Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mexico.1
Constructs: is_triggered_only, division_template, limit, has_government, has_war_with, fire_only_once, set_global_flag, set_variable
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.1
	title = mexico.1.title
	desc = mexico.1.desc
	picture = GFX_report_event_yugoslavian_cavalry
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = flag_mexico_cedillo_has_revolted
		hidden_effect = {
			if = {
				limit = {
					has_government = neutrality
				}
				set_variable = {
					var = civil_war_size_var
					value = party_popularity@fascism
				}
				start_civil_war = {
					ideology = fascism
					size = civil_war_size_var
					keep_all_characters = yes
					states = {
						479 480
					}
					PREV = {
						MEX_saturnino_cedillo = {
							set_nationality = PREV.PREV
						}
					}
				}
			} {
				limit = {
					NOT = {
						has_government = neutrality
					}
				}
				set_variable = {
					var = civil_war_size_var
					value = party_popularity@neutrality
				}
				start_civil_war = {
					ideology = neutrality
					size = civil_war_size_var
					keep_all_characters = yes
					states = {
						479 480
					}
					PREV = {
						MEX_saturnino_cedillo = {
							set_nationality = PREV.PREV
						}
					}
				}
			}
			random_other_country = {
				limit = {
					original_tag = MEX
					has_war_with = ROOT
				}
				hidden_effect = {
					division_template = {
						name = Brigada de Infantería
						division_names_group = SPAN_INFB_01
						regiments = {
							infantry = {
								x = 0
								y = 0
							} {
								x = 0
								y = 1
							} {
								x = 0
								y = 2
							}
						}
						priority = 0
					}
					random_owned_controlled_state = {
						create_unit = {
							division = division_template = "Brigada de Infantería" start_experience_factor = 0.2 force_equipment_variants = { infantry_equipment_0 = { owner = "GER" } }
							owner = PREV
						}
					} {
						create_unit = {
							division = division_template = "Brigada de Infantería" start_experience_factor = 0.2 force_equipment_variants = { infantry_equipment_0 = { owner = "ENG" } }
							owner = PREV
						}
					} {
						create_unit = {
							division = division_template = "Brigada de Infantería" start_experience_factor = 0.2 force_equipment_variants = { infantry_equipment_0 = { owner = "USA" } }
							owner = PREV
						}
					} {
						create_unit = {
							division = division_template = "Brigada de Infantería" start_experience_factor = 0.2 force_equipment_variants = { infantry_equipment_0 = { owner =
# ... (truncated)
### Entity: Idea
Component: SPR_relocate_the_gold_reserves
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_relocate_the_gold_reserves = {
	picture = SPR_relocate_the_gold_reserves
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Wiki Documentation
Construct: Diplomacy
Source: wiki
File: wiki/Italy.html

Doc:
Diplomacy[edit]
Italy's political overview.
Italy starts at war with Ethiopia, which is something they will be focusing on for the first months of the game. The Italian technological superiority pretty much guarantees that they will win the war. The new transportation mechanics makes it less of a hassle to strengthen this theatre, and less of a hassle to move back troops afterwards.

Alliances[edit]
Brief overview of nation's alliances.

Decisions[edit]
Brief overview of nation's decisions.

Events[edit]
Brief overview of nation's events.
### Entity: Unit Template
Component: critical_parts
Constructs: sortie_efficiency
Source: game
File: common/units/critical_parts/00_critical_parts.txt

Code:
critical_parts = {
	damaged_heavy_guns = {
		icon = GFX_default_critical_damage_icons
		frame = 2
		stat_penalties = {
			hg_attack = -0.5
		}
		base_damage_instance = 1
		damage_instance_per_added_module = 1
		max_damage_instance = -1
	}
	damaged_light_guns = {
		icon = GFX_default_critical_damage_icons
		frame = 3
		stat_penalties = {
			lg_attack = -0.5
		}
		base_damage_instance = 1
		damage_instance_per_added_module = 1
		max_damage_instance = -1
	}
	damaged_secondaries = {
		icon = GFX_default_critical_damage_icons
		frame = 3
		stat_penalties = {
			lg_attack = -0.25
		}
		base_damage_instance = 1
		damage_instance_per_added_module = 1
		max_damage_instance = -1
	}
	damaged_torpedoes = {
		icon = GFX_default_critical_damage_icons
		frame = 4
		stat_penalties = {
			torpedo_attack = -0.5
		}
		base_damage_instance = 1
		damage_instance_per_added_module = 1
		max_damage_instance = -1
		str_damage_multiplier = 1.25
		org_damage_multiplier = 1.25
	}
	destroyed_ammo_storage = {
		icon = GFX_default_critical_damage_icons
		frame = 5
		stat_penalties = {
			hg_attack = -0.7
			lg_attack = -0.7
			torpedo_attack = -0.7
		}
		chance = 0.1
		str_damage_multiplier = 10
		org_damage_multiplier = 10
	}
	on_fire = {
		icon = GFX_default_critical_damage_icons
		frame = 6
		modifier = {
			navy_org_factor = -0.5
			naval_morale_factor = -0.8
		}
		org_damage = 5
		org_damage_multiplier = 2
	}
	broken_propeller = {
		icon = GFX_default_critical_damage_icons
		frame = 7
		modifier = {
			naval_speed_factor = -0.9
		}
		chance = 0.5
		org_damage_multiplier = 0.5
		str_damage_multiplier = 0.5
	}
	rudder_jammed = {
		icon = GFX_default_critical_damage_icons
		frame = 7
		modifier = {
			naval_retreat_chance = -0.9
			naval_speed_factor = -0.5
		}
		chance = 0.25
		org_damage_multiplier = 0.25
		str_damage_multiplier = 0.25
	}
	ballast_tanks_inoperable = {
		icon = GFX_default_critical_damage_icons
		frame = 7
		stat_penalties = {
			sub_visibility = 0.66
		}
		org_damage_multiplier = 0.25
		str_damage_multiplier = 0.25
	}
	leaking_pressure_hull = {
		icon = GFX_default_critical_damage_icons
		frame = 14
		stat_penalties = {
			sub_visibility = 0.66
		}
		modifier = {
			naval_retreat_chance = -0.4
		}
		org_damage_multiplier = 0.25
		str_damage_multiplier = 0.25
	}
	battery_leak = {
		icon = GFX_default_critical_damage_icons
		frame = 6
		stat_penalties = {
			sub_visibil
# ... (truncated)
### Entity: Country History
Country: DEN
Component: DEN_technology
Constructs: set_technology
Source: game
File: history/countries/DEN - Denmark.txt

Code:
# Starting Technologies for DEN
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_recon = 1
	tech_engineers = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
	basic_train = 1
}
### Entity: Character
Component: FRI_marcel_alessandri
Source: game
File: common/characters/FRI.txt

Code:
FRI_marcel_alessandri = {
	name = FRI_marcel_alessandri
	portraits = {
		army = {
			small = GFX_idea_FRA_generic_land_2
		}
	}
	advisor = {
		slot = high_command
		idea_token = FRI_marcel_alessandri
		ledger = air
		allowed = {
			original_tag = FRI
		}
		traits = {
			air_bomber_interception_2
		}
		ai_will_do = {
			factor = 1
		}
		cost = 100
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_minelaying
Constructs: shared_focus, prerequisite, completion_reward, is_coastal, allow_branch, has_dlc, add_tech_bonus, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_minelaying
	icon = GFX_focus_generic_mine_warfare
	prerequisite = {
		focus = SMB_coastal_fleet
	}
	relative_position_id = SMB_coastal_fleet
	x = 1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
		modifier = {
			any_controlled_state = {
				is_coastal = no
			}
			factor = 0
		}
	}
	allow_branch = {
		has_dlc = Man the Guns
	}
	completion_reward = {
		add_tech_bonus = {
			name = SMB_minelaying_bonus
			bonus = 0.5
			uses = 1
			category = naval_mines
		}
		JUNO_pick_navy_modifier_tt = yes
		add_to_variable = {
			JUNO_navy_mines_planting_by_fleets_factor = 0.1
			tooltip = mines_planting_by_fleets_factor_tt
		} {
			JUNO_navy_naval_mines_effect_reduction = 0.1
			tooltip = naval_mines_effect_reduction_tt
		}
	}
}
### Entity: Event
Component: greece.7
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_political_power, create_wargoal, take_state_focus
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.7
	title = greece.7.t
	desc = greece.7.d
	picture = GFX_report_event_gre_enosis
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = greece.7.a
		ai_chance = {
			modifier = {
				factor = 65
			}
		}
		effect_tooltip = {
			GRE = {
				create_wargoal = {
					type = take_state_focus
					target = ENG
					generator = {
						183
					}
				}
			}
		}
	} {
		name = greece.7.b
		ai_chance = {
			modifier = {
				factor = 35
			}
		}
		add_political_power = -30
		add_stability = -0.1
	}
}
### Entity: Decision
Component: GER_beck_dealing_with_militia_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_GER_decision_categories.txt

Code:
GER_beck_dealing_with_militia_cat = {
	icon = GFX_decision_category_eng_move_to_secure_the_dominions
	allowed = {
		original_tag = GER
	}
	visible_when_empty = no
	priority = 101
	visible = {
		has_completed_focus = GER_restore_legality_to_germany
	}
}
### Entity: Event
Component: NSB_soviet_propaganda_capmaign_events.3
Constructs: is_triggered_only, fire_only_once, set_country_flag, add_timed_idea, set_rule, clr_country_flag, set_variable
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_propaganda_capmaign_events.3
	title = NSB_soviet_propaganda_capmaign_events.2.t
	desc = NSB_soviet_propaganda_capmaign_events.3.desc
	picture = GFX_report_event_SOV_young_builders_of_communism
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			set_country_flag = SOV_punished_for_breaking_flag
			add_timed_idea = {
				idea = SOV_broken_peace_dreams_defender
				days = 180
			}
			set_rule = {
				can_send_volunteers = yes
			}
			clr_country_flag = SOV_propaganda_peace_active_flag
			set_variable = {
				SOV_propaganda_campaign_to_remove = 25
			}
			SOV_reset_propaganda_campaign_slot_effect = yes
		}
	}
	option = {
		name = NSB_soviet_propaganda_capmaign_events.3.a
		effect_tooltip = {
			add_timed_idea = {
				idea = SOV_broken_peace_dreams_defender
				days = 180
			}
		}
	}
}
### Entity: Scripted Effect
Component: CHI_upgrade_wang_trait
Constructs: limit, has_country_leader_with_trait, swap_ruler_traits, swap_country_leader_traits
Source: game
File: common/scripted_effects/CHI_scripted_effects.txt

Code:
CHI_upgrade_wang_trait = {
	if = {
		limit = {
			has_country_leader_with_trait = CHI_civilian_unifier
		}
		swap_ruler_traits = {
			remove = CHI_civilian_unifier
			add = CHI_civilian_unifier_upgraded
		}
	}
	else_if = {
		limit = {
			has_country_leader_with_trait = CHI_civilian_unifier_upgraded
		}
		swap_ruler_traits = {
			remove = CHI_civilian_unifier_upgraded
			add = CHI_civilian_unifier_upgraded_2
		}
	}
	else = {
		effect_tooltip = {
			CHI_wang_jingwei = {
				swap_country_leader_traits = {
					remove = CHI_civilian_unifier
					add = CHI_civilian_unifier_upgraded
				}
			}
		}
	}
}
### Entity: Idea
Component: idea_INS_great_depression_fake_2
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/indonesia.txt

Code:
idea_INS_great_depression_fake_2 = {
	name = INS_great_depression
	picture = great_depression
	allowed = {
		original_tag = INS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.25
		min_export = -0.42
	}
}
### Entity: Character
Component: JAP_kazushige_ugaki
Source: game
File: common/characters/JAP.txt

Code:
JAP_kazushige_ugaki = {
	name = JAP_kazushige_ugaki
	portraits = {
		civilian = {
			large = GFX_portrait_JAP_kazushige_ugaki
			small = GFX_portrait_JAP_kazushige_ugaki_small
		}
	}
}
### Entity: Scripted Effect
Component: FIN_mannerheim_becomes_country_leader
Constructs: limit, set_party_name, set_power_balance, set_value
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_mannerheim_becomes_country_leader = {
	promote_character = FIN_carl_mannerheim
	set_party_name = {
		ideology = neutrality
		name = FIN_neutrality_party_military
		long_name = FIN_neutrality_party_military_long
	}
	if = {
		limit = {
			power_balance_value = {
				id = FIN_power_balance
				value = < 0.1
			}
		}
		set_power_balance = {
			id = FIN_power_balance
			set_value = 0.1
		}
	}
}
### Entity: Event
Component: tuva.3
Constructs: is_triggered_only, ai_chance, has_government, has_opinion
Source: game
File: events/Tuva.txt

Code:
country_event = {
	id = tuva.3
	title = tuva.3.t
	desc = tuva.3.d
	picture = GFX_report_event_generic_china
	is_triggered_only = yes
	option = {
		name = tuva.3.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				has_government = ROOT
			} {
				factor = 2
				has_opinion = {
					target = ROOT
					value = > 24
				}
			}
		}
		TAN = {
			country_event = {
				id = tuva.4
				days = 1
			}
		}
	} {
		name = tuva.3.b
		TAN = {
			country_event = {
				id = tuva.5
				days = 1
			}
		}
		custom_effect_tooltip = AFG_industrial_events_31_tt
	}
}
### Entity: AI Strategy
Component: EAI_JAP_naval_bombers_2
Constructs: has_tech, has_deployed_air_force_size
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_naval_bombers_2 = {
	allowed = {
		tag = JAP
	}
	enable = {
		has_tech = improved_small_airframe
		NOT = {
			CHI = {
				EAI_THIS_is_threat_to_PREV = yes
			}
		}
		EAI_NAV_equipment_production = yes
		has_deployed_air_force_size = {
			size = < 400
			type = naval_bomber
		}
		num_of_military_factories = > 75
	}
	abort = {
		NOT = {
			AND = {
				NOT = {
					CHI = {
						EAI_THIS_is_threat_to_PREV = yes
					}
				}
				EAI_NAV_equipment_production = yes
				has_deployed_air_force_size = {
					size = < 800
					type = naval_bomber
				}
				num_of_military_factories = > 70
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories
		id = naval_bomber
		value = 10
	}
}
### Entity: AI Strategy
Component: EAI_JAP_china_OFFENSIVE_take_coast
Constructs: limit, has_war_with, add_to_temp_variable, check_variable, force_concentration_factor, force_concentration_front_factor, is_in_array, force_concentration_target_weight
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_china_OFFENSIVE_take_coast = {
	allowed = {
		tag = JAP
	}
	enable = {
		has_war_with = CHI
		all_of_scopes = {
			array = global.EAI_MAP_china_coastal_theatre
			always = yes
			if = {
				limit = {
					CONTROLLER = {
						has_war_with = ROOT
					}
				}
				add_to_temp_variable = {
					tmp1 = 1
				}
			}
			add_to_temp_variable = {
				tmp2 = 1
			}
		}
		divide_temp_variable = {
			tmp1 = tmp2
		}
		check_variable = {
			tmp1 = > 0.05
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_factor
		value = 25
	} {
		type = force_concentration_front_factor
		ratio = 0.2
		value = 50
		state_trigger = {
			is_in_array = {
				global.EAI_MAP_china_coastal_theatre = THIS.id
			}
		}
	} {
		type = force_concentration_target_weight
		value = 50
		state_trigger = {
			is_in_array = {
				global.EAI_MAP_china_coastal_theatre = THIS.id
			}
		}
	} {
		type = front_control
		ordertype = front
		ratio = 0.85
		priority = 900
		execution_type = rush_weak
		state_trigger = {
			is_in_array = {
				global.EAI_MAP_china_coastal_theatre = THIS.id
			}
		}
	} {
		type = force_concentration_front_factor
		ratio = 0.5
		value = -50
		state_trigger = {
			NOT = {
				is_in_array = {
					global.EAI_MAP_china_coastal_theatre = THIS.id
				}
			}
		}
	} {
		type = force_concentration_target_weight
		value = -50
		state_trigger = {
			NOT = {
				is_in_array = {
					global.EAI_MAP_china_coastal_theatre = THIS.id
				}
			}
		}
	} {
		type = front_control
		ordertype = front
		ratio = 0.25
		priority = 1100
		execution_type = careful
		state_trigger = {
			NOT = {
				is_in_array = {
					global.EAI_MAP_china_coastal_theatre = THIS.id
				}
			}
		}
	}
}
### Entity: Character
Component: GER_overseer_four_year_plan
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_overseer_four_year_plan = {
	sprite = 10
	random = no
	local_resources_factor = 0.05
	political_power_factor = 0.05
}
### Entity: Character
Component: navy_chief_reform_3
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_chief_reform_3 = {
	sprite = 3
	experience_gain_navy = @chief_experience_gain_high
	experience_gain_navy_factor = 0.15
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @navy_chief_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_nation_wide_industrial_expansion
Constructs: shared_focus, prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_nation_wide_industrial_expansion
	icon = GFX_goal_generic_expanded_production
	prerequisite = {
		focus = PLY_industrial_boom
	}
	x = -1
	y = 1
	relative_position_id = PLY_industrial_boom
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 15
	}
	available = {
		has_tech = construction3
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SWE_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 11160
	division_template = Arméfördelning
	start_experience_factor = 0.3
	start_equipment_factor = 0.1
}
### Entity: Unit Template
Component: ENG_CA_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		ENG
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = HMS 
	fallback_name = Heavy Cruiser %s
	unique = {
		Cavendish Raleigh Imperieuse Orlando Blake Surrey Blenheim Hawkins Frobisher Effingham Cumberland Berwick Cornwall Suffolk Kent London Devonshire Shropshire Sussex Norfolk Dorsetshire York Exeter Edgar Hawke Endymion Grafton St. George Northumberland Crescent Powerful Terrible Diadem Niobe Amphitrite Ariadne Spartiate Hogue Bacchante Euryalus Drake Good Hope Essex Hampshire Carnarvon Antrim Roxburgh Argyll Duke of Edinburgh Cochrane
	}
}
### Entity: Event
Component: PER_imperial_events.230
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_government, fire_only_once, retire_country_leader, set_party_name
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.230
	title = PER_imperial_events.230.t
	desc = PER_imperial_events.230.desc
	picture = GFX_report_event_generic_read_write
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.230.a
		ai_chance = {
			base = 0
		}
		trigger = {
			PER = {
				OR = {
					has_government = communism democratic fascism
				}
			}
		}
		hidden_effect = {
			retire_country_leader = yes
		}
		set_party_name = {
			ideology = neutrality
			long_name = PER_qajar_dynasty_party_long
			name = PER_qajar_dynasty_party
		}
		promote_character = {
			character = PER_mohammad_hassan_mirza
			ideology = despotism
		}
		set_cosmetic_tag = PER_persia
		IF = {
			limit = {
				has_idea = PER_constitutional_shah
			}
			remove_ideas = PER_constitutional_shah
		}
		PER = {
			country_event = {
				id = PER_imperial_events.233
				hours = 1
			}
		}
	} {
		name = PER_imperial_events.230.b
		ai_chance = {
			base = 0
		}
		trigger = {
			NOT = {
				PER = {
					OR = {
						has_government = communism democratic fascism
					}
				}
			}
		}
		effect_tooltip = {
			hidden_effect = {
				retire_country_leader = yes
				set_country_flag = PER_pahlavis_deposed_flag
			}
			promote_character = {
				character = PER_mohammad_hassan_mirza
				ideology = despotism
			}
			set_party_name = {
				ideology = neutrality
				long_name = PER_qajar_dynasty_party_long
				name = PER_qajar_dynasty_party
			}
			set_cosmetic_tag = PER_persia
			custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
			show_ideas_tooltip = PER_reza_shah_pahlavi
			PER_mohammed_reza_pahlavi = {
				remove_trait = {
					trait = compassionate_gentleman
					slot = political_advisor
				}
				add_trait = {
					trait = PER_disinherited_heir_trait
					slot = political_advisor
				}
			}
		}
		PER = {
			country_event = {
				id = PER_imperial_events.231
				hours = 1
			}
		}
	} {
		name = PER_imperial_events.230.c
		ai_chance = {
			base = 10
		}
		trigger = {
			NOT = {
				PER = {
					OR = {
						has_government = communism democratic fascism
					}
				}
			}
		}
		effect_tooltip = {
			hidden_effect = {
				retire_country_leader = yes
				set_global_flag = PER_pahlavis_exiled_flag
			}
			promote_character = {
				character = PER_mohammad_hassan_mirza
				ideology = despotism
			}
			set_party_name = {
				ideology = neutrality
	
# ... (truncated)
### Entity: National Focus
Component: wuw_HUN_renounce_the_treaty_of_trianon
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_game_rule, has_idea, cancel_if_invalid, add_threat
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_renounce_the_treaty_of_trianon
	icon = GFX_focus_renounce_the_treaty_of_trianon
	prerequisite = {
		focus = wuw_HUN_spur_on_the_trianon_trauma wuw_HUN_elect_a_fascist_king
	}
	x = -1
	y = 2
	relative_position_id = wuw_HUN_spur_on_the_trianon_trauma
	cost = 5
	offset = {
		x = -8
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_abide_by_the_little_ententes_stipulations
		}
	} {
		x = -4
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_elect_a_fascist_king
		}
	}
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	bypass = {
		AND = {
			wuw_HUN_does_not_have_trianon = yes
			NOT = {
				has_idea = HUN_bled_agreement_wuw
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_threat = 1
		IF = {
			limit = {
				FRA = {
					has_completed_focus = FRA_strengthen_the_little_entente
					exists = yes
					is_subject = no
				}
			}
			FRA = {
				country_event = {
					id = DOD_hungary.40
					days = 1
				}
			}
		} {
			limit = {
				OR = {
					NOT = {
						FRA = {
							has_completed_focus = FRA_strengthen_the_little_entente
						}
					}
					FRA = {
						exists = no
					} {
						is_subject = yes
					}
					ROM = {
						exists = yes
					}
				}
			}
			ROM = {
				country_event = {
					id = DOD_hungary.40
					days = 1
				}
			}
			ELSE = {
				HUN_remove_trianon_effect = yes
				news_event = {
					id = news.298
					days = 1
				}
			}
		} {
			limit = {
				has_idea = disarmed_nation
			}
			swap_ideas = {
				remove_idea = disarmed_nation
				add_idea = volunteer_only
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}