Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bul_focus
Component: BUL_initiate_land_reforms
Constructs: prerequisite, has_government, has_country_flag, completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_initiate_land_reforms
	icon = GFX_goal_generic_agriculture
	prerequisite = {
		focus = BUL_crush_the_monarchists
	}
	relative_position_id = BUL_crush_the_monarchists
	x = 0
	y = 1
	cost = 3.6
	ai_will_do = {
		factor = 50
	}
	available = {
		has_government = democratic
		has_country_flag = BUL_agrarians_in_power
	}
	completion_reward = {
		unlock_decision_category_tooltip = BUL_agrarian_land_reforms_category
	}
}
### Entity: Character
Component: BRM_nt
Source: game
File: common/characters/BRM.txt

Code:
BRM_nt = {
	advisor = {
		slot = theorist
		cost = 100
		idea_token = BRM_nt
		ledger = navy
		allowed = {
			original_tag = BRM
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: Operation
Component: targeted_sabotage_remove_roadsigns
Source: game
File: common/operation_phases/lar_targeted_sabotage.txt

Code:
targeted_sabotage_remove_roadsigns = {
	name = targeted_sabotage_remove_roadsigns
	desc = targeted_sabotage_remove_roadsigns_desc
	outcome = targeted_sabotage_remove_roadsigns_outcome
	picture = GFX_phase_targeted_sabotage_remove_roadsigns
	icon = GFX_phase_targeted_sabotage_remove_roadsigns_small
	equipment = {
		support_equipment = 50
	}
}
### Entity: Idea
Component: NOR_building_the_kingdom
Constructs: has_government, production_speed_buildings_factor, has_cosmetic_tag, removal_cost, send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_building_the_kingdom = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			NOT = {
				has_government = communism
			}
			has_cosmetic_tag = NOR_kingdom
		}
	}
	removal_cost = -1
	picture = ast_all_in
	modifier = {
		production_speed_buildings_factor = 0.05
		industry_repair_factor = 0.05
		send_volunteers_tension = -0.5
		send_volunteer_divisions_required = -0.5
	}
	rule = {
		can_send_volunteers = yes
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ITA_1939_naval_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = battleship_2
			creator = ITA
		}
		requested_factories = 2
		progress = 0.8
		amount = 1
		industrial_manufacturer = mio:ITA_crda_organization
	} {
		equipment = {
			type = battleship_2
			creator = ITA
		}
		requested_factories = 2
		progress = 0.8
		amount = 1
		industrial_manufacturer = mio:ITA_crda_organization
	} {
		equipment = {
			type = battleship_3
			creator = ITA
		}
		requested_factories = 2
		progress = 0.6
		amount = 1
		industrial_manufacturer = mio:ITA_crda_organization
	} {
		equipment = {
			type = battleship_3
			creator = ITA
		}
		requested_factories = 2
		progress = 0.6
		amount = 1
		industrial_manufacturer = mio:ITA_crda_organization
	} {
		equipment = {
			type = submarine_2
			creator = ITA
			version_name = Marcello Class
		}
		requested_factories = 1
		progress = 0.75
		amount = 1
		industrial_manufacturer = mio:ITA_cantieri_navali_tosi_organization
	} {
		equipment = {
			type = submarine_2
			creator = ITA
			version_name = Marcello Class
		}
		requested_factories = 1
		progress = 0.65
		amount = 1
		industrial_manufacturer = mio:ITA_cantieri_navali_tosi_organization
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_status_quo_agreement
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_status_quo_agreement
	icon = GFX_goal_MPL_first_round
	relative_position_id = ISR_exempt_yeshiva_students
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_exempt_yeshiva_students
	}
	cost = 5
	completion_reward = {
		add_stability = 0.1
		add_political_power = 100
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_reform_the_sturmscharen
Constructs: prerequisite, completion_reward, add_command_power, add_power_balance_value, set_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_reform_the_sturmscharen
	icon = GFX_goal_generic_army_professionalism
	relative_position_id = AUS_crush_heimwehr_remnants
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_crush_heimwehr_remnants
	}
	cost = 8
	completion_reward = {
		army_experience = 20
		add_command_power = 20
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt AUS_crackdown_time_down_tt
		add_power_balance_value = {
			id = AUS_reform_power_balance
			value = -0.1
			tooltip_side = AUS_reform_side
		}
		set_variable = {
			AUS_crackdown_time = 55
		}
	}
}
### Entity: Scripted Effect
Component: BUL_nsm_low_popularity_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_nsm_low_popularity_decrease_effect = {
	custom_effect_tooltip = BUL_nsm_tt BUL_low_popularity_decrease_tt
	add_to_variable = {
		BUL_nsm_popularity = BUL_faction_low_decrease
	}
	clamp_variable = {
		var = BUL_nsm_popularity
		min = 0
		max = 100
	}
}
### Entity: Decision
Component: BUL_the_fate_of_the_balkans_dec_cat
Constructs: has_completed_focus, limit, political_power_gain, has_war_with, has_country_flag, has_capitulated, is_subject, is_subject_of
Source: game
File: common/decisions/BUL.txt

Code:
BUL_the_fate_of_the_balkans_dec_cat = {
	BUL_fate_of_the_balkans_influence_government = {
		icon = GFX_decision_generic_political_discourse
		target_trigger = {
			FROM = {
				BUL_is_balkan_nation = yes
				NOT = {
					original_tag = BUL
				}
				has_capitulated = no
				country_exists = FROM
				OR = {
					is_subject = no
					is_subject_of = ROOT
				} {
					is_in_faction = no
					AND = {
						is_in_faction = yes
						is_faction_leader = no
					}
				}
			}
		}
		ai_will_do = {
			base = 0.01
			modifier = {
				factor = 10
				FROM = {
					strength_ratio = {
						tag = ROOT
						ratio = < 1
					}
				}
			} {
				factor = 100
				FROM = {
					strength_ratio = {
						tag = ROOT
						ratio = < 0.5
					}
				}
			} {
				factor = 10
				is_in_faction = no
			}
		}
		allowed = {
			original_tag = BUL
		}
		available = {
			NOT = {
				has_war_with = FROM
			}
		}
		visible = {
			country_exists = FROM
			has_completed_focus = BUL_the_fate_of_the_balkans
		}
		days_remove = 90
		days_re_enable = 180
		cost = 15
		modifier = {
			political_power_gain = -0.25
		}
		remove_effect = {
			if = {
				limit = {
					FROM = {
						NOT = {
							has_country_flag = BUL_fate_of_the_balkans_government_influenced_flag
						}
					}
				}
				FROM = {
					set_country_flag = BUL_fate_of_the_balkans_government_influenced_flag
				}
			} {
				limit = {
					FROM = {
						is_subject_of = ROOT
					}
				}
				FROM = {
					add_autonomy_score = {
						value = -150
						localization = BUL_fate_of_the_balkans_influence_government_autonomy
					}
				}
			}
			else = {
				FROM = {
					modify_country_flag = {
						flag = BUL_fate_of_the_balkans_government_influenced_flag
						value = 1
					}
				}
			} {
				custom_effect_tooltip = BUL_fate_of_the_balkans_influence_government_tt
			}
		}
	}
	BUL_fate_of_the_balkans_ultimatum = {
		icon = GFX_decision_eng_trade_unions_support
		target_trigger = {
			FROM = {
				BUL_is_balkan_nation = yes
				NOT = {
					is_in_faction_with = ROOT
				}
				has_capitulated = no
				country_exists = FROM
				is_subject = no
				OR = {
					is_in_faction = no
					AND = {
						is_in_faction = yes
						is_faction_leader = no
					}
				}
			}
		}
		ai_will_do = {
			base = 0.01
			modifier = {
				factor = 10
				FROM = {
					strength_ratio = {
						tag = ROOT
						ratio = < 1
					}
				}
			} {
				factor = 100
				F
# ... (truncated)
### Entity: Character
Component: naw_successful_welfare_proponent
Source: game
File: common/country_leader/r56_traits.txt

Code:
naw_successful_welfare_proponent = {
	sprite = 10
	random = no
	consumer_goods_factor = 0.02
	economy_cost_factor = -0.2
	surrender_limit = 0.05
	drift_defence_factor = 0.2
}
### Entity: Order of Battle
Component: 1. Volunteer Mounted Rifles
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 1. Volunteer Mounted Rifles
	location = 12489
	division_template = Volunteer Cavalry
}
### Entity: Scripted Trigger
Component: EAI_CAS_tech_focus
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_CAS_tech_focus = {
	date = > 1936.7.1
	num_of_military_factories = > 10
	EAI_CAS_military_focus = yes
	OR = {
		AND = {
			EAI_MODE_normal = yes
			OR = {
				EAI_major_country = yes
				date = > 1939.1.1
			}
		} {
			EAI_MODE_challenging = yes
			EAI_major_country = yes
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_expand_the_ganz_muvek
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_expand_the_ganz_muvek
	icon = GFX_focus_generic_modernize_industry
	prerequisite = {
		focus = wuw_HUN_reintigrate_the_imperial_railroads
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_reintigrate_the_imperial_railroads
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		43 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				43 = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
			}
			43 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_resource = {
					type = steel
					amount = 6
				}
			}
			ELSE = {
				random_owned_controlled_state = {
					limit = {
						is_core_of = ROOT
						is_fully_controlled_by = ROOT
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}
}
### Entity: Event
Component: DOD_romania.85
Constructs: is_triggered_only, ai_chance, has_war, add_political_power, has_idea, set_country_flag, add_timed_idea, is_justifying_wargoal_against
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.85
	title = DOD_romania.85.t
	desc = DOD_romania.85.desc
	picture = GFX_report_event_carol_party
	is_triggered_only = yes
	trigger = {
		has_idea = ROM_king_carol_ii_hedonist
	}
	immediate = {
		set_country_flag = DOD_romania.85_fired
	}
	option = {
		name = DOD_romania.85.a
		ai_chance = {
			base = 1
			modifier = {
				add = 5
				has_war = no
				amount_taken_ideas = {
					amount = < 3
					slots = {
						political_advisor
					}
				}
			} {
				add = 5
				has_war = no
				amount_taken_ideas = {
					amount = < 2
					slots = {
						political_advisor
					}
				}
			} {
				add = 5
				has_war = no
				amount_taken_ideas = {
					amount = < 1
					slots = {
						political_advisor
					}
				}
			} {
				add = 5
				amount_taken_ideas = {
					amount = < 1
					slots = {
						army_chief
					}
				}
			}
		}
		add_timed_idea = {
			idea = ROM_king_carol_ii_consumer_penalty
			days = 90
		}
		hidden_effect = {
			country_event = {
				id = DOD_romania.80
			}
		}
	} {
		name = DOD_romania.85.b
		ai_chance = {
			base = 4
			modifier = {
				add = -2
				date = < 1937.01.02
				has_war = no
			} {
				add = 20
				OR = {
					has_war = yes
					any_other_country = {
						OR = {
							is_justifying_wargoal_against = ROOT
							has_wargoal_against = ROOT
						}
					}
				}
			} {
				add = 20
				date = > 1937.01.02
			}
		}
		add_political_power = -90
		add_timed_idea = {
			idea = ROM_king_carol_ii_paid_with_pp
			days = 90
		}
		hidden_effect = {
			country_event = {
				id = DOD_romania.80
			}
		}
	}
}
### Entity: Technology
Component: sp_armored_advanced_flamethrower_tech
Constructs: has_war, is_major, is_special_project_completed, is_special_project_tech, research_cost, enable_equipment_modules
Source: game
File: common/technologies/NSB_armor.txt

Code:
technology = {
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_land_flamethrower_tank
		}
	}
	is_special_project_tech = yes
	research_cost = 1
	start_year = 1941
	folder = {
		name = nsb_armour_folder
		position = {
			x = 12
			y = @1941
		}
	}
	enable_equipment_modules = {
		advanced_flamethrower
	}
	light_flame_tank = {
		forest = {
			attack = 0.05
		}
		hills = {
			attack = 0.05
		}
		jungle = {
			attack = 0.05
		}
	}
	medium_flame_tank = {
		forest = {
			attack = 0.05
		}
		hills = {
			attack = 0.05
		}
		jungle = {
			attack = 0.05
		}
	}
	heavy_flame_tank = {
		forest = {
			attack = 0.05
		}
		hills = {
			attack = 0.05
		}
		jungle = {
			attack = 0.05
		}
	}
	show_effect_as_desc = yes
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 2
			is_major = yes
		} {
			has_war = yes
			factor = 2
		} {
			factor = 1.1
			date = > 1943.1.1
		} {
			factor = 1.1
			date = > 1944.1.1
		} {
			factor = 1.1
			date = > 1945.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_light_armor_and_modules mio_cat_tech_medium_armor_and_modules mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3APolitical_power.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Political_power.png"
### Entity: Decision
Component: greater_iraq_decision_cat
Constructs: has_completed_focus, has_country_flag, fire_only_once, is_core_of, is_fully_controlled_by, complete_effect, set_country_flag, remove_effect
Source: game
File: common/decisions/IRQ.txt

Code:
greater_iraq_decision_cat = {
	IRQ_core_state = {
		icon = GFX_decision_infiltrate_state
		allowed = {
			original_tag = IRQ
		}
		visible = {
			has_completed_focus = IRQ_greater_iraq
		}
		available = {
			NOT = {
				has_country_flag = IRQ_coring_state_in_progress
			}
		}
		target_root_trigger = {
			original_tag = IRQ
		}
		state_target = any_controlled_state
		target_trigger = {
			FROM = {
				NOT = {
					is_core_of = ROOT
				}
				is_fully_controlled_by = ROOT
				OR = {
					is_core_of = KUW SYR LEB PAL JOR
					state = 413
				}
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 50
		fire_only_once = yes
		days_remove = 14
		complete_effect = {
			hidden_effect = {
				set_country_flag = {
					flag = IRQ_coring_state_in_progress
					value = 1
					days = 31
				}
			}
		}
		remove_effect = {
			hidden_effect = {
				clr_country_flag = IRQ_coring_state_in_progress
			}
			FROM = {
				add_core_of = ROOT
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_fully_controlled_by = ROOT
				}
			}
		}
		cancel_effect = {
			hidden_effect = {
				clr_country_flag = IRQ_coring_state_in_progress
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_Support_the_congo_railways
Constructs: has_completed_focus, limit, every_country, completion_reward, is_subject_of, build_railway, add_building_construction, add_autonomy_ratio
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_Support_the_congo_railways
	icon = GFX_goal_COG_Jungle_Railroad
	relative_position_id = BEL_urban_projects_capital
	x = -6
	y = 0
	cost = 10
	ai_will_do = {
		base = 5
	}
	bypass = {
		COG = {
			has_completed_focus = COG_Support_the_congo_railways
		}
	}
	available = {
		NOT = {
			COG = {
				focus_progress = {
					focus = COG_Support_the_congo_railways
					progress = > 0
				}
			}
		}
		OR = {
			AND = {
				controls_state = 295 538 718 718 890 888 889
			} {
				any_other_country = {
					is_subject_of = ROOT
					controls_state = 295 538 718 718 890 888 889
				}
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = BEL_congo_tree_tooltip
		if = {
			limit = {
				OR = {
					controls_state = 295
					295 = {
						controller = {
							is_subject_of = ROOT
						}
					}
				}
			}
			build_railway = {
				path = {
					7716 9986 1516 4515 191
				}
			} {
				path = {
					4515 1968
				}
			}
		}
		538 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		295 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		718 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		every_country = {
			limit = {
				is_subject_of = ROOT
				controls_state = 295 538 718 718 890 888 889
			}
			add_autonomy_ratio = {
				value = -0.05
				localization = belgian_investments
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_finance_planes_britain
Constructs: prerequisite, completion_reward, has_capitulated, is_in_faction_with, has_war_together_with, has_tech
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_finance_planes_britain
	icon = GFX_goal_fighters_uk
	relative_position_id = COG_commit_to_the_war
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = COG_expand_force_publique_recruitment
	} {
		focus = COG_commit_to_the_war
	}
	mutually_exclusive = {
		focus = COG_finance_planes_belgium
	}
	available = {
		controls_state = 295
		BEL = {
			has_capitulated = yes
		}
		is_in_faction_with = ENG
		has_war_together_with = ENG
		ENG = {
			has_capitulated = no
			has_tech = fighter1
		}
	}
	completion_reward = {
		custom_effect_tooltip = tooltip_COG_fighter_britain
		ENG = {
			country_event = {
				id = belgium.67
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: CZE_german_millitary_cooperation_focus
Constructs: research_speed_factor, has_government, removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_german_millitary_cooperation_focus = {
	picture = german_advisors
	allowed = {
		original_tag = CZE
	}
	allowed_civil_war = {
		OR = {
			AND = {
				has_government = fascism
				GER = {
					has_government = fascism
				}
			} {
				has_government = communism
				GER = {
					has_government = communism
				}
			} {
				has_government = democratic
				GER = {
					has_government = democratic
				}
			}
		}
	}
	removal_cost = -1
	modifier = {
		land_doctrine_cost_factor = -0.05
		air_doctrine_cost_factor = -0.05
		research_speed_factor = 0.05
	}
}
### Entity: Idea
Component: SOV_agrarian_socialism_3
Constructs: research_speed_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_agrarian_socialism_3 = {
	name = SOV_agrarian_socialism
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_agrarian_society
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_arms_factory_factor = 0.1
		research_speed_factor = 0.05
		industrial_capacity_factory = 0.1
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_officers_coup
Constructs: prerequisite, add_ideas, remove_ideas, completion_reward, set_politics, add_popularity
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_officers_coup
	icon = GFX_focus_TUR_support_the_golden_square
	prerequisite = {
		focus = IRQ_a_new_kind_of_monarch
	}
	relative_position_id = IRQ_a_new_kind_of_monarch
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.25
		}
		remove_ideas = IRQ_religious_schism
		add_ideas = r56_IRQ_Ghazi_I
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: r56_LUX_political_support
Constructs: stability_factor, fascism_drift, democratic_drift
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_political_support = {
	picture = ast_abandon_the_westminster_system_fascism
	modifier = {
		fascism_drift = 0.05
		democratic_drift = 0.01
		stability_factor = 0.1
	}
}
### Entity: Event
Component: r56.news_event.14
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.14
	title = r56.news_event.14.t
	desc = r56.news_event.14.d
	picture = GFX_news_event_congres_wallon
	is_triggered_only = yes
	option = {
		name = r56.news_event.14.a
		trigger = {
			NOT = {
				tag = USA COL
			}
		}
	} {
		name = r56.news_event.14.b
		trigger = {
			tag = USA
		}
	} {
		name = r56.news_event.14.c
		trigger = {
			tag = COL
		}
	}
}
### Entity: Character
Component: finansminister
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
finansminister = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.15
	economy_cost_factor = -0.15
	stability_factor = 0.05
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_the_path_towards_a_greater_bulgaria
Constructs: prerequisite, limit, add_ideas, add_war_support, completion_reward, add_popularity, has_idea
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_the_path_towards_a_greater_bulgaria
	prerequisite = {
		focus = BUL_appoint_right_wing_ministers
	}
	icon = GFX_focus_generic_strike_at_democracy1
	relative_position_id = BUL_appoint_right_wing_ministers
	x = -2
	y = 2
	cost = 10
	available = {
		fascism = > 0.3
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_war_support = 0.05
		if = {
			limit = {
				has_idea = civilian_economy
			}
			add_ideas = low_economic_mobilisation
		}
		else_if = {
			limit = {
				has_idea = low_economic_mobilisation
			}
			add_ideas = partial_economic_mobilisation
		} {
			limit = {
				has_idea = partial_economic_mobilisation
			}
			add_ideas = war_economy
		} {
			limit = {
				has_idea = war_economy
			}
			add_ideas = tot_economic_mobilisation
		}
		BUL_zveno_low_loyalty_increase_effect = yes
		BUL_bs_low_loyalty_decrease_effect = yes
		BUL_bzns_low_loyalty_decrease_effect = yes
		BUL_nsm_low_loyalty_increase_effect = yes
	}
}