Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: prospect_for_resources
Constructs: has_completed_focus, fire_only_once, has_tech, has_state_flag, cancel_trigger, remove_effect, add_resource, set_state_flag
Source: game
File: common/decisions/JAP.txt

Code:
prospect_for_resources = {
	JAP_develop_north_sakhalin_oil_deposits = {
		icon = oil
		highlight_states = {
			highlight_state_targets = {
				state = 655
			}
		}
		allowed = {
			original_tag = JAP
		}
		available = {
			655 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			has_tech = excavation2
		}
		visible = {
			OR = {
				has_completed_focus = JAP_establish_the_northern_resource_area JAP_sea_establish_the_northern_resource_area JAP_transformation_of_nature
			}
			655 = {
				NOT = {
					has_state_flag = north_sakhalin_oil_developed
				}
			}
		}
		fire_only_once = no
		cancel_trigger = {
			655 = {
				is_controlled_by_ROOT_or_subject = no
			}
		}
		cost = 25
		days_remove = 60
		modifier = {
			civilian_factory_use = 3
		}
		ai_will_do = {
			base = 10
		}
		remove_effect = {
			655 = {
				add_resource = {
					type = oil
					amount = 12
				}
				set_state_flag = north_sakhalin_oil_developed
			}
		}
	}
	JAP_develop_tunguska_coal_deposits = {
		icon = coal
		highlight_states = {
			highlight_state_targets = {
				state = 516
			}
		}
		allowed = {
			original_tag = JAP
		}
		available = {
			516 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			has_tech = excavation1
		}
		visible = {
			OR = {
				has_completed_focus = JAP_establish_the_northern_resource_area JAP_sea_establish_the_northern_resource_area JAP_transformation_of_nature
			}
			516 = {
				NOT = {
					has_state_flag = tunguska_coal_developed
				}
			}
		}
		fire_only_once = no
		cancel_trigger = {
			516 = {
				is_controlled_by_ROOT_or_subject = no
			}
		}
		cost = 25
		days_remove = 60
		modifier = {
			civilian_factory_use = 3
		}
		ai_will_do = {
			base = 10
		}
		remove_effect = {
			516 = {
				add_resource = {
					type = coal
					amount = 26
				}
				set_state_flag = tunguska_coal_developed
			}
		}
	}
	JAP_develop_irkutsk_coal_deposits = {
		icon = coal
		highlight_states = {
			highlight_state_targets = {
				state = 566
			}
		}
		allowed = {
			original_tag = JAP
		}
		available = {
			566 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			has_tech = excavation1
		}
		visible = {
			OR = {
				has_completed_focus = JAP_establish_the_northern_resource_area JAP_sea_establish_the_northern_resource_area JAP_transformation_of_nature
			}
			566 = {
				NOT = {
					has_state_flag = irkutsk_coal_developed
				}
			}
		}
		fire_only_once = no
		cancel_tri
# ... (truncated)
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_construct_air_bases
Constructs: shared_focus, prerequisite, limit, completion_reward, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_construct_air_bases
	icon = GFX_focus_generic_air_bases
	relative_position_id = SMB_air_force
	prerequisite = {
		focus = SMB_air_force
	}
	x = 2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		random_core_state = {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 0
				}
				is_owned_and_controlled_by = ROOT
				NOT = {
					OR = {
						state = 961 962 963 964 965 966 967 968
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 0
				}
				is_owned_and_controlled_by = ROOT
				NOT = {
					OR = {
						state = 961 962 963 964 965 966 967 968
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_capital_reserves
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, cancel_if_invalid, has_dlc
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_capital_reserves
	icon = GFX_focus_generic_license_production
	prerequisite = {
		focus = MEX_focus_oil_revenue_reinvestment
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_oil_revenue_reinvestment
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = Death or Dishonor
			}
			add_ideas = MEX_capital_reserves
		} {
			limit = {
				NOT = {
					has_dlc = Death or Dishonor
				}
			}
			add_political_power = 150
		}
	}
}
### Entity: State History
Component: 829
Constructs: add_core_of
Source: game
File: history/states/829-Omnogovi.txt

Code:
state = {
	id = 829
	name = Omnogovi
	history = {
		owner = MON
		buildings = {
			infrastructure = 1
		}
		add_core_of = MON
	}
	provinces = {
		1781 4729 4786 7806 7864 10558 10560 10689 12541 12669
	}
	manpower = 5000
	buildings_max_level_factor = 1.0
	state_category = enclave
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: CZE_industry
Source: game
File: common/ai_strategy/CZE.txt

Code:
CZE_industry = {
	allowed = {
		original_tag = CZE
	}
	enable = {
		date = < 1940.1.1 > 1936.1.1
	}
	abort = {
		date = > 1940.1.1
	}
	ai_strategy = {
		type = added_military_to_civilian_factory_ratio
		value = 50
	}
}
### Entity: Event
Component: AUS_political_events.46
Constructs: is_triggered_only, ai_chance, limit, add_war_support, fire_only_once, add_political_power, is_owned_and_controlled_by, create_wargoal
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.46
	title = AUS_political_events.46.t
	desc = AUS_political_events.46.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.46.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				88 = {
					is_owned_and_controlled_by = FROM
				}
			}
			88 = {
				transfer_state_to = ROOT
			}
		} {
			limit = {
				89 = {
					is_owned_and_controlled_by = FROM
				}
			}
			89 = {
				transfer_state_to = ROOT
			}
		} {
			limit = {
				762 = {
					is_owned_and_controlled_by = FROM
				}
			}
			762 = {
				transfer_state_to = ROOT
			}
		} {
			limit = {
				91 = {
					is_owned_and_controlled_by = FROM
				}
			}
			91 = {
				transfer_state_to = ROOT
			}
		}
		ROOT = {
			add_political_power = 50
		}
	} {
		name = AUS_political_events.46.b
		ai_chance = {
			base = 10
		}
		ROOT = {
			add_war_support = 0.05
			create_wargoal = {
				type = puppet_wargoal_focus
				target = FROM
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AUS_political_events.47
					hours = 6
				}
			}
			ROOT = {
				add_ai_strategy = {
					type = antagonize
					id = ROOT
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: r56_SWE_dont_declare_war_while_at_war_FRA
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_FRA = {
	allowed = {
		original_tag = SWE
	}
	enable = {
		SWE = {
			has_war = yes
			has_wargoal_against = FRA
			NOT = {
				has_government = democratic
			}
		}
	}
	abort = {
		has_war = no
	}
	ai_strategy = {
		type = antagonize
		id = FRA
		value = -300
	} {
		type = declare_war
		id = FRA
		value = -300
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_strengthen_fascists
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea, add_popularity, set_party_name
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_strengthen_fascists
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = HUN_economic_intervention
	}
	mutually_exclusive = {
		focus = HUN_council_of_peoples_commissars
	}
	x = -5
	y = 1
	relative_position_id = HUN_economic_intervention
	cost = 10
	ai_will_do = {
		factor = 90
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = HUN_strengthen_fascists
			days = 720
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		set_party_name = {
			ideology = fascism
			long_name = HUN_arrow_cross_party_long
			name = HUN_arrow_cross_party
		}
	}
}
### Entity: Event
Component: news.322
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.322
	title = news.322.t
	desc = news.322.desc
	picture = GFX_news_event_journalists_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = news.322.a
		trigger = {
			TAG = ROM
		}
	} {
		name = news.322.b
		trigger = {
			NOT = {
				TAG = ROM
			}
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_deterrence
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_deterrence
	icon = GFX_goal_generic_defence
	text = deterrence
	prerequisite = {
		focus = UKR_economic_reforms
	}
	relative_position_id = UKR_economic_reforms
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 15
	}
	completion_reward = {
		add_ideas = deterrence
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: HAN_ncav
Source: game
File: common/ideas/hanover.txt

Code:
HAN_ncav = {
	picture = generic_navy_europe_3
	allowed = {
		original_tag = HAN
	}
	traits = {
		navy_chief_naval_aviation_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: ITA_bop_absurdly_high_increase_democratic_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_absurdly_high_increase_democratic_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 1
		tooltip_side = ITA_democratic_side
	}
}
### Entity: Scripted Trigger
Component: EAI_concentrated_industry_tech_focus
Source: game
File: common/scripted_triggers/EAI_focuses_industry_triggers.txt

Code:
EAI_concentrated_industry_tech_focus = {
	OR = {
		always = no
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_radicalize_the_police
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_radicalize_the_police
	available = {

	}
	bypass = {

	}
	icon = GFX_focus_generic_fascist_troops
	x = -2
	y = 0
	relative_position_id = PAR_nazify_the_army
	prerequisite = {
		focus = PAR_ensure_army_loyalty
	}
	mutually_exclusive = {

	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = idea_PAR_radicalized_police_force
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = PAR_mutshuito_villasboa_barboza
	}
}
### Entity: Event
Component: nuke_dropped.11
Constructs: is_triggered_only, owns_state, fire_only_once
Source: game
File: events/NukeEvents.txt

Code:
news_event = {
	id = nuke_dropped.11
	title = nuke_dropped.11.t
	desc = nuke_dropped.11.d
	picture = GFX_news_event_nuke
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		FROM.FROM = {
			state = 219
		}
	}
	option = {
		name = nuke_dropped.11.a
		trigger = {
			NOT = {
				owns_state = 219
			}
		}
	} {
		name = nuke_dropped.11.b
		trigger = {
			owns_state = 219
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_the_hump
Constructs: shared_focus, has_completed_focus, prerequisite, has_war_with, completion_reward, is_in_faction_with, is_subject, is_subject_of
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_the_hump
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = CHI_sea_camco
	} {
		focus = CHI_sea_hire_chennault
	}
	x = 1
	y = 3
	relative_position_id = CHI_sea_fighter_purchases
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = CHI
		} {
			RAJ = {
				exists = yes
				NOT = {
					is_in_faction_with = ENG
				}
			}
			factor = 0
		}
	}
	available = {
		OR = {
			is_subject = no
			is_subject_of = ENG
		} {
			AND = {
				has_completed_focus = CHI_sea_british_cooperation
				ENG_will_support = yes
			} {
				has_completed_focus = CHI_sea_mission_to_the_us
				USA_will_support = yes
			}
		}
		all_other_country = {
			NOT = {
				has_completed_focus = CHI_sea_the_hump
			}
		}
		747 = {
			CONTROLLER = {
				OR = {
					tag = ROOT
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
		434 = {
			CONTROLLER = {
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					original_tag = ENG
					is_subject_of = ENG
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		434 = {
			set_state_flag = CHI_needed_for_the_hump
		}
		747 = {
			set_state_flag = CHI_needed_for_the_hump
		}
		set_variable = {
			CHI_the_hump_current_level = 1
		}
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_negotiate_old_colonies_in_the_east
Constructs: has_completed_focus, prerequisite, has_government, has_war_with, completion_reward, is_subject, is_in_faction, give_guarantee
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_negotiate_old_colonies_in_the_east
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = GER_befriend_japan
	}
	x = 0
	y = 2
	relative_position_id = GER_befriend_japan
	cost = 5
	available = {
		is_subject = no
		NOT = {
			has_war_with = JAP
		}
		JAP = {
			exists = yes
			is_subject = no
			OR = {
				is_in_faction = no
				NOT = {
					any_allied_country = {
						has_war_with = ROOT
					}
				}
			}
		}
	}
	bypass = {
		NOT = {
			country_exists = JAP
		}
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		} {
			factor = 0
			JAP = {
				has_completed_focus = JAP_sea_tripartite_pact
				has_government = fascism
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		JAP = {
			country_event = {
				id = wuw_GER_diplomacy.23
				hours = 6
			}
		}
		custom_effect_tooltip = if_they_accept_tt GER_negotiate_old_colonies_in_the_east_tt generic_skip_one_line_tt GER_asia_revive_the_schutztruppe_tt
		effect_tooltip = {
			JAP = {
				give_guarantee = ROOT
			}
			give_guarantee = JAP
		}
	}
}
### Entity: Character
Component: GUA_francisco_javier_arana
Source: game
File: common/characters/GUA.txt

Code:
GUA_francisco_javier_arana = {
	advisor = {
		slot = air_chief
		idea_token = GUA_francisco_javier_arana
		allowed = {
			original_tag = GUA
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Francisco Javier Arana
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_avenge_waterloo
Constructs: prerequisite, completion_reward, is_subject, is_subject_of, cancel_if_invalid, create_wargoal, annex_everything
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_avenge_waterloo
	icon = GFX_focus_attack_britain
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_proclaim_the_third_empire
	}
	relative_position_id = FRA_proclaim_the_third_empire
	cost = 10
	ai_will_do = {
		factor = 1
	}
	will_lead_to_war_with = ENG BEL HOL LUX
	available = {
		is_subject = no
	}
	bypass = {
		BEL = {
			OR = {
				exists = no
				is_subject_of = ROOT
			}
		}
		HOL = {
			OR = {
				exists = no
				is_subject_of = ROOT
			}
		}
		ENG = {
			OR = {
				exists = no
				is_subject_of = ROOT
			}
		}
		LUX = {
			OR = {
				exists = no
				is_subject_of = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			target = BEL
			type = annex_everything
			expire = 0
		} {
			target = LUX
			type = annex_everything
			expire = 0
		} {
			target = HOL
			type = annex_everything
			expire = 0
		} {
			target = ENG
			type = annex_everything
			expire = 0
		}
	}
}
### Entity: Event
Component: r56_afghanistan.35
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_variable, has_country_leader
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.35
	picture = GFX_report_event_gre_megali_conference_signing
	title = r56_afghanistan.35.t
	desc = r56_afghanistan.35.d
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			country_event = {
				id = r56_afghanistan.36
				days = 14
			}
		}
	}
	option = {
		name = r56_afghanistan.35.a
		add_to_variable = {
			AFG_afghan_constitution_fascism_drift = 0.03
		} {
			AFG_afghan_constitution_political_power_factor = -0.05
		} {
			AFG_afghan_constitution_stability_factor = 0.05
		}
		custom_effect_tooltip = AFG_afghan_constitution_army_defence_tt
		ai_chance = {
			base = 1
		}
	} {
		name = r56_afghanistan.35.b
		add_to_variable = {
			AFG_afghan_constitution_fascism_drift = 0.05
		} {
			AFG_afghan_constitution_political_advisor_cost_factor = -0.25
		} {
			AFG_afghan_constitution_stability_factor = -0.05
		}
		custom_effect_tooltip = AFG_afghan_constitution_elected_by_emir_tt
		ai_chance = {
			base = 1
			modifier = {
				add = 1
				has_country_leader = {
					character = AFG_haji_mirzali_khan
					ruling_only = yes
				}
			}
		}
	} {
		name = r56_afghanistan.35.c
		add_to_variable = {
			AFG_afghan_constitution_political_power_factor = -0.1
		} {
			AFG_afghan_constitution_war_support_factor = 0.05
		} {
			AFG_afghan_constitution_stability_factor = 0.1
		}
		custom_effect_tooltip = AFG_afghan_constitution_elected_by_people_tt
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Character
Component: SEN_democratic_guy
Constructs: has_government
Source: game
File: common/characters/SEN.txt

Code:
SEN_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = SEN_democratic_guy
		allowed = {
			original_tag = SEN
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_radiojanst
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_radiojanst
	icon = GFX_focus_SWE_radiotjanst
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_urbanization
	}
	relative_position_id = SWE_urbanization
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = SWE_align_more_closely_with_the_landsorganisationen
			}
			add_ideas = SWE_radiotjanst_communism
		}
		else_if = {
			limit = {
				OR = {
					has_completed_focus = SWE_undermine_the_fascists SWE_king_in_council
				}
			}
			add_ideas = SWE_radiotjanst_unaligned
		} {
			limit = {
				NOT = {
					has_completed_focus = SWE_undermine_the_fascists
				} {
					has_completed_focus = SWE_king_in_council
				}
				has_completed_focus = SWE_prevent_a_red_dictatorship
			}
			add_ideas = SWE_radiotjanst_fascism
		}
		else = {
			add_ideas = SWE_radiotjanst_democratic
		}
		unlock_decision_tooltip = pervert_radiotjanst_fascism pervert_radiotjanst_communism pervert_radiotjanst_unaligned restore_radiotjanst_to_democratic
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_demand_demilitarization_of_finnish_border
Constructs: prerequisite, has_war, add_war_support, completion_reward, is_owned_and_controlled_by, is_subject_of, is_owned_by, is_demilitarized_zone
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_demand_demilitarization_of_finnish_border
	icon = GFX_focus_SWE_finnish_demilitarization
	prerequisite = {
		focus = SWE_the_aland_issue
	}
	mutually_exclusive = {
		focus = SWE_swedish_finnish_defense_agreement
	}
	x = 0
	y = 1
	relative_position_id = SWE_the_aland_issue
	cost = 5
	available = {
		145 = {
			is_owned_and_controlled_by = SWE
		}
	}
	bypass = {
		148 = {
			OR = {
				owner = {
					OR = {
						has_war = yes
						is_subject_of = ROOT
					}
				}
				is_owned_by = ROOT
				is_demilitarized_zone = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		148 = {
			owner = {
				country_event = {
					id = AAT_Sweden.43
					hours = 4
				}
			}
		}
		custom_effect_tooltip = if_they_accept SWE_crisis_affecting_variables
		effect_tooltip = {
			148 = {
				set_demilitarized_zone = yes
			}
			add_war_support = 0.06
		}
	}
}
### Entity: Event
Component: INS_industrial_events.33
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, clr_country_flag, add_to_variable, has_tech, has_resources_in_country
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.33
	title = INS_industrial_events.28.t
	desc = INS_industrial_events.28.desc
	picture = GFX_report_event_generic_army
	is_triggered_only = yes
	hidden = no
	option = {
		name = INS_industrial_events.28.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			clr_country_flag = INS_selling_resource_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = INS_great_depression_tt INS_resources_refunded_in_24_months_tt
			add_to_variable = {
				var = INS_great_depression_country_resource_cost_rubber
				value = 16
				tooltip = country_resource_cost_rubber_tt
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment_1
				amount = 150
				producer = INS
			}
		}
	} {
		name = INS_industrial_events.28.b
		ai_chance = {
			base = 1
		}
		trigger = {
			has_tech = motorised_infantry
			has_resources_in_country = {
				resource = rubber
				amount = > 15
				extracted = no
			}
		}
		hidden_effect = {
			clr_country_flag = INS_selling_resource_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = INS_great_depression_tt INS_resources_refunded_in_24_months_tt
			add_to_variable = {
				var = INS_great_depression_country_resource_cost_rubber
				value = 16
				tooltip = country_resource_cost_rubber_tt
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment_1
				amount = 150
				producer = INS
			}
		}
		activate_decision = INS_rubber_for_truck
	}
}
### Entity: Idea
Component: SOV_industry_slow_down
Constructs: has_government, industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_industry_slow_down = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	picture = man_five_year_plan_industry
	modifier = {
		industrial_capacity_factory = -0.05
		production_speed_buildings_factor = -0.05
	}
}