Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: INS_political_events.8
Constructs: is_triggered_only, complete_national_focus
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_political_events.8
	title = INS_political_events.8.t
	desc = INS_political_events.8.desc
	picture = GFX_report_event_japanese_transport_soldiers
	is_triggered_only = yes
	option = {
		name = INS_political_events.8.a
		complete_national_focus = INS_resist_occupation
	}
}
### Entity: Military Industrial Organization
Component: KOR_seventh_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/KOR_organization.txt

Code:
KOR_seventh_organization = {
	name = KOR_seventh
	include = generic_medium_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_2
	allowed = {
		owner = {
			or = {
				original_tag = KOR NKR
			}
		}
	}
	available = {
		owner = {
			controls_state = 527
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_multi_role_tactical_aircraft
		limit_to_equipment_type = {
			mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			surface_detection = 0.05
			air_ground_attack = 0.05
		}
	}
}
### Entity: Event
Component: ww_congo.70
Constructs: is_triggered_only, fire_only_once, set_nationality
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.70
	title = ww_congo.70.t
	desc = ww_congo.70.desc
	picture = GFX_report_event_SOV_purge_aircraft_2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ww_congo.70.a
		POL = {
			set_nationality = {
				target_country = ENG
				character = POL_jan_zumbach
			}
		}
		ENG = {
			country_event = {
				id = ww_congo.72
				hours = 1
			}
		}
	}
}
### Entity: Country Definition
Component: UBF_united_balkan_federation_communism
Source: game
File: common/countries/cosmetic.txt

Code:
UBF_united_balkan_federation_communism = {
	color = {
		rgb = {
			11 11 11
		}
	}
	color_ui = {
		rgb = {
			11 11 11
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_light_armor_division_limit
Constructs: limit, check_variable, set_temp_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_division_limit_triggers.txt

Code:
EAI_light_armor_division_limit = {
	if = {
		limit = {
			check_variable = {
				num_equipment@light_tank_chassis = < 1000
			} {
				num_target_equipment_in_armies_k@light_tank_chassis = > 0
			}
		}
		set_temp_variable = {
			t1 = num_equipment_in_armies_k@light_tank_chassis
		}
		divide_temp_variable = {
			t1 = num_target_equipment_in_armies_k@light_tank_chassis
		}
		check_variable = {
			t1 = < 0.5
		}
	}
	else = {
		always = no
	}
}
### Entity: Character
Component: DEN_aksel_larsen
Constructs: has_government, has_country_flag, has_dlc, is_country_leader, has_character_flag
Source: game
File: common/characters/DEN.txt

Code:
DEN_aksel_larsen = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		name = DEN_aksel_larsen
		portraits = {
			civilian = {
				large = GFX_portrait_DEN_aksel_larsen
				small = GFX_portrait_DEN_aksel_larsen_small
			}
		}
		country_leader = {
			ideology = leninism
			traits = {
				DEN_kommunist
			}
			expire = 1965.1.1.1
			id = -1
		}
		advisor = {
			slot = political_advisor
			idea_token = DEN_aksel_larsen
			allowed = {
				original_tag = DEN
			}
			available = {
				is_country_leader = no
				NOT = {
					has_government = fascism
					has_character_flag = DEN_political_agitator_flag
					has_country_flag = DEN_banned_communism_flag
				}
			}
			ai_will_do = {
				base = 5
				modifier = {
					factor = 0
					DEN_historical_ai = yes
				} {
					factor = 0
					OR = {
						DEN_rearming_ai = yes
						DEN_royal_ai = yes
						DEN_fascist_ai = yes
					}
				}
			}
			traits = {
				communist_revolutionary
			}
			on_add = {
				owner = {
					DEN_advisor_low_BOP_decrease_effect = yes
				}
			}
			on_remove = {
				owner = {
					DEN_advisor_low_BOP_increase_effect = yes
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		name = DEN_aksel_larsen
		portraits = {
			civilian = {
				large = GFX_portrait_Aksel_Larsen
			}
		}
		country_leader = {
			ideology = leninism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: AI Strategy
Component: FRA_light_tank_destroyers
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/FRA_tank.txt

Code:
FRA_light_tank_destroyers = {
	category = land
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		land_light_tank_destroyer
	}
	priority = {
		factor = 10
		modifier = {
			NOT = {
				has_tech = basic_medium_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_medium_tank_chassis
			}
			factor = 15
		}
	}
	light_tank_destroyer_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = interwar_antitank
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = tank_high_velocity_cannon
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	light_tank_destroyer_2 = {
		priority = {
			factor = 20
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_2 tank_medium_cannon_2 tank_medium_cannon tank_high_velocity_cannon
					}
				}
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = extra_ammo_storage
				special_type_slot_2 = tank_radio_module
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_radio_3 tank_radio_2 tank_radio_1 tank_medium_cannon tank_medium_cannon_2 tank_high_velocity_cannon tank_high_velocity_cannon_2 tank_light_fixed_superstructure_turret tank_bogie
# ... (truncated)
### Entity: Effect Reference
Construct: retire_character
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## retire_character

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Un-assigns a character from a nation and all its corresponding jobs, advisor, unit leader, country leader

Example:
retire_character = GER_Character_Token

```
### Entity: National Focus
Tree: ger_focus
Component: GER_create_rustungsstab
Constructs: prerequisite, limit, completion_reward, every_core_state, is_fully_controlled_by, random_select_amount, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_create_rustungsstab
	icon = GFX_focus_generic_mass_production
	prerequisite = {
		focus = GER_zentrale_planung
	}
	x = 1
	y = 1
	relative_position_id = GER_zentrale_planung
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_production_speed_arms_factory_factor = 0.05
			tooltip = production_speed_arms_factory_factor_tt
		} {
			GER_industrial_production_speed_dockyard_factor = 0.05
			tooltip = production_speed_dockyard_factor_tt
		} {
			GER_industrial_industry_air_damage_factor = -0.1
			tooltip = industry_air_damage_factor_tt
		}
	}
}
### Entity: State History
Component: 1031
Constructs: add_core_of
Source: game
File: history/states/1031 - Chungcheong Jeolla.txt

Code:
state = {
	id = 1031
	name = STATE_1031
	manpower = 3761368
	state_category = rural
	resources = {

	}
	history = {
		owner = JAP
		add_core_of = KOR
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			7175 = {
				naval_base = 3
			}
		}
		victory_points = {
			10115 1
		} {
			11977 1
		} {
			4126 1
		} {
			10110 1
		}
	}
	provinces = {
		1177 4126 7175 7204 10110 10115 11948 11977 11992 12085
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: ETH_infrastructure_projects
Constructs: removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_infrastructure_projects = {
	picture = generic_build_infrastructure
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_infrastructure_factor = 0.25
	}
}
### Entity: Event
Component: JUNO_brazil_events.202
Constructs: is_triggered_only, has_completed_focus, limit, has_government, fire_only_once
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.202
	title = JUNO_brazil_events.202.t
	desc = JUNO_brazil_events.202.d
	picture = GFX_report_event_election_vote
	mean_time_to_happen = {
		days = 1
	}
	hidden = yes
	fire_only_once = no
	is_triggered_only = yes
	immediate = {
		IF = {
			limit = {
				has_government = democratic
				has_completed_focus = BRA_repeal_the_national_security_law
			}
			country_event = {
				id = JUNO_brazil_events.200
				days = 1
			}
		}
	}
}
### Entity: Scripted Effect
Component: remove_fascist_spirits_effect
Constructs: limit, remove_ideas, remove_fascist_spirits_effect, has_idea
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
remove_fascist_spirits_effect = {
	if = {
		limit = {
			has_idea = fascist_influence
		}
		remove_ideas = fascist_influence
	} {
		limit = {
			has_idea = american_influence_drift_fascism
		}
		remove_ideas = american_influence_drift_fascism
	} {
		limit = {
			has_idea = GER_align_hungary
		}
		remove_ideas = GER_align_hungary
	} {
		limit = {
			has_idea = GER_align_romania
		}
		remove_ideas = GER_align_romania
	}
}
### Entity: Scripted Effect
Component: SWI_mr_high_reduction
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_mr_high_reduction = {
	subtract_from_variable = {
		var = SWI_military_readiness
		value = SWI_mr_high_amount
	}
	SWI_clamp_mr = yes
}
### Entity: Character
Component: AUS_treasurer_of_the_monarchy
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_treasurer_of_the_monarchy = {
	sprite = 10
	random = no
	consumer_goods_factor = -0.15
	neutrality_drift = 0.03
	ai_will_do = {
		factor = 2
	}
}
### Entity: AI Strategy
Component: EAI_ENG_battle_of_britain_NAVAL_conserve_fuel
Constructs: has_war_with, has_country_flag
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_battle_of_britain_NAVAL_conserve_fuel = {
	allowed = {
		tag = ENG
	}
	enable = {
		always = no
		has_war_with = GER
		fuel_ratio = < 0.25
		NOT = {
			has_country_flag = EAI_ENG_homeland_invaded
			any_of_scopes = {
				array = global.EAI_MAP_britain_theatre
				CONTROLLER = {
					has_war_with = ENG
				}
			}
		}
	}
	abort = {
		NOT = {
			AND = {
				has_war_with = GER
				fuel_ratio = < 0.35
				NOT = {
					has_country_flag = EAI_ENG_homeland_invaded
					any_of_scopes = {
						array = global.EAI_MAP_britain_theatre
						CONTROLLER = {
							has_war_with = ENG
						}
					}
				}
			}
		}
	}
	ai_strategy = {
		type = naval_mission_threshold
		id = MISSION_STRIKE_FORCE
		value = 50000
	} {
		type = naval_mission_threshold
		id = MISSION_CONVOY_ESCORT
		value = 50000
	} {
		type = naval_mission_threshold
		id = MISSION_CONVOY_RAIDING
		value = 50000
	}
}
### Entity: AI Strategy
Component: FRA_naval_role_ratios_historical
Constructs: has_dlc
Source: game
File: common/ai_strategy/FRA.txt

Code:
FRA_naval_role_ratios_historical = {
	allowed = {
		has_dlc = Man the Guns
		original_tag = FRA
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_capital_bb
		value = 40
	} {
		type = role_ratio
		id = naval_capital_bc
		value = 40
	} {
		type = role_ratio
		id = naval_carrier
		value = 0
	} {
		type = role_ratio
		id = naval_submarine
		value = 10
	} {
		type = role_ratio
		id = naval_screen
		value = 150
	} {
		type = role_ratio
		id = naval_cruiser_light
		value = 75
	} {
		type = role_ratio
		id = naval_cruiser_heavy
		value = -20
	} {
		type = role_ratio
		id = naval_mine_sweeper
		value = 15
	} {
		type = role_ratio
		id = naval_mine_layer
		value = 10
	}
}
### Entity: Unit Leader
Component: green_water_expert
Constructs: gain_xp, is_fighting_in_terrain
Source: game
File: common/unit_leader/00_traits.txt

Code:
green_water_expert = {
	type = navy
	gain_xp = {
		is_fighting_in_terrain = water_shallow_sea
	}
	cost = 1000
	modifier = {
		water_shallow_sea = {
			attack = 0.1
			movement = 0.1
			defence = 0.1
		}
	}
	ai_will_do = {
		factor = 0
	}
	trait_type = basic_terrain_trait
	gui_row = 3
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AExpand.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
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

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Australia (transclusion) ‎ (← links | edit)

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British Raj (transclusion) ‎ (← links | edit)

Ideology (transclusion) ‎ (← links | edit)

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### Entity: National Focus
Tree: sia_focus
Component: SIA_the_regency_of_songsuradet
Constructs: prerequisite, completion_reward, has_country_leader, retire_country_leader, add_country_leader_role
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_regency_of_songsuradet
	icon = GFX_focus_SIA_the_regency_of_songsuradet
	x = 2
	y = 0
	relative_position_id = SIA_the_regency_of_boworadet
	prerequisite = {
		focus = SIA_the_provincial_council_of_state
	}
	mutually_exclusive = {
		focus = SIA_the_regency_of_boworadet SIA_the_regency_of_rangsit
	}
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {
		has_country_leader = {
			character = SIA_ananda_mahidol
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		retire_country_leader = yes
		add_country_leader_role = {
			character = SIA_phraya_songsuradet
			promote_leader = yes
			country_leader = {
				ideology = despotism
				traits = {
					SIA_the_soldier_regent
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_20/mechanized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/mechanized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Event
Component: britain.26
Constructs: is_triggered_only, ai_chance, add_to_faction, is_historical_focus_on, is_ai, has_capitulated
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = britain.26
	title = britain.26.t
	desc = britain.26.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = britain.26.a
		add_to_faction = FROM
		FROM = {
			country_event = {
				id = generic.3
				days = 1
			}
		}
		ai_chance = {
			base = 3
			modifier = {
				is_historical_focus_on = yes
				add = -1
			} {
				FROM = {
					is_ai = no
				}
				add = 10
			} {
				FRA = {
					has_capitulated = no
				}
				POL = {
					has_capitulated = no
				}
				factor = 0
			}
		}
	} {
		name = britain.26.b
		FROM = {
			country_event = {
				id = generic.4
				days = 1
			}
		}
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Event
Component: news.66
Constructs: has_war, has_global_flag, has_civil_war, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.66
	title = news.66.t
	desc = {
		text = news.66.d
		trigger = {
			NOT = {
				has_global_flag = GER_civil_war_end
			}
		}
	} {
		text = news.66.d.b
		trigger = {
			has_global_flag = GER_civil_war_end
		}
	}
	picture = GFX_news_event_olympics_1940
	major = yes
	trigger = {
		date = > 1936.8.15
		NOT = {
			has_global_flag = olympics_1936
		} {
			has_global_flag = civil_war_olympics
		}
		country_exists = GER USA
		GER = {
			has_war = no
		} {
			has_civil_war = no
		}
		FRA = {
			has_war = no
		}
		ENG = {
			has_war = no
		}
		USA = {
			has_war = no
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	immediate = {
		set_global_flag = olympics_1936
	}
	option = {
		name = news.66.a
		trigger = {
			NOT = {
				TAG = GER
			}
		}
	} {
		name = news.66.b
		trigger = {
			TAG = GER
		}
	}
}
### Entity: Modding Documentation
Construct: sp_fast
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## sp_fast

"All phases in Special Projects take now 1 day to complete.
For prototype phase, it's the iterations that will take 1 day. And it will require as many iterations as usual.
ex:
sp_fast"
### Entity: Scripted Effect
Component: EAI_TRADE_needed_trade_factories
Constructs: has_war, limit, set_temp_variable, check_variable, add_to_temp_variable, set_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_trade_effects.txt

Code:
EAI_TRADE_needed_trade_factories = {
	set_temp_variable = {
		trade_factories = 0
	}
	if = {
		limit = {
			check_variable = {
				resource@steel = < 0
			}
		}
		add_to_temp_variable = {
			trade_factories = resource@steel
		}
	} {
		limit = {
			check_variable = {
				resource@aluminium = < 0
			}
		}
		add_to_temp_variable = {
			trade_factories = resource@aluminium
		}
	} {
		limit = {
			check_variable = {
				resource@rubber = < 0
			}
		}
		add_to_temp_variable = {
			trade_factories = resource@rubber
		}
	} {
		limit = {
			check_variable = {
				resource@tungsten = < 0
			}
		}
		add_to_temp_variable = {
			trade_factories = resource@tungsten
		}
	} {
		limit = {
			check_variable = {
				resource@oil = < 0
			}
		}
		add_to_temp_variable = {
			trade_factories = resource@oil
		}
	} {
		limit = {
			check_variable = {
				resource@chromium = < 0
			}
		}
		add_to_temp_variable = {
			trade_factories = resource@chromium
		}
	} {
		limit = {
			tag = JAP
		}
		if = {
			limit = {
				has_war = no
				date = < 1938.1.1
			}
			set_variable = {
				EAI_TRADE_needed_trade_factories = 0
			}
		}
	}
	multiply_temp_variable = {
		trade_factories = -1
	}
	divide_temp_variable = {
		trade_factories = 8
	}
	round_temp_variable = trade_factories
	set_variable = {
		EAI_TRADE_needed_trade_factories = trade_factories
	}
}
### Entity: Event
Component: iceland_events.6
Constructs: is_triggered_only, ai_chance, random_hours, create_wargoal, puppet_wargoal_focus
Source: game
File: events/AAT_Iceland.txt

Code:
country_event = {
	id = iceland_events.6
	title = iceland_events.6.t
	desc = iceland_events.6.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = iceland_events.6.a
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = iceland_events.7
				hours = 16
				random_hours = 32
			}
		}
	} {
		name = iceland_events.6.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = iceland_events.11
				hours = 8
				random_hours = 16
			}
		}
		ROOT = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = FROM
			}
		}
	}
}
### Entity: AI Strategy
Component: r56_ADR_france_friend
Constructs: has_completed_focus, has_war_with
Source: game
File: common/ai_strategy/r56_ADR.txt

Code:
r56_ADR_france_friend = {
	allowed = {
		original_tag = ADR
	}
	enable = {
		has_completed_focus = ADR_normalize_spanish_relations
		OR = {
			country_exists = SPR SPA SPB
		}
	}
	abort = {
		OR = {
			NOT = {
				country_exists = SPR
			} {
				country_exists = SPA
			} {
				country_exists = SPB
			}
			AND = {
				OR = {
					has_war_with = SPR SPA SPB
				}
			}
		}
	}
	ai_strategy = {
		type = befriend
		id = SPR
		value = 200
	} {
		type = befriend
		id = SPA
		value = 200
	} {
		type = befriend
		id = SPB
		value = 200
	}
}
### Entity: Idea
Component: POL_polish_revanchism_focus
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_polish_revanchism_focus = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		justify_war_goal_time = -0.25
		generate_wargoal_tension = -0.4
		war_support_factor = 0.05
	}
}
### Entity: Event
Component: naw_norway.162
Constructs: is_triggered_only
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.162
	title = naw_norway.162.t
	desc = naw_norway.162.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = naw_norway.162.a
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_anti_imperialist_propaganda
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_anti_imperialist_propaganda
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = TIB_the_tale_of_two_brothers TIB_cooperate_with_the_pla
	}
	relative_position_id = TIB_the_tale_of_two_brothers
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		add_ideas = TIB_anti_imperialist_propaganda
	}
}