Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ven_focus
Component: VEN_alliance_with_south_south_america
Constructs: prerequisite, limit, has_government, completion_reward, is_puppet, is_in_faction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_alliance_with_south_south_america
	icon = GFX_goal_generic_befriend_argentina
	relative_position_id = VEN_unify_political_command
	x = -7
	y = 3
	cost = 10
	available = {
		is_puppet = no
		is_in_faction = yes
		OR = {
			CHL = {
				exists = yes
				OR = {
					has_government = fascism neutrality
				}
			}
			ARG = {
				exists = yes
				OR = {
					has_government = fascism neutrality
				}
			}
		}
	}
	mutually_exclusive = {
		focus = VEN_attack_south_south_america
	}
	prerequisite = {
		focus = VEN_alliance_with_bolivia VEN_attack_bolivia
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				CHL = {
					OR = {
						has_government = fascism neutrality
					}
				}
			}
			CHL = {
				country_event = {
					hours = 8
					id = generic.5
				}
			}
		} {
			limit = {
				ARG = {
					OR = {
						has_government = fascism neutrality
					}
				}
			}
			ARG = {
				country_event = {
					hours = 8
					id = generic.5
				}
			}
		}
	}
}
### Entity: Modifier Reference
Component: PHI_agriculture
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
PHI_agriculture = {
	icon = generic_agrarian_society
	weekly_manpower = 250
	production_speed_infrastructure_factor = 0.15
	production_speed_industrial_complex_factor = 0.1
	local_supply_impact_factor = -0.15
}
### Entity: Order of Battle
Component: air_wing_104
Source: game
File: history/units/YUG_1936_air_bba.txt

Code:
air_wings = {
	104 = {
		small_plane_airframe_0 = {
			owner = YUG
			amount = 36
			creator = ENG
			version_name = Hawker Fury
		}
		small_plane_airframe_1 = {
			owner = YUG
			amount = 12
			version_name = Ikarus IK-2
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_very_low_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_very_low_decrease_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = -0.05
	}
}
### Entity: Idea
Component: EAI_HARD/transport_plane_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/transport_plane_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		transport_plane_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_battlefield_support
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_battlefield_support
	icon = GFX_focus_generic_cas_aircraft
	prerequisite = {
		focus = PER_establish_air_academy
	}
	x = -3
	y = 2
	relative_position_id = PER_anti_air_research
	mutually_exclusive = {
		focus = PER_strategic_bombing PER_air_superiority
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = PER_modify_iranian_airforce_ns_intro
		add_to_variable = {
			PER_airforce_modifier_air_superiority_efficiency = 0.05
			tooltip = air_superiority_efficiency_tt
		} {
			PER_airforce_modifier_air_cas_present_factor = 0.1
			tooltip = air_cas_present_factor_tt
		} {
			PER_airforce_modifier_ground_attack_factor = 0.05
			tooltip = ground_attack_factor_tt
		}
	}
}
### Entity: Character
Component: CZE_jan_antonin_bata
Constructs: limit, has_government, research_bonus, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_jan_antonin_bata = {
	name = CZE_jan_antonin_bata
	portraits = {
		army = {
			small = GFX_idea_CZE_jan_antonin_bata
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_jan_antonin_bata
		allowed = {
			original_tag = CZE
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		visible = {
			NOT = {
				has_government = communism
			}
		}
		research_bonus = {
			support_tech = 0.05
		}
		cost = 150
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
				}
			}
		}
		traits = {
			CZE_corporate_emperor
		}
	}
}
### Entity: State History
Component: 976
Constructs: add_core_of
Source: game
File: history/states/976 - Steiermark Karnten.txt

Code:
state = {
	id = 976
	name = STATE_976
	manpower = 1500000
	state_category = city
	resources = {
		steel = 15
		aluminium = 1
		coal = 1
	}
	history = {
		owner = AUS
		add_core_of = AUS
		buildings = {
			infrastructure = 3
			industrial_complex = 2
		}
		victory_points = {
			9648 5
		} {
			3673 3
		} {
			11612 2
		}
		1938.3.12 = {
			owner = GER
			controller = GER
			add_core_of = GER
		}
	}
	provinces = {
		653 3673 3674 6687 9646 9648 9650 9679 11612
	}
	local_supplies = 0.0
}
### Entity: Trigger Reference
Construct: has_tactic
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_tactic

* Supported Scopes: COUNTRY
* Supported Targets: none

Check if the given tactic is unlocked (or active by default) for the country.

	### Examples
	```
	TAG = {
		has_tactic = tactic_masterful_blitz
	}
	```
### Entity: Event
Component: wuw_GER_monroe.4
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, add_opinion_modifier, add_to_array, set_country_flag, is_in_faction
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_monroe.4
	title = wuw_GER_monroe.4.t
	desc = wuw_GER_monroe.4.desc
	picture = GFX_report_event_german_inspect_troops
	is_triggered_only = yes
	option = {
		name = wuw_GER_monroe.4.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				FROM = {
					surrender_progress = > 0.15
				}
			} {
				factor = 0.2
				FROM = {
					surrender_progress = > 0.25
				}
			} {
				factor = 0.2
				democratic = > 0.5
			}
		}
		custom_effect_tooltip = wuw_GER_monroe.4.a_tt
		hidden_effect = {
			add_to_array = {
				global.monroe_countries_not_in_support = ROOT
			}
			ROOT = {
				capital_scope = {
					add_to_array = {
						global.monroe_captials_not_in_support = THIS
					}
				}
			}
		}
		remove_ideas = {
			USA_monroe_doctrine_idea
		}
		set_country_flag = monroe_country_in_opposition_flag
		IF = {
			limit = {
				FROM = {
					is_in_faction = yes
					is_faction_leader = yes
				}
			}
			FROM = {
				add_to_faction = ROOT
				add_opinion_modifier = {
					target = ROOT
					modifier = GER_opposed_the_monroe_doctrine_good
				}
				add_ai_strategy = {
					type = alliance
					id = ROOT
					value = 100
				}
			}
			add_ai_strategy = {
				type = alliance
				id = FROM
				value = 100
			}
		}
	} {
		name = wuw_GER_monroe.4.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				fascism = < 0.5
			}
		}
		custom_effect_tooltip = wuw_GER_monroe.4.b_tt
	}
}
### Entity: Character
Component: LIE_rudolf_schadler
Constructs: has_completed_focus, has_autonomy_state
Source: game
File: common/characters/LIE.txt

Code:
LIE_rudolf_schadler = {
	name = Rudolf Schädler
	portraits = {
		civilian = {
			large = gfx/leaders/LIE/r56_portrait_LIE_Rudolf_Schadler.dds
			small = GFX_idea_LIE_rudolf_schadler_prison
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIE_rudolf_schadler
		allowed = {
			original_tag = LIE
		}
		available = {
			has_completed_focus = LIE_the_rotter_opportunity
			NOT = {
				has_autonomy_state = autonomy_supervised_state
			}
		}
		traits = {
			fascist_demagogue
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Unit Template
Component: COL_CL_HISTORICAL
Source: game
File: common/units/names_ships/COL_ship_names.txt

Code:
COL_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		COL
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = ARC 
	fallback_name = Crucero Ligero %d
	unique = {
		Medellín Cartagena Barranquilla Santa Marta Bucaramanga Tumaco Buenaventura
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_neutral_south_america
Constructs: has_war, has_country_flag, is_historical_focus_on, is_on_continent, is_in_faction
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_misc_strategies.txt

Code:
EAI_DIPLO_neutral_south_america = {
	enable = {
		is_historical_focus_on = yes
		capital_scope = {
			is_on_continent = south_america
		}
		NOT = {
			is_in_faction = yes
			has_war = yes
		} {
			has_country_flag = EAI_neutral_joins_allies EAI_neutral_joins_axis
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = ENG
		target = join_faction
		value = -500
	} {
		type = diplo_action_acceptance
		id = ENG
		target = offer_join_faction
		value = -500
	} {
		type = diplo_action_desire
		id = USA
		target = join_faction
		value = -500
	} {
		type = diplo_action_acceptance
		id = USA
		target = offer_join_faction
		value = -500
	} {
		type = diplo_action_desire
		id = GER
		target = join_faction
		value = -500
	} {
		type = diplo_action_acceptance
		id = GER
		target = offer_join_faction
		value = -500
	} {
		type = diplo_action_desire
		id = JAP
		target = join_faction
		value = -500
	} {
		type = diplo_action_acceptance
		id = JAP
		target = offer_join_faction
		value = -500
	} {
		type = diplo_action_desire
		id = SOV
		target = join_faction
		value = -500
	} {
		type = diplo_action_acceptance
		id = SOV
		target = offer_join_faction
		value = -500
	}
}
### Entity: Character
Component: ITA_papa_pio_xi
Source: game
File: common/characters/ITA.txt

Code:
ITA_papa_pio_xi = {
	name = ITA_papa_pio_xi
	portraits = {
		civilian = {
			large = GFX_portrait_ITA_papa_pio_xi
		}
	}
}
### Entity: Order of Battle
Component: 20th Pavlohrad Cavalry Regiment
Constructs: division_template
Source: game
File: history/units/UKR_revolt.txt

Code:
division = {
	name = 20th Pavlohrad Cavalry Regiment
	location = 11561
	division_template = Cavalry Divisions
	start_experience_factor = 0.1
	start_equipment_factor = 1.0
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_siege_batteries
Constructs: prerequisite, limit, add_ideas, completion_reward, set_technology, cancel_if_invalid, has_dlc, has_tech
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_siege_batteries
	icon = GFX_focus_generic_railway_gun
	prerequisite = {
		focus = RAJ_indian_army_corps_of_engineers
	}
	x = -1
	y = 1
	relative_position_id = RAJ_indian_army_corps_of_engineers
	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_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = No Step Back
			}
			if = {
				limit = {
					NOT = {
						has_tech = armored_train
					}
				}
				set_technology = {
					armored_train = 1
				}
			} {
				limit = {
					NOT = {
						has_tech = railway_gun
					}
				}
				set_technology = {
					railway_gun = 1
				}
			}
			create_railway_gun = {
				equipment = railway_gun_equipment_1
				name = BL 9.2-inch Railway Gun
			}
		}
		else = {
			add_ideas = idea_RAJ_siege_batteries
		}
		random_army_leader = {
			limit = {
				NOT = {
					has_trait = fortress_buster
				}
			}
			add_trait = {
				trait = fortress_buster
			}
		}
	}
}
### Entity: Order of Battle
Component: 3. Tennessee Irregulars
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 3. Tennessee Irregulars
	location = 12501
	division_template = Volunteer Brigade
}
### Entity: Character
Component: JAP_hideo_shima
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_hideo_shima = {
	name = JAP_hideo_shima
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_hideo_shima_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_hideo_shima
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_completed_focus = JAP_revere_the_emperor_destroy_the_traitors JAP_a_red_sun_rises_for_a_new_era JAP_sea_purge_the_kodoha_faction
			}
		}
		available = {
			has_completed_focus = JAP_shinkansen
		}
		traits = {
			JAP_head_of_the_shinkansen_project
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Character
Component: LES_regency_council_for_king
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
LES_regency_council_for_king = {
	random = no
	stability_factor = 0.1
	political_power_factor = 0.15
	army_core_defence_factor = 0.15
}
### Entity: Character
Component: KEN_fascist_guy
Constructs: has_government
Source: game
File: common/characters/KEN.txt

Code:
KEN_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = KEN_fascist_guy
		allowed = {
			original_tag = KEN
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Unit Leader
Component: 9
Source: game
File: common/unit_leader/00_coordination_skills.txt

Code:
9 = {
	cost = 25600
	type = navy
	modifier = {
		naval_coordination = 0.18
	}
	building_module_modifier = {
		naval_coordination = 0.09
		navy_org_factor = 0.225
	}
}
### Entity: AI Strategy
Component: AFG_dont_declare
Constructs: has_war, declare_war
Source: game
File: common/ai_strategy/r56_AFG.txt

Code:
AFG_dont_declare = {
	allowed = {
		original_tag = AFG
	}
	enable = {
		has_war = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = antagonize
		id = KHM
		value = -300
	} {
		type = antagonize
		id = SIK
		value = -300
	} {
		type = antagonize
		id = CHI
		value = -300
	} {
		type = antagonize
		id = PRC
		value = -300
	} {
		type = declare_war
		id = KHM
		value = -300
	} {
		type = declare_war
		id = SIK
		value = -300
	} {
		type = declare_war
		id = CHI
		value = -300
	} {
		type = declare_war
		id = PRC
		value = -300
	}
}
### Entity: Technology
Component: basic_medium_airframe
Constructs: is_major, enable_equipments, research_cost, has_deployed_air_force_size
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipments = {
		medium_plane_airframe_1 medium_plane_fighter_airframe_1 medium_plane_scout_plane_airframe_1
	}
	path = {
		leads_to_tech = improved_medium_airframe
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1936
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 2
			y = 4
		}
	}
	categories = {
		medium_air tactical_bomber cat_heavy_fighter air_equipment mio_cat_all_medium_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1.2
			is_major = yes
			date = > 1936.1.1
		} {
			has_deployed_air_force_size = {
				size = > 500
				type = tactical_bomber
			}
			factor = 2
		} {
			factor = 1.2
			is_major = yes
			date = > 1938.1.1
		} {
			factor = 5
			is_major = yes
			date = > 1940.1.1
		}
	}
}
### Entity: Event
Component: belgium.37
Constructs: is_triggered_only, has_war_with, is_in_faction_with
Source: game
File: events/BEL_events.txt

Code:
news_event = {
	id = belgium.37
	title = belgium.news.3.t
	desc = belgium.news.3.d
	picture = GFX_news_event_journalists_speech
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	option = {
		name = belgium.news.3.a
		trigger = {
			is_in_faction_with = HOL
		}
	} {
		name = belgium.news.3.b
		trigger = {
			has_war_with = BEL
			NOT = {
				is_in_faction_with = HOL
			}
		}
	} {
		name = belgium.news.3.c
		trigger = {
			OR = {
				tag = BEL
				is_in_faction_with = BEL
			}
		}
	} {
		name = belgium.news.3.e
		trigger = {
			NOT = {
				tag = BEL
				is_in_faction_with = BEL HOL
				has_war_with = BEL
			}
		}
	}
}
### Entity: Event
Component: new_ger.57
Constructs: is_triggered_only, has_completed_focus, limit, add_ideas, remove_ideas, remove_power_balance, has_country_leader, retire_character
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.57
	title = new_ger.57.t
	desc = new_ger.57.d
	picture = GFX_report_event_german_advisors_remain
	is_triggered_only = yes
	option = {
		name = new_ger.57.a
		remove_power_balance = {
			id = GER_wilhelm_ii_bop
		}
		IF = {
			limit = {
				has_country_leader = {
					character = GER_wilhelm_ii
					ruling_only = yes
				}
			}
			retire_character = GER_wilhelm_ii
		} {
			limit = {
				has_completed_focus = GER_remove_fatherlandless_fellows_from_power GER_reconcile_the_crown_prince
			}
			GER_wilhelm_iii = {
				add_country_leader_role = {
					country_leader = {
						expire = 1965.1.1
						ideology = absolute_monarchism
						traits = {
							GER_ties_to_the_nazis
						}
					}
					promote_leader = yes
				}
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_completed_focus = GER_reconcile_the_crown_prince
				}
			}
			hidden_effect = {
				remove_ideas = GER_wilhelm_ii_idea_new GER_wilhelm_ii_2 GER_wilhelm_ii_3
			}
			complete_national_focus = GER_a_new_monarch_for_a_new_age
		}
		else = {
			hidden_effect = {
				remove_ideas = GER_wilhelm_ii_idea_new GER_wilhelm_ii_2 GER_wilhelm_ii_3
				country_event = {
					id = new_ger.56
					days = 30
				}
			}
			add_ideas = GER_wilhelm_iii_idea_new
		}
	}
}
### Entity: Order of Battle
Component: 12. Divisioona
Constructs: division_template
Source: game
File: history/units/FIN_White_Guard.txt

Code:
division = {
	name = 12. Divisioona
	location = 9061
	division_template = Jalkaväkidivisioona S.
	start_experience_factor = 0.6
	start_equipment_factor = 0.8
}
### Entity: Idea
Component: SIA_heavy_handed_industrialization_improved_r56
Constructs: stability_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_heavy_handed_industrialization_improved_r56 = {
	name = SIA_heavy_handed_industrialization_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = usa_great_depression
	modifier = {
		consumer_goods_factor = 0.1
		stability_weekly = -0.001
		stability_factor = -0.04
		production_speed_buildings_factor = 0.12
		production_factory_max_efficiency_factor = -0.06
		local_resources_factor = 0.1
	}
}
### Entity: Idea
Component: EAI_DD_16/cv_small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/cv_small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_airframe = {
			build_cost_ic = -0.16
			instant = yes
		}
	}
}
### Entity: Character
Component: wilhelmina
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
wilhelmina = {
	random = no
	stability_factor = 0.15
}
### Entity: Event
Component: KMT_event.8
Constructs: is_triggered_only, limit, every_country, complete_national_focus, set_country_flag, is_subject_of
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.8
	title = KMT_event.8.t
	desc = KMT_event.8.desc
	picture = GFX_report_event_ARG_coup_detat
	is_triggered_only = yes
	option = {
		name = KMT_event.8.a
		complete_national_focus = KMT_the_nth_national_congress KMT_the_eternal_dictator
		set_country_flag = KMT_chiang_revolt
		every_country = {
			limit = {
				is_subject_of = ROOT
			}
			country_event = KMT_event.2
		}
		IF = {
			limit = {
				power_balance_value = {
					id = KMT_main_bop
					value = > 0.7
				}
			}
			start_civil_war = {
				ideology = democratic
				size = 0.15
				keep_all_characters = yes
				set_country_flag = KMT_beurocracy_revolt
			}
		}
		else_if = {
			limit = {
				power_balance_value = {
					id = KMT_main_bop
					value = > 0.45
				}
			}
			start_civil_war = {
				ideology = democratic
				size = 0.255
				keep_all_characters = yes
				set_country_flag = KMT_beurocracy_revolt
			}
		} {
			limit = {
				power_balance_value = {
					id = KMT_main_bop
					value = > 0.15
				}
			}
			start_civil_war = {
				ideology = democratic
				size = 0.425
				keep_all_characters = yes
				set_country_flag = KMT_beurocracy_revolt
			}
		} {
			limit = {
				power_balance_value = {
					id = KMT_main_bop
					value = > -0.15
				}
			}
			start_civil_war = {
				ideology = democratic
				size = 0.575
				keep_all_characters = yes
				set_country_flag = KMT_beurocracy_revolt
			}
		} {
			limit = {
				power_balance_value = {
					id = KMT_main_bop
					value = > -0.45
				}
			}
			start_civil_war = {
				ideology = democratic
				size = 0.725
				keep_all_characters = yes
				set_country_flag = KMT_beurocracy_revolt
			}
		}
		else = {
			start_civil_war = {
				ideology = democratic
				size = 0.85
				keep_all_characters = yes
				set_country_flag = KMT_beurocracy_revolt
			}
		}
	}
}
### Entity: Scripted Trigger
Component: IFB_Majority
Constructs: check_variable
Source: game
File: common/scripted_triggers/r56_indian_provincial_election_triggers.txt

Code:
IFB_Majority = {
	AND = {
		check_variable = {
			ifb_state = > neutral
		} {
			ifb_state = > upa_state
		} {
			ifb_state = > inc_state
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_go_right
Constructs: has_completed_focus, has_government, has_country_flag, completion_reward, add_political_power, add_timed_idea
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_go_right
	icon = GFX_goal_BEL_rex_ver
	mutually_exclusive = {
		focus = BEL_go_left BEL_form_coalition_government
	}
	available = {
		has_country_flag = BEL_1936_election
		OR = {
			NOT = {
				OR = {
					has_completed_focus = BEL_go_left BEL_form_coalition_government
				}
				has_country_flag = BEL_king_martial_law
			}
			has_government = fascism
		}
	}
	relative_position_id = BEL_form_coalition_government
	x = 8
	y = 0
	cost = 10
	ai_will_do = {
		base = 15
	}
	completion_reward = {
		add_timed_idea = {
			idea = BEL_nationalism
			days = 900
		}
		add_political_power = 150
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_forced_out_of_neutrality_r56
Constructs: has_completed_focus, prerequisite
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_forced_out_of_neutrality_r56
	icon = GFX_focus_jap_spiritual_mobilization
	prerequisite = {
		focus = SIA_opportunistic_militarization_r56
	}
	mutually_exclusive = {
		focus = SIA_return_to_the_world_stage_r56
	}
	x = 1
	y = 2
	relative_position_id = SIA_opportunistic_militarization_r56
	cost = 2
	ai_will_do = {
		base = 15
	}
	available = {
		custom_trigger_tooltip = {
			has_completed_focus = SIA_forced_out_of_neutrality_r56
			tooltip = SIA_forced_out_of_neutrality_r56_tt
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Event
Component: mtg_usa_civil_war_democrats.13
Constructs: is_triggered_only, limit, add_stability, has_manpower, add_manpower, random_days
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_democrats.13
	title = mtg_usa_civil_war_fascists.14.t
	desc = mtg_usa_civil_war_fascists.14.desc
	picture = GFX_report_event_desertion_poster
	is_triggered_only = yes
	option = {
		name = mtg_usa_civil_war_fascists.14.a
		if = {
			limit = {
				has_manpower = > 9999
			}
			add_manpower = -10000
		}
		else = {
			add_stability = -0.05
		}
		hidden_effect = {
			country_event = {
				id = mtg_usa_civil_war_democrats.3
				days = 15
				random_days = 5
			}
		}
	}
}