Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: PAN_juan_a_hernandez
Source: game
File: common/characters/PAN.txt

Code:
PAN_juan_a_hernandez = {
	advisor = {
		slot = navy_chief
		idea_token = PAN_juan_a_hernandez
		allowed = {
			original_tag = pan
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Juan A. Hernandez
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_2
		}
	}
}
### Entity: National Focus
Tree: brm_focus
Component: BRM_masters_of_the_ecoregion_jungle
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/burma.txt

Code:
focus = {
	id = BRM_masters_of_the_ecoregion_jungle
	icon = GFX_goal_generic_jungle_warfare
	relative_position_id = BRM_the_metal_peacock
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = BRM_the_metal_peacock
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = BRM_masters_of_the_ecoregion_jungle_idea
		add_tech_bonus = {
			name = BRM_masters_of_the_ecoregion_jungle
			bonus = 0.5
			uses = 2
			ahead_reduction = 0.5
			category = r56_jungle_infantry_tech r56_special_forces_training_tech
		}
	}
}
### Entity: Wiki Documentation
Construct: Diplomacy
Source: wiki
File: wiki/Germany.html

Doc:
Diplomacy[edit]
Brief overview of nation's diplomatic situation in 1936.

Alliances[edit]
Germany currently has no alliances at the beginning of the grand campaign.

National Focus[edit]
As one of the seven Majors, Germany has a unique National Focus tree. It includes both historical and counterfactual options for the Geman player, although the AI is strongly weighted to follow the historical path. A list of the known National Focuses are as follows:[1]

Air[edit]
Air Innovations.

Effects:

2x50% reaserch bonus for Air Superiority Doctrine.

Schleswig-Holstein gets 2 air bases.

Neiderbayern gets 2 air bases.

New ministers available

Strategic Air Effort.

Air Innovations ll.

Army[edit]
Army Innovations.
Treaty with the USSR.

Army Innovations ll.

Diplomacy[edit]
Rhineland.

Effects.
Moselland and Rhineland will no longer be demilitarised.
+100 political power
+5 military experience
+2 World tension
France gets The Militarization of the Rhineland event

Befriend Japan.

Japan Relations +30
China Relations -30

Befriend Nationalist China.

Japan Relations -30
China Relations +30

Anschluss.
Befriend Czechoslovakia.
Second Vienna Award.
Alliance with Italy.

Demand Sudetenland.
First Vienna Award.
End of Czechoslovakia.
Second Vienna Award.
Alliance with Italy.

Danzig vs Slovakia.
Befriend Poland.

Reassert Eastern Claims.

Navy[edit]
Naval Rearmament.
Naval Effort.
Plan Z.
Befriend Denmark.
Befriend Norway.

Befriend the Netherlands.

U-Boat Effort.

Trade Interdiction.

Reichsautobahn[edit]
Reichsautobahn.

Add 10 infrastructure in Brandenburg.

Add 10 infrastructure in Hannover.

Add 10 infrastructure in Thüringen.

Add 10 infrastructure in Franken.

Westwall

Add 3 land fort in Württemberg province.

Add 3 land fort in Württemberg province.

Add 3 land fort in Württemberg province.

Add 3 land fort in Württemberg province.

Add 3 land fort in Moselland province.

Add 3 land fort in Moselland province.

Add 3 land fort in Moselland province.

Add 3 land fort in Moselland province.

New minister avaiable.

Events[edit]
Brief overview of nation's events.
### Entity: Character
Component: ENG_charles_portal
Source: game
File: common/characters/ENG.txt

Code:
ENG_charles_portal = {
	name = ENG_charles_portal
	portraits = {
		army = {
			small = GFX_idea_charles_portal
		}
	}
	advisor = {
		slot = air_chief
		idea_token = charles_portal
		allowed = {
			original_tag = ENG
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			base = 3
			modifier = {
				factor = 3
				amount_taken_ideas = {
					amount = > 0
					slots = {
						navy_chief
					}
				}
			}
		}
	}
}
### Entity: Event
Component: germany.123
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.123
	title = germany.123.t
	desc = germany.123.d
	picture = GFX_report_event_czech_soldiers_02
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			CZE = {
				GER_set_array_of_sudetenland_targeted_states = yes
			}
		}
	}
	option = {
		name = germany.123.a
		create_wargoal = {
			type = take_state_focus
			target = CZE
			generator = CZE.sudetenland_states_for_wargoal
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_the_arado_ar_96
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_arado_ar_96
	icon = GFX_focus_generic_cryptologic_bomb
	prerequisite = {
		focus = wuw_HUN_joint_air_development
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_joint_air_development
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = HUN_light_fighter_effort
			bonus = 0.25
			uses = 1
			category = light_fighter
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = HUN_recon_airplane_focus
	}
}
### Entity: Character
Component: TRA_aa2
Source: game
File: common/characters/TRA.txt

Code:
TRA_aa2 = {
	advisor = {
		slot = high_command
		idea_token = TRA_aa2
		ledger = army
		allowed = {
			original_tag = TRA
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_2
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_smersh_old
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_war_with, is_major, completion_reward, has_idea
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_smersh_old
	text = SOV_smersh
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = SOV_stalin_constitution
	}
	available = {
		any_country = {
			OR = {
				is_major = yes
				num_of_factories = > 60
			}
			has_war_with = ROOT
		}
	}
	bypass = {

	}
	x = 1
	y = 1
	relative_position_id = SOV_stalin_constitution
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_idea = trotskyite_plot_purged
			}
			remove_ideas = trotskyite_plot_purged
		}
		add_ideas = smersh
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Event
Component: axis_minors_bulgaria.43
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.43
	title = axis_minors_bulgaria.43.t
	desc = axis_minors_bulgaria.43.d
	picture = GFX_report_event_bulgarian_soldiers
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.43.a
	}
}
### Entity: Character
Component: ICE_german_consul
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
ICE_german_consul = {
	random = no
	sprite = 13
	fascism_acceptance = 50
	opinion_gain_monthly_same_ideology_factor = 0.15
	research_speed_factor = 0.05
	weekly_manpower = 50
}
### Entity: Country History
Country: FAK
Component: FAK_politics
Constructs: set_popularities
Source: game
File: history/countries/FAK - Fake.txt

Code:
# Politics & Parties for FAK
set_popularities = {
	democratic = 25
	fascism = 25
	communism = 25
	neutrality = 25
}
### Entity: Event
Component: kns.4
Constructs: is_triggered_only, has_government, fire_only_once
Source: game
File: events/r56_Soviet.txt

Code:
news_event = {
	id = kns.4
	title = kns.4.t
	desc = kns.4.d
	picture = GFX_stalin_dead
	major = yes
	is_triggered_only = yes
	fire_for_sender = yes
	fire_only_once = yes
	option = {
		name = kns.4.a
		trigger = {
			TAG = SOV
		}
	} {
		name = kns.4.b
		trigger = {
			NOT = {
				TAG = SOV
			}
			has_government = communism
		}
	} {
		name = kns.4.c
		trigger = {
			NOT = {
				TAG = SOV
				has_government = communism
			}
		}
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_armenian_youth_federation
Constructs: prerequisite, has_government, completion_reward, add_manpower, add_popularity, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_armenian_youth_federation
	icon = GFX_goal_ARM_ayf
	prerequisite = {
		focus = ARM_reestablish_the_republic
	}
	relative_position_id = ARM_reestablish_the_republic
	x = -1
	y = 1
	cost = 10
	available = {
		has_government = democratic
	}
	completion_reward = {
		add_manpower = 5000
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		} {
			ideology = fascism
			popularity = 0.05
		}
		swap_ideas = {
			remove_idea = ARM_fading_national_identity_democratic
			add_idea = ARM_fading_national_identity_democratic_2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: KMT_event.49
Constructs: is_triggered_only, set_country_flag, set_variable
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.49
	title = KMT_event.49.t
	desc = KMT_event.49.desc
	picture = GFX_report_event_generic_truck
	is_triggered_only = yes
	option = {
		name = KMT_event.49.a
		set_country_flag = KMT_lz_elections
		set_variable = {
			CHI_li_zongren_pop = 5
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_Invite_American
Constructs: prerequisite, has_government, add_opinion_modifier, completion_reward, has_capitulated, has_opinion, add_ai_strategy, send_volunteers_desire
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Invite_American
	icon = GFX_goal_generic_befriend_united_states
	prerequisite = {
		focus = TAN_Military_Buildup
	}
	text = GEN_invite_american_investors
	x = -2
	y = 1
	relative_position_id = TAN_Military_Buildup
	mutually_exclusive = {
		focus = TAN_Invite_Japanese
	} {
		focus = TAN_Invite_Soviets
	}
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 6
			has_government = democratic
		}
	}
	available = {
		num_of_controlled_states = > 0
		USA = {
			exists = yes
			has_capitulated = no
			has_opinion = {
				target = ROOT
				value = > 49
			}
		}
		OR = {
			has_government = democratic neutrality
			USA = {
				has_government = ROOT
			}
		}
		not = {
			has_War_with = USA
		}
	}
	bypass = {

	}
	completion_reward = {
		USA = {
			add_ai_strategy = {
				type = support
				id = ROOT
				value = 25
			} {
				type = send_volunteers_desire
				id = ROOT
				value = 100
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
		add_opinion_modifier = {
			target = USA
			modifier = GEN_invited_american
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Shared Focus
Component: BALTIC_belarus_ssr
Constructs: shared_focus, has_completed_focus, every_owned_state, prerequisite, limit, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_belarus_ssr
	icon = GFX_goal_anschluss
	prerequisite = {
		focus = BALTIC_revolutionary_cabinet
	}
	mutually_exclusive = {
		focus = BALTIC_influence_neighbours BALTIC_focus_on_the_interior
	}
	x = 0
	y = 1
	relative_position_id = BALTIC_revolutionary_cabinet
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			any_other_country = {
				focus_progress = {
					focus = BALTIC_belarus_ssr
					progress = > 0
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = BALTIC_seek_support_of_soviets
			}
			SOU = {
				country_event = {
					id = BALTIC_events.5
					days = 5
				}
			}
			effect_tooltip = {
				custom_effect_tooltip = if_they_accept_tt
				random_other_country = {
					limit = {
						original_tag = SOV
						has_government = communism
					}
					every_owned_state = {
						limit = {
							is_core_of = BLR
						}
						custom_effect_tooltip = transfer_state_tt
						hidden_effect = {
							ROOT = {
								transfer_state = PREV
							}
						}
					}
				}
				every_state = {
					limit = {
						is_core_of = BLR
					}
					add_core_of = ROOT
				}
				hidden_effect = {
					set_country_flag = BLT_soviets_said_yes_to_belarus_flag
				}
				if = {
					limit = {
						original_tag = LIT
					}
					set_cosmetic_tag = LIT_belarus
				} {
					limit = {
						original_tag = LAT
					}
					set_cosmetic_tag = LAT_belarus
				} {
					limit = {
						original_tag = EST
					}
					set_cosmetic_tag = EST_belarus
				}
			}
		}
		else = {
			unlock_decision_category_tooltip = infiltrate_belarus_decisions
			add_ideas = BALTIC_international_brigades
			set_country_flag = sponsored_belarus_flag
			hidden_effect = {
				SOU = {
					country_event = BALTIC_events.503
				}
			}
		}
	}
}
### Entity: Event
Component: wtt_soviet_hold_city.5
Constructs: is_triggered_only
Source: game
File: events/WTT_Soviet.txt

Code:
country_event = {
	id = wtt_soviet_hold_city.5
	title = wtt_soviet_hold_city_t_success
	desc = wtt_soviet_hold_city_d_success
	picture = GFX_report_event_soviet_tank_parade
	is_triggered_only = yes
	option = {
		name = wtt_soviet_hold_city_o_success
	}
}
### Entity: Idea
Component: r56i_laws_gender_equality
Constructs: limit, has_government, industrial_capacity_factory, is_core_of, is_on_continent, has_global_flag, conscription_factor, has_power_balance
Source: game
File: common/ideas/r56i_laws_gender.txt

Code:
r56i_laws_gender_equality = {
	available = {
		if = {
			limit = {
				NOT = {
					OR = {
						any_owned_state = {
							is_core_of = ROOT
							OR = {
								is_on_continent = europe north_america south_america
							}
						}
						original_tag = JAP PER ETH SAF AST NZL ARM GEO TUR CHI GXC SHX SIC XIC GDC HBC SND
					}
				}
			}
			NOT = {
				has_government = neutrality
			}
		}
		NOT = {
			has_government = fascism
		}
		hidden_trigger = {
			NOT = {
				has_global_flag = NATIONAL_CHARACTERS_BLOCKED
			}
		}
	}
	modifier = {
		industrial_capacity_factory = -0.075
		industrial_capacity_dockyard = -0.075
		production_speed_facility_factor = 0.15
		conscription_factor = 0.15
		weekly_manpower = 200
		hidden_modifier = {
			female_random_operative_chance = 0.5
			female_random_scientist_chance = 0.5
		}
	}
	on_add = {
		if = {
			limit = {
				original_tag = AFG
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		}
	}
	on_remove = {
		if = {
			limit = {
				original_tag = AFG
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = 0.1
				tooltip_side = AFG_tribal_side
			}
		}
	}
	cost = 175
	ai_will_do = {
		factor = 0
		modifier = {
			has_political_power = > 150
			amount_taken_ideas = {
				amount = > 2
				slots = {
					political_advisor
				}
			} {
				amount = > 2
				slots = {
					high_command
				}
			} {
				amount = > 0
				slots = {
					army_chief
				}
			} {
				amount = > 0
				slots = {
					industrial_concern
				}
			}
			if = {
				limit = {
					NOT = {
						has_dlc = Arms Against Tyranny
					}
				}
				amount_taken_ideas = {
					amount = > 0
					slots = {
						tank_manufacturer
					}
				} {
					amount = > 0
					slots = {
						aircraft_manufacturer
					}
				} {
					amount = > 0
					slots = {
						materiel_manufacturer
					}
				}
			}
			NOT = {
				OR = {
					has_idea = r56i_laws_gender_patriarchy r56i_laws_gender_limited r56i_laws_gender_equality
				}
			}
			add = 1
		}
	}
}
### Entity: Achievement
Component: second_times_charm
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_country_leader
Source: game
File: common/achievements.txt

Code:
second_times_charm = {
	id = 109
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = FRA
	}
	happened = {
		controls_state = 219
		has_country_leader = {
			name = Napoléon VI
			ruling_only = yes
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_extend_the_time_of_preparedness
Constructs: prerequisite, add_war_support, completion_reward, add_manpower
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_extend_the_time_of_preparedness
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = SWE_scandinavian_defense_union SWE_the_threat_of_the_iron_curtain
	}
	x = 2
	y = 1
	relative_position_id = SWE_scandinavian_defense_union
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		add_manpower = 26000
	}
}
### Entity: Idea
Component: NZL_waitangi_tribunal
Constructs: removal_cost
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_waitangi_tribunal = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		conscription = 0.02
		consumer_goods_factor = 0.05
	}
}
### Entity: Character
Component: BEL_karel_bossart
Source: game
File: common/characters/BEL.txt

Code:
BEL_karel_bossart = {
	name = BEL_karel_bossart
	portraits = {
		army = {
			large = GFX_portrait_BEL_karel_bossart
		}
	}
	scientist = {
		traits = {
			scientist_trait_rocketry_specialist
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: Idea
Component: SAX_aco
Source: game
File: common/ideas/saxony.txt

Code:
SAX_aco = {
	picture = generic_army_europe_1
	allowed = {
		original_tag = SAX
	}
	traits = {
		army_chief_offensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Construct: non_core_manpower
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## non_core_manpower

* Number with 2 decimal places
* **Categories**: state, war_production
### Entity: National Focus
Tree: rut_focus
Component: RUT_oun_radicals
Constructs: create_country_leader, prerequisite, limit, add_ideas, has_government, owns_state, completion_reward, add_political_power
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_oun_radicals
	icon = GFX_goal_Ukraine_OUN_radicals
	prerequisite = {
		focus = RUT_west_ukrainian_veterans RUT_claim_ukraine
	}
	mutually_exclusive = {
		focus = RUT_oun_moderates
	}
	relative_position_id = RUT_west_ukrainian_veterans
	available = {
		OR = {
			has_government = democratic neutrality fascism
		} {
			controls_state = 202 91 221 192
		} {
			NOT = {
				country_exists = UKR
			}
			AND = {
				country_exists = UKR
				UKR = {
					has_government = communism
				}
			}
		}
		RUT = {
			is_subject = no
		}
		owns_state = 73
		controls_state = 73
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_political_power = 20
		add_timed_idea = {
			idea = nationalism
			days = 1095
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.25
		}
		set_party_name = {
			ideology = fascism
			long_name = RUT_oun_radicals_party_long
			name = RUT_oun_radicals_party
		}
		if = {
			limit = {
				NOT = {
					any_other_country = {
						has_country_leader = {
							character = UKR_stepan_bandera
							ruling_only = yes
						}
					}
				}
			}
			create_country_leader = {
				name = Stepan Bandera
				picture = gfx/leaders/RUT/r56_portrait_UKR_Stepan_Bandera.dds
				expire = 1953.3.1
				ideology = fascism_ideology
			}
		}
		add_ideas = RUT_idea_oun_militias
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Scripted Trigger
Component: is_chinese_warlord
Constructs: is_chinese_warlord
Source: game
File: common/scripted_triggers/CHI_scripted_triggers.txt

Code:
is_chinese_warlord = {
	OR = {
		original_tag = GXC YUN SHX XSM SIK GDC SND SIC NXM GSM XIC KHM KUM HBC
	}
}
### Entity: Country History
Country: STK
Component: STK_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/STK - Saint Kitts & Nevis.txt

Code:
# Politics & Parties for STK
set_war_support = 0.2
set_stability = 0.5
set_politics = {
	ruling_party = democratic
	last_election = 1933.2.16
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	communism = 25
	neutrality = 25
}
### Entity: Event
Component: samoa.7
Constructs: is_triggered_only, ai_chance, has_war_with, add_opinion_modifier, fire_only_once, random_hours, random_days, has_opinion
Source: game
File: events/Samoa.txt

Code:
country_event = {
	id = samoa.7
	title = samoa.7.t
	desc = samoa.7.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = samoa.7.a
		629 = {
			transfer_state_to = SAM
		}
		630 = {
			transfer_state_to = SAM
		}
		631 = {
			transfer_state_to = SAM
		}
		SAM = {
			country_event = {
				id = samoa_result.1
				days = 5
				random_hours = 12
				random_days = 10
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
		ai_chance = {
			base = 50
			modifier = {
				factor = 50
				has_opinion = {
					target = ROOT
					value = > 45
				}
			}
		}
	} {
		name = samoa.7.b
		629 = {
			add_claim_by = SAM
		}
		630 = {
			add_claim_by = SAM
		}
		631 = {
			add_claim_by = SAM
		}
		SAM = {
			country_event = {
				id = samoa_result.2
				days = 5
				random_hours = 12
				random_days = 10
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = rejected_demands
			}
		}
		ai_chance = {
			base = 45
			modifier = {
				factor = -45
				OR = {
					has_opinion = {
						target = ROOT
						value = < 10
					}
					has_war_with = ROOT
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_fortification_effort
Constructs: shared_focus, prerequisite, limit, completion_reward, add_to_variable, is_coastal, add_building_construction
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_fortification_effort
	icon = GFX_focus_FIN_coastal_defense
	prerequisite = {
		focus = SMB_air_force
	} {
		focus = SMB_navy
	}
	relative_position_id = SMB_air_force
	x = 4
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		JUNO_pick_navy_modifier_tt = yes
		add_to_variable = {
			JUNO_modifier_production_speed_coastal_bunker_factor = 0.2
			tooltip = production_speed_coastal_bunker_factor_tt
		}
		IF = {
			limit = {
				original_tag = BRA
				any_owned_state = {
					is_coastal = yes
				}
			}
			500 = {
				add_building_construction = {
					type = coastal_bunker
					level = 1
					instant_build = yes
					province = 5172
				} {
					type = coastal_bunker
					level = 1
					instant_build = yes
					province = 10980
				} {
					type = coastal_bunker
					level = 1
					instant_build = yes
					province = 8190
				} {
					type = coastal_bunker
					level = 1
					instant_build = yes
					province = 12996
				}
			}
			498 = {
				add_building_construction = {
					type = coastal_bunker
					level = 1
					instant_build = yes
					province = 10933
				} {
					type = coastal_bunker
					level = 1
					instant_build = yes
					province = 2175
				} {
					type = coastal_bunker
					level = 1
					instant_build = yes
					province = 13273
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: enemy_operative_forced_into_hiding_time_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## enemy_operative_forced_into_hiding_time_factor

* Number with 0 decimal places
* **Categories**: unit_leader, country