_canceled_attacker.1
Constructs: is_triggered_only, limit, has_country_flag, add_political_power, save_event_target_as, set_country_flag, clr_country_flag
Source: game
File: events/WTT_border_conflict_events.txt

Code:
country_event = {
	id = wtt_border_conflict_canceled_attacker.1
	title = wtt_border_conflict_canceled_attacker.1.t
	desc = wtt_border_conflict_canceled_attacker.1.desc
	picture = GFX_report_event_chinese_soldiers_mountain
	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
	}
	option = {
		name = wtt_border_conflict_canceled_attacker.1.a
		army_experience = 15
		if = {
			limit = {
				has_country_flag = show_effect_tooltips
			}
			event_target:their_country = {
				effect_tooltip = {
					army_experience = 30
					add_political_power = 50
				}
			}
			clr_country_flag = show_effect_tooltips
		}
	}
}