Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: ITA_add_bomber_designs_templates
Constructs: has_completed_focus, limit, create_equipment_variant
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_add_bomber_designs_templates = {
	create_equipment_variant = {
		name = Ba.201
		type = small_plane_cas_airframe_2
		parent_version = 0
		modules = {
			fixed_main_weapon_slot = bomb_locks
			fixed_auxiliary_weapon_slot_1 = heavy_mg_2x
			engine_type_slot = engine_2_1x
		}
		icon = GFX_ITA_CAS2_medium
	}
	if = {
		limit = {
			NOT = {
				has_completed_focus = ITA_naval_air_coordination
			}
		}
		create_equipment_variant = {
			name = CANT Z.1007 Alcione
			type = medium_plane_airframe_1
			parent_version = 0
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				fixed_auxiliary_weapon_slot_2 = torpedo_mounting
				fixed_auxiliary_weapon_slot_3 = torpedo_mounting
				special_type_slot_1 = lmg_defense_turret_2x
				special_type_slot_2 = hmg_defense_turret_2x
				engine_type_slot = engine_3_3x
			}
			icon = GFX_ITA_tactical_bomber1_medium
		}
	}
}
### Entity: Unit Template
Component: COS_BB_HISTORICAL
Source: game
File: common/units/names_ships/COS_ship_names.txt

Code:
COS_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		COS
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = ARCR 
	fallback_name = Acorazado %d
	unique = {
		San José Limón
	}
}
### Entity: Character
Component: GNB_awt
Source: game
File: common/characters/GNB.txt

Code:
GNB_awt = {
	advisor = {
		slot = theorist
		idea_token = GNB_awt
		ledger = air
		allowed = {
			original_tag = GNB
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: State History
Component: 477
Constructs: add_core_of
Source: game
File: history/states/477-Veracruz.txt

Code:
state = {
	id = 477
	name = STATE_477
	manpower = 1951460
	state_category = town
	resources = {
		oil = 9
	}
	history = {
		owner = MEX
		buildings = {
			infrastructure = 2
			dockyard = 1
			12810 = {
				naval_base = 3
			}
		}
		add_core_of = MEX
		victory_points = {
			12810 5
		} {
			8089 10
		}
	}
	provinces = {
		8079 8089 10732 12810
	}
	local_supplies = 0.0
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_International_Division_of_Labour
Constructs: shared_focus, prerequisite, has_government, completion_reward, add_dynamic_modifier, unlock_decision_category_tooltip
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_International_Division_of_Labour
	icon = GFX_goal_generic_dictatorship_of_proletariat
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = communism
	}
	prerequisite = {
		focus = RAJ_Establish_the_Planning_Commission
	}
	mutually_exclusive = {
		focus = RAJ_Protectionist_Tariffs
	}
	x = -5
	y = 1
	relative_position_id = RAJ_Establish_the_Planning_Commission
	completion_reward = {
		add_dynamic_modifier = {
			modifier = RAJ_International_Division_of_Labour_modifier
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_category_tooltip = international_division_of_labour
	}
}
### Entity: Character
Component: ENG_jfc_fuller
Constructs: has_government, has_dlc
Source: game
File: common/characters/ENG.txt

Code:
ENG_jfc_fuller = {
	name = ENG_jfc_fuller
	portraits = {
		army = {
			small = GFX_idea_ENG_jfc_fuller
		}
	}
	advisor = {
		cost = 200
		slot = theorist
		idea_token = ENG_jfc_fuller
		ledger = army
		available = {
			has_government = fascism
		}
		allowed = {
			original_tag = ENG
			has_dlc = Man the Guns
		}
		traits = {
			blitzkrieg_theorist
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: AI Strategy
Component: ETH_befriend_uk
Constructs: is_government_in_exile, check_variable, has_opinion
Source: game
File: common/ai_strategy/ETH.txt

Code:
ETH_befriend_uk = {
	allowed = {
		original_tag = ETH
	}
	enable = {
		is_government_in_exile = yes
		check_variable = {
			ETH.host_nation = ENG
		}
		ENG = {
			has_opinion = {
				target = ROOT
				value = < 90
			}
		}
		date = > 1939.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = ENG
		value = 400
	} {
		type = diplo_action_desire
		id = ENG
		target = improve_relation
		value = 400
	}
}
### Entity: Event
Component: AUS_political_events.55
Constructs: is_triggered_only, ai_chance, fire_only_once, has_opinion
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.55
	title = AUS_political_events.55.t
	desc = AUS_political_events.55.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.55.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_opinion = {
					target = FROM
					value = > 49
				}
			}
		}
		event_option_tooltip = AUS_political_events.56.a
		FROM = {
			country_event = {
				id = AUS_political_events.56
				hours = 12
			}
		}
	} {
		name = AUS_political_events.55.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 25
				}
			}
		}
		event_option_tooltip = AUS_political_events.57.a
		FROM = {
			country_event = {
				id = AUS_political_events.57
				hours = 12
			}
		}
	}
}
### Entity: Event
Component: AAT_norway_allied.2
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_offsite_building
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_allied.2
	title = AAT_norway_allied.2.t
	desc = AAT_norway_allied.2.desc
	picture = GFX_report_event_generic_sign_treaty2
	trigger = {

	}
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_norway_allied.2.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		add_opinion_modifier = {
			target = FROM
			modifier = NOR_invested_in_our_country
		}
	}
}
### Entity: Misc Config
Component: idea_categories
Constructs: removal_cost
Source: game
File: common/idea_tags/01_tyknidea.txt

Code:
idea_categories = {
	tykns_effects = {
		slot = steel_fabb mod_land mod_naval mod_air mod_pro mod_pro
		cost = 150
		removal_cost = 0
	}
	ttmodern_advisors = {
		slot = tmodern_advisors tmodern_advisors tmodern_advisors tmodern_advisors military_exercises military_exercises
		cost = 150
		removal_cost = 0
	}
	ttmodern_industry = {
		slot = health_budget research_budget mod_director tmodern_military_budget tmodern_minimum_age tmodern_maximum_age
		cost = 50
		removal_cost = 0
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_support_the_blue_shirts
Constructs: prerequisite, has_government, has_country_flag, completion_reward, is_subject, cancel_if_invalid, swap_ideas, remove_idea
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_support_the_blue_shirts
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = CAN_swastika_clubs
	}
	x = 0
	y = 1
	relative_position_id = CAN_swastika_clubs
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		is_subject = no
		has_government = fascism
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CAN_swastika_clubs
			add_idea = CAN_swastika_clubs_2
		}
	}
}
### Entity: Unit Leader
Component: 4
Source: game
File: common/unit_leader/00_coordination_skills.txt

Code:
4 = {
	cost = 800
	type = navy
	modifier = {
		naval_coordination = 0.07
	}
	building_module_modifier = {
		naval_coordination = 0.04
		navy_org_factor = 0.1
	}
}
### Entity: Character
Component: SLO_nationalist_catholic_priest
Source: game
File: common/country_leader/00_traits.txt

Code:
SLO_nationalist_catholic_priest = {
	random = no
	sprite = 13
	weekly_manpower = 200
	political_power_factor = 0.05
}
### Entity: Decision
Component: INS_volksraad_cat
Constructs: has_completed_focus, limit, has_country_flag, fire_only_once, is_good, cancel_trigger, has_idea, complete_effect
Source: game
File: common/decisions/INS.txt

Code:
INS_volksraad_cat = {
	INS_soetardjo_pending = {
		activation = {
			always = no
		}
		days_mission_timeout = 140
		icon = GFX_decision_generic_political_discourse
		priority = 100
		fire_only_once = yes
		is_good = no
		available = {
			hidden_trigger = {
				always = no
			}
		}
		cancel_trigger = {
			hidden_trigger = {
				has_country_flag = INS_debug_mode_stop_event
			}
		}
		timeout_effect = {
			country_event = {
				id = INS_political_events.7
				days = 1
			}
			custom_effect_tooltip = JAP_aizawa_trial_ongoing_tt
		}
	}
	INS_volksraad_allow_language_in_schools = {
		icon = GFX_decision_generic_speech
		cost = 25
		fire_only_once = no
		days_remove = 60
		allowed = {

		}
		visible = {
			has_idea = idea_INS_volksraad
			NOT = {
				has_country_flag = {
					flag = indonesia_volksraad_passed_1
				}
			}
		}
		available = {
			NOT = {
				has_country_flag = {
					flag = INS_is_taking_volksraad
				}
			}
		}
		complete_effect = {
			set_country_flag = {
				flag = INS_is_taking_volksraad
				value = 1
			}
		}
		ai_will_do = {
			base = 1
			modifier = {
				factor = 5
				INS_check_plan_loyalist = yes
			}
		}
		remove_effect = {
			if = {
				limit = {
					has_country_flag = {
						flag = INS_governor_veto_available
						value = 1
					}
				}
				HOL = {
					country_event = {
						id = INS_volksraad_events.10
						hours = 12
					}
				}
				custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
				effect_tooltip = {
					indonesia_volksraad_allow_language_in_schools_effect = yes
				} {
					indonesia_volksraad_reject_25_effect = yes
				}
			}
			else = {
				indonesia_volksraad_allow_language_in_schools_effect = yes
			}
		}
		cancel_effect = {
			set_country_flag = {
				flag = INS_is_taking_volksraad
				value = 0
			}
		}
		cancel_trigger = {
			hidden_trigger = {
				NOT = {
					has_idea = idea_INS_volksraad
				}
			}
		}
	}
	INS_volksraad_allow_language_in_government = {
		icon = GFX_decision_generic_speech
		cost = 25
		fire_only_once = no
		days_remove = 60
		ai_will_do = {
			base = 1
			modifier = {
				factor = 5
				INS_check_plan_loyalist = yes
			}
		}
		allowed = {

		}
		visible = {
			has_idea = idea_INS_volksraad
			NOT = {
				has_country_flag = {
					flag = indonesia_volksraad_passed_2
				}
			}
		}
		available = {
			NOT = {
				has_country_flag = {
					flag = INS_is_taking_volksraad
				}
			}
		}
		comp
# ... (truncated)
### Entity: Name List
Component: PRC
Source: game
File: common/names/00_names.txt

Code:
PRC = {
	male = {
		names = {
			Wang Li Zhang Liu Chen Huang Liang Luo Kwong Hsia Zhu Mao Hu Liao Tan Deng Cheng Yang Gao Xie Ma Kong Dong Pan Yu
		}
	}
	female = {
		names = {
			Li Bao Mulan Lanfen Mingzhu Qingling Mei Yingtai Feng Zhi Ruo Fei Ru Shi Yuying Yuantong Yanxiang Xiurong Shouying Fuyuan Luzhen Ruirong Suzhen Xiaoying Xiaoyuan Xiaoji Xiaolou
		}
	}
	surnames = {
		Zhao Wu Sun Ma Hu Peng Dong Ye Lü Tian Jiang Wei Ting Shen Fang Jin Qiu
	}
	callsigns = {

	}
}
### Entity: Character
Component: COG_armand_huyghe
Constructs: has_completed_focus, has_country_flag, is_subject_of
Source: game
File: common/characters/COG.txt

Code:
COG_armand_huyghe = {
	name = COG_armand_huyghe
	portraits = {
		army = {
			large = GFX_portrait_COG_armand_huyghe
			small = GFX_portrait_COG_armand_huyghe_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = COG_armand_huyghe
		allowed = {
			original_tag = COG
		}
		available = {
			has_completed_focus = CONGO_ccci
		}
		traits = {
			corporate_knight
		}
		ai_will_do = {
			base = 3.0
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer trickster war_hero
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_country_flag = COG_recalled_armand_huyghe_flag
			OR = {
				is_subject_of = BEL
				has_completed_focus = CONGO_dominion_of_congo
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_bomber_designs
Constructs: prerequisite, limit, completion_reward, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, has_dlc
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_bomber_designs
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = ITA_standardization ITA_specialization
	}
	x = 2
	y = 0
	relative_position_id = ITA_long_range_aircraft
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		air_experience = 25
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			ITA_add_bomber_designs_templates = yes
		}
	}
}
### Entity: Idea
Component: BAH_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/bahamas.txt

Code:
BAH_democratic_guy = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = BAH
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: warlord_state3
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
warlord_state3 = {
	picture = prc_permit_opium_trade
	removal_cost = -1
	modifier = {
		political_power_cost = 0.7
		consumer_goods_factor = -0.85
		production_speed_buildings_factor = -0.35
		industrial_capacity_factory = -0.15
	}
	on_remove = {

	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Character
Component: ALS_charles_frey
Source: game
File: common/characters/ALS.txt

Code:
ALS_charles_frey = {
	name = ALS_charles_frey
	portraits = {
		civilian = {
			large = gfx/leaders/FRA/Portrait_France_Generic_land_1.dds
		}
	}
	country_leader = {
		ideology = socialism
		expire = 1960.1.1.1
		id = -1
	}
}
### Entity: Event
Component: mtg_usa_civil_war_fascists.32
Constructs: has_country_flag, fire_only_once
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_fascists.32
	title = mtg_usa_civil_war_fascists.201.t
	desc = mtg_usa_civil_war_fascists.201.desc
	hidden = yes
	trigger = {
		original_tag = USA
		communism = > 0.3
		has_country_flag = mtg_usa_civil_war_fascists_1
		not = {
			has_country_flag = mtg_usa_civil_war_fascists_2
		}
	}
	mean_time_to_happen = {
		days = 20
	}
	fire_only_once = yes
	immediate = {
		country_event = mtg_usa_civil_war_fascists.2
	}
	option = {
		name = OK
	}
}
### Entity: Character
Component: YUN_sun_du
Constructs: has_government
Source: game
File: common/characters/YUN.txt

Code:
YUN_sun_du = {
	name = YUN_sun_du
	portraits = {
		army = {
			large = GFX_kr_portrait_asia_generic_land_1
			small = GFX_kr_portrait_asia_generic_land_1_small
		}
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = YUN_sun_du
		ledger = army
		allowed = {
			original_tag = YUN
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			mass_assault_expert
		}
	}
	corps_commander = {
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 3
		visible = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			vigorous
		}
		legacy_id = -1
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, has_government, has_war_with, add_stability, add_opinion_modifier, fire_only_once, complete_effect, add_victory_points
Source: game
File: common/decisions/QUE.txt

Code:
political_actions = {
	QUE_move_insitutions_to_quebec = {
		icon = eng_trade_unions_demand
		allowed = {
			original_tag = QUE
		}
		available = {
			controls_state = 468
		}
		fire_only_once = yes
		visible = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 468
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 10
		complete_effect = {
			add_victory_points = {
				province = 12149
				value = 20
			}
			set_country_flag = QUE_capital_quebec
			add_stability = 0.03
		}
		ai_will_do = {
			factor = 50
		}
	}
	QUE_recall_norman_bethune = {
		icon = generic_political_address
		allowed = {
			original_tag = QUE
		}
		available = {
			OR = {
				has_government = communism
				has_completed_focus = QUE_collectivism
			}
			date = < 1939.11.12
		}
		fire_only_once = yes
		visible = {
			has_completed_focus = QUE_collectivism
		}
		cost = 25
		complete_effect = {
			set_country_flag = QUE_recalled_norman
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = QUE_norman_bethune
		}
		ai_will_do = {
			factor = 50
		}
	}
	QUE_cement_the_steel_trade = {
		icon = GFX_decision_generic_shovels
		allowed = {
			original_tag = QUE
		}
		available = {
			controls_state = 860
			has_completed_focus = QUE_advatageous_foreign_trade_deal
			NOT = {
				has_war_with = USA
			}
			num_of_civilian_factories_available_for_projects = > 2
		}
		modifier = {
			civilian_factory_use = 2
		}
		fire_only_once = yes
		visible = {
			has_completed_focus = QUE_advatageous_foreign_trade_deal
		}
		days_remove = 80
		cost = 50
		remove_effect = {
			random_owned_controlled_state = {
				prioritize = {
					860
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = steel_mill
					level = 2
					instant_build = yes
				}
			}
			give_resource_rights = {
				receiver = USA
				state = 860
			}
			add_opinion_modifier = {
				target = USA
				modifier = USA_friend_modifier
			}
			USA = {
				add_opinion_modifier = {
					target = QUE
					modifier = USA_friend_modifier
				}
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_generic_26w_mountaineer_role
Constructs: limit, set_country_flag, check_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_generic_26w_mountaineer_role = {
	set_country_flag = {
		flag = EAI_MOUNTAINEER_ROLE
		value = 2
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_A_INF_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MOUNTAINEER_TEMPLATE
			value = 211
		}
	}
	else_if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_B_INF_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MOUNTAINEER_TEMPLATE
			value = 221
		}
	} {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_C_INF_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MOUNTAINEER_TEMPLATE
			value = 231
		}
	}
}
### Entity: Character
Component: MEN_khan
Constructs: army_defence_factor, stability_factor, army_attack_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
MEN_khan = {
	random = no
	justify_war_goal_time = -0.25
	army_defence_factor = 0.05
	army_attack_factor = 0.05
	stability_factor = -0.15
}
### Entity: Idea
Component: SOV_invest_in_engineering_focus
Constructs: has_government, removal_cost, research_bonus
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_invest_in_engineering_focus = {
	name = SOV_invest_in_engineering_focus
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	picture = generic_central_management
	research_bonus = {
		industry = 0.05
		electronics = 0.05
		air_equipment = 0.05
		armor = 0.05
	}
	modifier = {
		production_factory_max_efficiency_factor = 0.05
		sp_tag_radar_speed_factor = 0.05
	}
}
### Entity: Unit Leader
Component: promoted_from_the_ranks
Constructs: planning_speed, recon_factor
Source: game
File: common/unit_leader/00_traits.txt

Code:
promoted_from_the_ranks = {
	type = land
	trait_type = personality_trait
	modifier = {
		promote_cost_factor = 0.5
		planning_speed = 0.1
		recon_factor = 0.05
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Event
Component: est.15
Constructs: is_triggered_only, ai_chance, add_offsite_building, give_military_access
Source: game
File: events/Estonia.txt

Code:
country_event = {
	id = est.15
	title = est.15.t
	desc = est.15.d
	picture = GFX_report_event_estalliance
	is_triggered_only = yes
	option = {
		name = est.15.a
		SOV = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
		}
		EST = {
			give_military_access = SOV
			add_offsite_building = {
				type = arms_factory
				level = 1
			}
			country_event = {
				id = est.16
			}
		}
	} {
		name = est.15.b
		ai_chance = {
			base = 0
		}
		EST = {
			country_event = {
				id = est.17
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_the_true_enemy
Constructs: prerequisite, has_government, completion_reward, is_subject, create_wargoal, annex_everything, add_timed_idea
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_the_true_enemy
	icon = GFX_focus_generic_attack_usa
	relative_position_id = CHL_unite_hispanic_america
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_unite_hispanic_america
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ANNEXATION
	}
	available = {
		has_government = fascism
		is_subject = no
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = USA
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_timed_idea = {
			idea = CHL_the_true_enemy_idea
			days = 824
		}
	}
}
### Entity: Character
Component: INS_charles_welter
Source: game
File: common/characters/INS.txt

Code:
INS_charles_welter = {
	name = INS_charles_welter
	portraits = {
		army = {
			small = GFX_portrait_PLACEHOLDER_small
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_concessions_for_macedonians
Constructs: prerequisite, remove_ideas, has_war_with, completion_reward, has_capitulated, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_concessions_for_macedonians
	icon = GFX_focus_generic_concessions
	prerequisite = {
		focus = YUG_slovenia_for_support YUG_ban_slovene_nationalist_parties
	}
	mutually_exclusive = {
		focus = YUG_surrender_macedonia
	}
	x = 0
	y = 1
	relative_position_id = YUG_ban_slovene_nationalist_parties
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		BUL = {
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
			has_capitulated = no
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		remove_ideas = YUG_idea_macedonian_opposition
		add_timed_idea = {
			idea = YUG_idea_macedonian_opposition_1
			days = 1060
		}
	}
}