Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: AUS_revive_the_schutzbund
Constructs: has_government, removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_revive_the_schutzbund = {
	picture = LIT_commie_militia
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic communism
		}
	}
	removal_cost = -1
	modifier = {
		conscription = 0.01
		mobilization_speed = 0.2
	}
}
### Entity: Decision
Component: RAJ_GOE_independence_movement
Constructs: has_completed_focus, limit, has_country_flag, fire_only_once, has_resistance, is_in_array, is_controlled_by, complete_effect
Source: game
File: common/decisions/RAJ_GOE.txt

Code:
RAJ_GOE_independence_movement = {
	RAJ_GOE_urge_non_violence = {
		icon = GFX_decision_SWI_swiss_democratic_tradition_campaign
		state_target = any_controlled_state
		visible = {
			OR = {
				has_completed_focus = RAJ_mahatma
			}
			NOT = {
				has_completed_focus = RAJ_forward_bloc
			}
		}
		available = {
			hidden_trigger = {
				always = yes
			}
		}
		on_map_mode = map_only
		target_root_trigger = {
			original_tag = RAJ
			has_completed_focus = RAJ_mahatma
		}
		target_trigger = {
			FROM = {
				has_resistance = yes
				resistance = > 0
				is_in_array = {
					RAJ.owned_states_at_game_start = THIS
				}
				is_controlled_by = RAJ
			}
		}
		cost = 15
		fire_only_once = no
		days_remove = 90
		ai_will_do = {
			base = 1
		}
		complete_effect = {
			FROM = {
				add_resistance = -60
			}
			ROOT = {
				add_autonomy_ratio = {
					value = -0.05
				}
				custom_effect_tooltip = idea_RAJ_independence_movement_tt
			}
		}
	}
	RAJ_GOE_urge_violence = {
		icon = GFX_decision_revolt
		state_target = yes
		visible = {
			has_completed_focus = RAJ_promote_violence_against_the_british
			NOT = {
				has_completed_focus = RAJ_give_me_blood_and_i_will_grant_you_freedom
			}
		}
		available = {
			hidden_trigger = {
				always = yes
			}
		}
		target_root_trigger = {
			original_tag = RAJ
			has_completed_focus = RAJ_promote_violence_against_the_british
		}
		target_array = RAJ.owned_states_at_game_start
		target_trigger = {
			FROM = {
				has_resistance = yes
				is_controlled_by = ROOT
			}
		}
		on_map_mode = map_only
		cost = 13
		fire_only_once = no
		days_remove = 90
		ai_will_do = {
			base = 0
			modifier = {
				FROM = {
					resistance = < 67
				}
				add = 200
			} {
				FROM = {
					resistance = < 87
				}
				add = 100
			}
		}
		complete_effect = {
			FROM = {
				add_resistance = 60
				add_compliance = -10
			}
			ROOT = {
				army_experience = 5
			}
		}
	}
	RAJ_GOE_try_to_arrest_bose = {
		activation = {
			has_country_flag = RAJ_british_authorities_looking_to_arrest_bose
			original_tag = RAJ
			NOT = {
				has_completed_focus = RAJ_give_me_blood_and_i_will_grant_you_freedom
			}
		}
		fire_only_once = yes
		available = {
			hidden_trigger = {
				always = no
			}
		}
		cancel_trigger = {
			has_completed_focus = RAJ_go_into_hiding
		}
		is_good = no
		days_mission_timeout = 120
		selectable_mission = no
		complete_effect = {

		}
		timeou
# ... (truncated)
### Entity: Scripted Trigger
Component: country_is_minor_minor_nation
Source: game
File: common/scripted_triggers/r56_country_rank_triggers.txt

Code:
country_is_minor_minor_nation = {
	OR = {
		original_tag = ABK ABT ADR AFA AFG ALB ALG ARM AUS AZR BAD BAN BCO BHR BHU BOL BOS BRI BRM BUK BUL BYA CAM CAT CHI CHL COG CRI CRO CSA CUB DAH DNZ DOM DON ECU ELS ERI EST ETH FAK FRI GBA GDC GDL GEO GRN GUA GYA HAI HBC HON HYD ICE INS IRE IRQ ISR JOR KAL KAR KAZ KHI KOM KOR KUR LAO LAT LEB LIB LIE LIT LOI LUX MAC MAL MEN MET MLI MNC MNT MOL MON MOR MPL NAV NEP NFL NGA NIC NIR NKR NMB NZL OCC OMA ORO PAK PAL PAN PAR PER PHI POL POR PRC PRU PUE QAT QUE RUT SAD SAF SAM SAU SCO SER SHX SCI SIC SIK SKK SLO SLV SMI SND SOV SPR SRL SUD SWI SZK TAJ TAN TIB TIG TML KHM TOS TUN UAE UKR URG USB VEN VIN VNZ WLS XIC XSM YEM YUN ZIM
	}
}
### Entity: Character
Component: AST_unifying_figure
Constructs: stability_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_unifying_figure = {
	random = no
	stability_factor = 0.05
	political_power_factor = 0.07
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_mapai
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_mapai
	icon = GFX_goal_ISR_mapai_2
	relative_position_id = ISR_convene_knesset
	x = -6
	y = 1
	mutually_exclusive = {
		focus = ISR_hashomer ISR_centre ISR_hatzohar
	}
	prerequisite = {
		focus = ISR_convene_knesset
	}
	cost = 3
	completion_reward = {
		custom_effect_tooltip = ISR_marginally_strengthen_mapai
		add_to_variable = {
			ISR_mapai_max_seats = 1
		} {
			ISR_mapai_min_seats = 2
		}
	}
}
### Entity: Country History
Country: DOU
Component: DOU_characters
Constructs: recruit_character, create_country_leader
Source: game
File: history/countries/DOU - Directorate of Ukraine.txt

Code:
# Leaders & Characters for DOU
recruit_character = POL_henryk_jozewski
create_country_leader = {
	name = Kost Levytsky
	picture = r56_portrait_DOU_Kost_Levytsky.dds
	expire = 1953.3.1
	ideology = conservatism
	traits = {
		staunch_constitutionalist ideological_crusader
	}
}
{
	name = Andriy Livytskyi
	picture = r56_portrait_DOU_Andriy_Livytskyi.dds
	expire = 1965.1.1
	ideology = oligarchism
	traits = {
		staunch_constitutionalist anti_communist
	}
}
{
	name = Stepan Bandera
	desc = 
	picture = gfx/leaders/RUT/r56_portrait_UKR_Stepan_Bandera.dds
	expire = 1953.3.1
	ideology = fascism_ideology
	traits = {
		anti_communist POL_Dislikes_Poland
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_sign_the_second_treaty_of_berlin
Constructs: prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject, is_in_faction_with, has_non_aggression_pact_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_sign_the_second_treaty_of_berlin
	icon = GFX_focus_GER_SOV_treaty
	prerequisite = {
		focus = GER_the_peoples_victory
	}
	x = 8
	y = 1
	relative_position_id = GER_the_peoples_victory
	cost = 5
	available = {
		NOT = {
			has_war_with = SOV
			SOV = {
				has_government = neutrality fascism
			}
		}
	}
	bypass = {
		OR = {
			SOV = {
				is_subject = yes
			}
			NOT = {
				country_exists = SOV
			}
			is_in_faction_with = SOV
			has_non_aggression_pact_with = SOV
			AND = {
				is_guaranteed_by = SOV
				has_guaranteed = SOV
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		SOV = {
			country_event = {
				id = wuw_GER_diplomacy.90
				hours = 12
			}
		} {
			event_option_tooltip = wuw_GER_diplomacy.90.a
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			add_opinion_modifier = {
				target = SOV
				modifier = medium_increase
			}
		}
	}
}
### Entity: Event
Component: peru.23
Constructs: is_triggered_only
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.23
	title = peru.23.t
	desc = peru.23.d
	picture = GFX_r56i_generic_event_02
	is_triggered_only = yes
	option = {
		name = peru.23.a
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_support_chemical_factories
Constructs: prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_support_chemical_factories
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = ARM_expand_ararat_cement
	}
	relative_position_id = ARM_expand_ararat_cement
	x = -1
	y = 1
	cost = 10
	available = {
		controls_state = 230
		has_tech = construction2
	}
	ai_will_do = {
		factor = 6
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				230
			}
			limit = {
				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
			}
		} {
			prioritize = {
				230
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = GER_coal_liquidization
			bonus = 3
			uses = 1
			category = synth_resources
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_OIL
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_readdress_the_montreux_convention
Constructs: prerequisite, completion_reward, is_subject, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_readdress_the_montreux_convention
	icon = GFX_focus_generic_black_sea_focus
	mutually_exclusive = {
		focus = TUR_the_mediterranean_entente TUR_join_the_axis TUR_join_the_allies TUR_anti_bolshevik_mediterranean_bloc
	}
	prerequisite = {
		focus = TUR_adana_to_baku_highway
	}
	x = 0
	y = 1
	relative_position_id = TUR_adana_to_baku_highway
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
		is_in_faction = no
	}
	bypass = {
		is_in_faction_with = SOV
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		SOV = {
			country_event = {
				id = generic.2
			}
		}
	}
}
### Entity: Event
Component: AUS_news_events.12
Constructs: is_triggered_only, has_government
Source: game
File: events/WUW_Austria.txt

Code:
news_event = {
	id = AUS_news_events.12
	title = AUS_news_events.12.t
	desc = AUS_news_events.12.desc
	picture = GFX_news_event_election_vote
	is_triggered_only = yes
	option = {
		name = AUS_news_events.12.a
		trigger = {
			has_government = democratic
		}
	} {
		name = AUS_news_events.12.b
		trigger = {
			NOT = {
				has_government = democratic
			}
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_national_cooperation_government
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, every_state, is_core_of, add_core_of
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_national_cooperation_government
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = MAN_chinese_leadership
	}
	x = 1
	y = 1
	relative_position_id = MAN_chinese_leadership
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = CHI
			}
			add_core_of = ROOT
		}
	}
}
### Entity: Character
Component: army_chief_entrenchment_3
Constructs: mobilization_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_entrenchment_3 = {
	sprite = 5
	max_dig_in = 7
	mobilization_speed = -0.06
	experience_gain_army = @chief_experience_gain_high
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Modifier Reference
Component: r56_ISR_negev_offensive
Constructs: has_completed_focus, has_war, army_attack_factor, breakthrough_factor, remove_trigger, has_full_control_of_state
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_ISR_negev_offensive = {
	icon = GFX_decision_generic_nationalism
	enable = {
		always = yes
	}
	army_attack_factor = 0.1
	breakthrough_factor = 0.05
	army_speed_factor = 0.05
	remove_trigger = {
		OR = {
			ISR = {
				has_full_control_of_state = 1017
			} {
				has_completed_focus = ISR_win
				has_war = no
			}
		}
	}
}
### Entity: AI Strategy
Component: SWE_r56_nordic_union_plan
Constructs: has_completed_focus, has_government, is_subject, build_army
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_nordic_union_plan = {
	name = Sweden joining the comintern
	desc = Plan for Sweden to join the Comintern should the Soviets not have a Civil War and Germany is either Democratic or Monarchist
	enable = {
		original_tag = SWE
		has_government = communism
		has_completed_focus = SWE_workers_war_economy
		SOV = {
			OR = {
				has_completed_focus = SOV_the_centre
				focus_progress = {
					focus = SOV_great_purge
					progress = > 0.1
				}
			}
			has_government = communism
		}
		GER = {
			OR = {
				has_completed_focus = GER_kill_hitler GER_rally_the_monarchists GER_die_letzte_verschwoerung
			}
		}
		OR = {
			DEN = {
				has_government = communism
			}
			NOR = {
				has_government = communism
			}
		}
	}
	abort = {
		OR = {
			has_government = fascism neutrality
			is_subject = yes
		}
	}
	ai_national_focuses = {
		SWE_nordic_union
	}
	ai_strategy = {
		type = build_army
		id = infantry
		value = 50
	}
	focus_factors = {
		SWE_swedish_industrial_reinvigoration = 10
		SWE_refurbish_duved = 10
		SWE_sako = 10
		SWE_resource_utilization = 10
		SWE_industrial_research_program = 10
	}
}
### Entity: Idea
Component: AST_singapore_strategy_idea
Constructs: removal_cost, has_idea, add_building_construction
Source: game
File: common/ideas/australia.txt

Code:
AST_singapore_strategy_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_fortify_the_borders
	modifier = {
		civilian_factory_use = 1
	}
	cancel = {
		OR = {
			ENG = {
				NOT = {
					controls_state = 1021
				}
				has_idea = AST_singapore_strategy_idea
			}
			AST = {
				NOT = {
					controls_state = 1021
				}
				has_idea = AST_singapore_strategy_idea
			}
		}
	}
	on_remove = {
		1021 = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			} {
				type = naval_base
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_victory_point = > 0
					limit_to_coastal = yes
				}
			} {
				type = coastal_bunker
				level = 1
				province = {
					all_provinces = yes
					limit_to_victory_point = > 0
					limit_to_coastal = yes
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: r56_ITA_dont_worry_about_the_swiss_cheese
Constructs: has_war, is_neighbor_of, is_in_faction, is_justifying_wargoal_against, has_wargoal_against, has_war_with_major
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
r56_ITA_dont_worry_about_the_swiss_cheese = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		SWI = {
			exists = yes
			is_neighbor_of = ITA
			is_in_faction = no
			has_war = no
			NOT = {
				AND = {
					can_declare_war_on = ITA
					OR = {
						is_justifying_wargoal_against = ITA
						has_wargoal_against = ITA
					}
				}
			}
		}
		ITA = {
			exists = yes
			has_war_with_major = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = SWI
		value = -250
	} {
		type = front_armor_score
		id = SWI
		value = -250
	}
}
### Entity: Modifier Reference
Construct: motorized_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## motorized_defence_factor

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: Event
Component: mongol_greater_mongolia.2
Constructs: is_triggered_only, add_war_support, add_stability, save_event_target_as, clr_state_flag, clear_variable, remove_targeted_decision, add_manpower
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.2
	title = mongol_greater_mongolia.2.t
	desc = mongol_greater_mongolia.2.d
	picture = GFX_report_event_MON_cavalry_raid_bad
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = our_country
			FROM = {
				save_event_target_as = our_state
				clr_state_flag = border_incident_active
			}
			FROM.FROM = {
				save_event_target_as = their_country
			}
			FROM.FROM.FROM = {
				save_event_target_as = their_state
				clr_state_flag = border_incident_active
			}
			clear_variable = attacker_state_vs_@FROM defender_state_vs_@FROM.FROM
			remove_targeted_decision = {
				target = event_target:their_country
				decision = MON_border_realignment_cancelled
			}
		}
	}
	option = {
		name = mongol_greater_mongolia.2.a
		add_war_support = -0.05
		add_stability = -0.05
		add_manpower = -500
	}
}
### Entity: Character
Component: BEL_paul_emile_janson
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_paul_emile_janson = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = BEL_paul_emile_janson
		portraits = {
			civilian = {
				large = GFX_portrait_BEL_paul_emile_janson
			}
		}
	}
}
### Entity: AI Strategy
Component: FRA_alternate_plan_communist_lar
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/FRA_alternate_strategy_plan.txt

Code:
FRA_alternate_plan_communist_lar = {
	name = France alternate plan: France is going communist
	desc = 
	allowed = {
		original_tag = FRA
		has_dlc = La Resistance
	}
	enable = {
		OR = {
			has_country_flag = FRA_AI_COMMUNIST
			has_game_rule = {
				rule = FRA_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		FRA_devalue_the_franc FRA_form_the_popular_front FRA_reform_the_labour_laws FRA_invite_communist_ministers FRA_invest_in_the_metropole FRA_invest_in_the_colonies FRA_begin_rearmament FRA_defensive_focus FRA_metropolitan_france FRA_algerie_france FRA_industrial_expansion FRA_nationalize_key_industry FRA_extra_research_slot FRA_methodical_battle FRA_fortification_focus FRA_alpine_forts FRA_form_the_state_arsenals FRA_extend_the_maginot_line FRA_army_reform FRA_strengthen_the_unions FRA_general_work_council FRA_celebrate_the_commune FRA_invest_in_indochina FRA_invest_in_syria FRA_invest_in_west_africa FRA_colonial_industry FRA_military_factories FRA_force_the_issue FRA_extra_research_slot_2 FRA_reconciliation FRA_constitutional_convention FRA_loyalty_to_moscow FRA_naval_rearmament FRA_capital_ship_focus FRA_fighter_focus FRA_cas_focus
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: SPR_soviet_industrial_aid
Constructs: has_government, communism_drift
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_soviet_industrial_aid = {
	picture = eng_spirit_of_the_industrial_revolution
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		communism_drift = 0.05
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
	}
}
### Entity: Event
Component: germany.65
Constructs: is_triggered_only, ai_chance, limit, has_government, declare_war_on, take_state_focus, has_idea, add_to_variable
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.65
	title = germany.65.t
	desc = germany.65.d
	picture = GFX_report_event_british_artillery
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				strength_ratio = {
					tag = FRA
					ratio = < 1
				} {
					tag = ENG
					ratio = < 1
				}
			}
		}
		name = germany.65.a
		FRA = {
			declare_war_on = {
				target = GER
				type = take_state_focus
				generator = {
					42 51 978
				}
			}
			country_event = {
				id = germany.92
				hours = 2
			}
			if = {
				limit = {
					has_idea = FRA_disjointed_government
					NOT = {
						has_government = communism
					}
				}
				start_civil_war = {
					ideology = communism
					size = 0.2
				}
			} {
				limit = {
					has_idea = FRA_disjointed_government
					has_government = communism
				}
				start_civil_war = {
					ideology = democratic
					size = 0.3
				}
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.26
			}
		}
	} {
		name = germany.65.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				strength_ratio = {
					tag = FRA
					ratio = > 1
				} {
					tag = ENG
					ratio = > 1
				}
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.151
			}
		} {
			add_to_variable = {
				GER_hitlers_blunders_variable = 1
			}
		}
		set_country_flag = GER_rhineland_backed_down
		42 = {
			set_demilitarized_zone = yes
		}
		51 = {
			set_demilitarized_zone = yes
		}
		978 = {
			set_demilitarized_zone = yes
		}
		add_timed_idea = {
			idea = rhineland_challenge_met
			days = 183
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_stabilize_economy
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_stabilize_economy
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = HON_appoint_brooks
	}
	x = 20
	y = 3
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = HON_banana_republic
			add_idea = HON_ok_banana_republic
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_revert_worker_immigration
Constructs: prerequisite, limit, completion_reward, add_political_power, is_fully_controlled_by, add_extra_state_shared_building_slots, add_manpower
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_revert_worker_immigration
	icon = GFX_social_welfare
	cost = 5
	x = -2
	y = 1
	relative_position_id = LUX_establish_national_labour_council
	prerequisite = {
		focus = LUX_establish_national_labour_council
	}
	completion_reward = {
		custom_effect_tooltip = LUX_focus_autocompletion_tt generic_skip_one_line_tt
		add_political_power = 25
		if = {
			limit = {
				8 = {
					is_fully_controlled_by = ROOT
				}
			}
			8 = {
				add_extra_state_shared_building_slots = 1
				add_manpower = -2000
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
}
### Entity: AI Strategy
Component: south_south_america
Constructs: has_war, has_war_with, is_historical_focus_on
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
south_south_america = {
	name = theater_south_south_america
	regions = {
		284 283 35 281 282 108 63 64
	}
	cancel = {
		has_war = no
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			OR = {
				has_war_with = ARG URU PAR CHI
			}
		} {
			factor = 0
			is_historical_focus_on = yes
			OR = {
				original_tag = GER ITA
			}
			NOT = {
				126 = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		} {
			factor = 0
			has_war = no
		}
	}
}
### Entity: Event
Component: palestine.25
Constructs: is_triggered_only, add_stability, add_political_power, set_country_flag
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.25
	picture = GFX_report_event_gre_officers_chatting
	title = palestine.25.t
	desc = palestine.25.d
	is_triggered_only = yes
	option = {
		name = palestine.25.a
		add_stability = 0.1
		set_country_flag = PAL_qadir_chosen
	} {
		name = palestine.25.b
		add_political_power = 100
		set_country_flag = PAL_abdulrahim_chosen
	} {
		name = palestine.25.c
		add_political_power = -25
		add_stability = -0.1
		set_country_flag = PAL_golani_shutsdown_both
	}
}
### Entity: Country History
Country: THU
Component: THU_characters
Constructs: recruit_character
Source: game
File: history/countries/THU - Thuringia.txt

Code:
# Leaders & Characters for THU
recruit_character = THU_erwin_baum