Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: AST_john_crace
Constructs: has_dlc
Source: game
File: common/characters/AST.txt

Code:
AST_john_crace = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = AST_john_crace
		portraits = {
			army = {
				large = GFX_portrait_AST_john_crace
				small = GFX_portrait_AST_john_crace_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = AST_john_crace
		portraits = {
			army = {
				small = GFX_idea_AST_jack_crace
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = AST_john_crace
			allowed = {
				original_tag = AST
			}
			traits = {
				navy_chief_decisive_battle_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Technology
Component: sp_naval_repair_ships_pick_c
Constructs: research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	research_cost = 1
	start_year = 1940
	naval_repair_support_factor = 0.25
	naval_repair_support_value_factor = -0.15
	allow = {
		always = no
	}
}
### Entity: Decision
Component: BRA_sway_the_neighbors_cat
Source: game
File: common/decisions/categories/BRA_decision_categories.txt

Code:
BRA_sway_the_neighbors_cat = {
	priority = 90
	picture = GFX_decision_cat_picture_chi_political_support
	icon = GFX_decision_category_generic_communism
	allowed = {
		original_tag = BRA
	}
	visible_when_empty = no
}
### Entity: Idea
Component: idea_URG_ministry_of_public_works
Constructs: production_speed_buildings_factor, research_bonus
Source: game
File: common/ideas/uruguay.txt

Code:
idea_URG_ministry_of_public_works = {
	name = URG_ministry_of_public_works
	allowed_civil_war = {
		always = yes
	}
	picture = generic_exploit_mines
	research_bonus = {
		industry = 0.4
	}
	modifier = {
		production_speed_buildings_factor = 0.05
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_the_fuhrmann_plan
Constructs: division_template, add_equipment_to_stockpile, prerequisite, limit, has_government, completion_reward, set_technology, is_subject
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_the_fuhrmann_plan
	prerequisite = {
		focus = URG_establish_the_german_uruguayan_cultural_center
	}
	available = {
		is_subject = no
		fascism = > 0.4
	}
	mutually_exclusive = {

	}
	icon = GFX_focus_hol_war_on_pacifism
	x = 0
	y = 1
	cost = 10
	relative_position_id = URG_establish_the_german_uruguayan_cultural_center
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		if = {
			limit = {
				has_dlc = No Step Back
				NOT = {
					has_tech = gwtank_chassis
				}
			}
			set_technology = {
				gwtank_chassis = 1
				popup = no
			}
		} {
			limit = {
				GER = {
					has_government = fascism
					exists = yes
					has_capitulated = no
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			GER = {
				country_event = {
					id = generic.2
					hours = 2
					random_hours = 2
				}
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_tech = gwtank
				} {
					has_dlc = No Step Back
				}
			}
			set_technology = {
				gwtank = 1
				popup = no
			}
		}
		division_template = {
			name = German Militia Machine-Gunners
			priority = 2
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				} {
					x = 2
					y = 2
				}
			}
		} {
			name = Tractor Tanks
			priority = 2
			regiments = {
				light_armor = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				}
				cavalry = {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				300
			}
			create_unit = {
				division = name = "German Militia Machine-Gunners" division_template = "German Militia Machine-Gunners" start_experience_factor = 0.1 start_equipment_factor = 0.6 start_manpower_factor = 1
				owner = ROOT
			}
		} {
			prioritize = {
				300
			}
			create_unit = {
				division = name = "Tractor Tanks" division_template = "Tractor Tanks" start_experience_factor = 0.1 start_equipment_factor = 1 start_manpower_factor = 0.9
				owner = ROOT
			} {
				division = name = "Tractor Tanks" division_template = "Tractor Tanks" start_experience_factor = 0.1 start_equipment_f
# ... (truncated)
### Entity: Event
Component: india.10130
Constructs: is_triggered_only, ai_chance, set_variable, random_list
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.10130
	title = india.10130.t
	desc = india.10130.desc
	picture = GFX_report_event_elections_cambodia
	is_triggered_only = yes
	immediate = {
		set_variable = {
			current_state = 425
		}
	} {
		var:current_state = {
			set_variable = {
				temp_calc_chance = 100
			}
			subtract_from_variable = {
				temp_calc_chance = voting_chance
			}
		}
	}
	option = {
		ai_chance = {
			base = 20
		}
		name = india.10130.a
		1013 = {
			prince_independence_effect = yes
		}
		var:current_state = {
			random_list = {
				0 = {
					modifier = {
						add = var:temp_calc_chance
						always = yes
					}
					RAJ = {
						country_event = {
							id = india.4250
							hours = 48
						}
					}
				} {
					modifier = {
						add = var:voting_chance
						always = yes
					}
					RAJ = {
						country_event = {
							id = india.4251
							hours = 48
						}
					}
				}
			}
		}
	}
}
### Entity: Shared Focus
Component: ARCTIC_mechanization_effort
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, add_tech_bonus
Source: game
File: common/national_focus/r56_arctic_minor_military_shared.txt

Code:
shared_focus = {
	id = ARCTIC_mechanization_effort
	icon = GFX_goal_mechanized_offensive
	text = ABC_mechanization_effort
	prerequisite = {
		focus = ARCTIC_establish_a_armor_corp
	} {
		focus = ARCTIC_motorization_effort
	}
	x = 1
	y = 1
	relative_position_id = ARCTIC_establish_a_armor_corp
	cost = 10
	ai_will_do = {
		factor = 1
	}
	cancel_if_invalid = yes
	complete_tooltip = {
		add_tech_bonus = {
			name = FRA_mechanized_focus
			ahead_reduction = 0.5
			uses = 1
			category = cat_mechanized_equipment
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = FRA_mechanized_focus
			ahead_reduction = 0.5
			bonus = 0.5
			uses = 1
			category = cat_mechanized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: 1. Georgian Volunteers
Constructs: division_template
Source: game
File: history/units/GEO_volunteers.txt

Code:
division = {
	name = 1. Georgian Volunteers
	division_template = Georgian Volunteers
	start_experience_factor = 0.3
	start_equipment_factor = 0.1
}
### Entity: Event
Component: AAT_finland_the_white_death.12
Constructs: ai_chance, has_government, has_war_with, add_war_support, add_stability, fire_only_once, has_defensive_war, has_civil_war
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_the_white_death.12
	title = AAT_finland_the_white_death.12.t
	desc = AAT_finland_the_white_death.12.desc
	picture = GFX_report_event_europe_funeral
	fire_only_once = yes
	trigger = {
		tag = FIN
		FIN = {
			NOT = {
				has_government = communism
			}
		}
		has_defensive_war = yes
		has_civil_war = no
		is_subject = no
		any_country = {
			has_war_with = FIN
			has_variable = FIN_white_death_target_country
		}
		has_global_flag = FIN_simo_hayha_is_dead_flag
	}
	mean_time_to_happen = {
		days = 20
	}
	option = {
		name = AAT_finland_the_white_death.12.a
		ai_chance = {
			base = 100
		}
		add_stability = 0.02
		add_war_support = 0.04
	}
}
### Entity: Character
Component: SIA_pridi_banomyong
Constructs: has_country_flag, has_dlc, is_country_leader, has_game_rule
Source: game
File: common/characters/SIA.txt

Code:
SIA_pridi_banomyong = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		advisor = {
			slot = political_advisor
			idea_token = SIA_pridi_banomyong
			allowed = {
				original_tag = SIA
			}
			available = {
				is_country_leader = no
			}
			traits = {
				JUNO_minister_of_foreign_affairs
			}
			cost = 150
			ai_will_do = {
				factor = 1.0
				modifier = {
					OR = {
						has_country_flag = SIA_AI_RANDOM_DEMOCRATIC
						has_game_rule = {
							rule = SIA_ai_behavior
							option = DEMOCRATIC
						}
					}
					factor = 100
				}
			}
			on_add = {
				SIA_increase_civilian_approval = yes
			}
			on_remove = {
				SIA_decrease_civilian_approval = yes
			}
		}
		country_leader = {
			ideology = socialism
			traits = {
				JUNO_minister_of_foreign_affairs
			}
		}
		name = SIA_pridi_banomyong
		portraits = {
			army = {
				large = GFX_portrait_SIA_pridi_banomyong
				small = GFX_portrait_SIA_pridi_banomyong_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		advisor = {
			slot = high_command
			idea_token = SIA_pridi_banomyong
			ledger = navy
			allowed = {
				original_tag = SIA
			}
			traits = {
				navy_screen_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = SIA_pridi_banomyong
		portraits = {
			army = {
				large = GFX_portrait_SIA_pridi_banomyong
				small = GFX_portrait_SIA_pridi_banomyong_small
			}
		}
	}
}
### Entity: Event
Component: bftb_turkey.40
Constructs: is_triggered_only, add_political_power
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.40
	title = bftb_turkey.40.t
	desc = bftb_turkey.40.desc
	picture = GFX_report_event_tur_soviets
	is_triggered_only = yes
	option = {
		name = bftb_turkey.40.a
		add_political_power = -75
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_strenghten_the_security_apparatus
Constructs: prerequisite, has_government, add_stability, completion_reward, add_popularity, add_tech_bonus
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_strenghten_the_security_apparatus
	icon = GFX_goal_generic_secret_police_2
	prerequisite = {
		focus = DNZ_remove_lester
	}
	relative_position_id = DNZ_remove_lester
	x = 1
	y = 1
	cost = 10
	available = {
		OR = {
			has_government = fascism neutrality
		}
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Return_to_England
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_subject, is_in_faction_with, has_non_aggression_pact_with, is_subject_of
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Return_to_England
	icon = GFX_focus_DEN_danelaw
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		ENG = {
			exists = yes
			NOT = {
				is_in_faction_with = DEN
				has_non_aggression_pact_with = DEN
			}
		}
	}
	bypass = {
		ENG = {
			OR = {
				is_subject_of = ROOT
				exists = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	prerequisite = {
		focus = DEN_Cross_the_Skagerrak
	}
	x = 0
	y = 6
	relative_position_id = DEN_DNSAP_Takeover
	will_lead_to_war_with = ENG
	completion_reward = {
		create_wargoal = {
			target = ENG
			type = annex_everything
		}
		ENG = {
			every_owned_state = {
				limit = {
					is_core_of = ENG
					NOT = {
						is_core_of = DEN
					}
				}
				DEN = {
					add_state_claim = PREV
				}
			}
		}
	}
}
### Entity: Unit Leader
Component: trait_GRE_marxist_acolyte
Source: game
File: common/unit_leader/00_traits.txt

Code:
trait_GRE_marxist_acolyte = {
	type = all
	trait_type = personality_trait
	allowed = {
		FROM = {
			original_tag = GRE
		}
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_military_affairs_commission_sea
Constructs: completion_reward, add_daily_mastery, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_military_affairs_commission_sea
	icon = GFX_focus_CHI_military_affairs_commission
	x = 20
	y = 0
	relative_position_id = CHI_promote_the_national_currency
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ARMY_XP
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_daily_mastery = {
			amount = 0.5
			days = 100
			name = CHI_military_affairs_commission_sea
			track = infantry
		}
		custom_effect_tooltip = generic_skip_one_line_tt CHI_modify_corruption_in_the_armed_forces_tt
		add_to_variable = {
			CHI_corruption_in_the_armed_forces_experience_gain_army_factor = 0.05
			tooltip = experience_gain_army_factor_tt
		} {
			CHI_corruption_in_the_armed_forces_army_morale_factor = 0.1
			tooltip = army_morale_factor_tt
		} {
			CHI_corruption_in_the_armed_forces_max_planning_factor = 0.02
			tooltip = max_planning_factor_tt
		}
	}
}
### Entity: Character
Component: prime_minister_bayar
Constructs: political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
prime_minister_bayar = {
	random = no
	sprite = 13
	political_power_gain = 0.05
	opinion_gain_monthly_factor = 0.15
	trade_opinion_factor = 0.25
}
### Entity: Scripted Effect
Component: JAP_one_less_member_decrease_peasants_education_strength
Constructs: limit, check_variable, add_to_variable
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_one_less_member_decrease_peasants_education_strength = {
	subtract_from_variable = {
		JAP_educating_the_peasants_modifier_allies_count = 1
	}
	IF = {
		limit = {
			check_variable = {
				var = JAP_educating_the_peasants_modifier_allies_count
				value = 1
				compare = greater_than
			} {
				var = JAP_educating_the_peasants_modifier_allies_count
				value = 10
				compare = less_than
			}
		}
		add_to_variable = {
			JAP_educating_the_peasants_modifier_research_speed_factor = -0.01
		}
	}
}
### Entity: Scripted Effect
Component: ITA_missiolini_progress_in_ethiopia_success_effect
Constructs: has_completed_focus, limit, add_war_support, has_country_flag, add_stability, add_command_power, has_dlc, set_country_flag
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_progress_in_ethiopia_success_effect = {
	add_stability = 0.03
	add_war_support = 0.03
	army_experience = 15
	add_command_power = 15
	if = {
		limit = {
			has_dlc = By Blood Alone
		}
		effect_tooltip = {
			ETH = {
				add_war_support = -0.1
			}
		}
	} {
		limit = {
			NOT = {
				has_country_flag = ITA_missiolini_progress_in_ethiopia_one_mission_successful_flag
			}
		}
		set_country_flag = ITA_missiolini_progress_in_ethiopia_one_mission_successful_flag
	}
	else_if = {
		limit = {
			NOT = {
				has_completed_focus = ITA_the_abyssinian_fiasco
			} {
				has_completed_focus = ITA_struggle_in_ethiopia
			}
		}
		complete_national_focus = ITA_solid_progress
	}
}
### Entity: Idea
Component: SWE_en_svensk_tiger
Constructs: removal_cost, encryption_factor
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_en_svensk_tiger = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		drift_defence_factor = 0.15
		enemy_justify_war_goal_time = 0.15
		encryption_factor = 0.2
	}
}
### Entity: Event
Component: congo_independence_struggle.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, random_country, add_war_support, add_opinion_modifier, add_political_power
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = congo_independence_struggle.1
	title = congo_independence_struggle.1.t
	desc = congo_independence_struggle.1.d
	picture = GFX_report_event_crowd_in_prague
	is_triggered_only = yes
	option = {
		name = congo_independence_struggle.1.a
		ai_chance = {
			base = 50
		}
		add_political_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt
		random_country = {
			limit = {
				has_subject = ROOT
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = attempted_diplomacy_opinion_modifier
			}
			country_event = {
				id = congo_independence_struggle.2
				days = 7
			}
		}
	} {
		name = congo_independence_struggle.1.b
		trigger = {
			OR = {
				has_completed_focus = CONGO_soviet_interest COG_make_use_of_the_british_proposal
			}
		}
		ai_chance = {
			base = 50
		}
		add_war_support = 0.01
		custom_effect_tooltip = generic_skip_one_line_tt
		random_country = {
			limit = {
				has_subject = ROOT
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = threatened_us_opinion_modifier
			}
			country_event = {
				id = congo_independence_struggle.17
				days = 7
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_continue_the_fight_underground
Constructs: prerequisite, limit, add_war_support, completion_reward, add_victory_points, add_timed_idea
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_continue_the_fight_underground
	prerequisite = {
		focus = POR_plan_for_a_defense_of_the_interior
	} {
		focus = POR_learn_from_guerrilla_operations
	}
	icon = GFX_goal_generic_secret_documents
	cost = 5
	x = 1
	y = 1
	relative_position_id = POR_plan_for_a_defense_of_the_interior
	ai_will_do = {
		base = 99
	}
	available = {
		surrender_progress = > 0.2
	}
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		add_war_support = 0.05
		if = {
			limit = {
				controls_state = 698
			}
			add_victory_points = {
				province = 1751
				value = 4
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
		}
		else_if = {
			limit = {
				controls_state = 540
			}
			add_victory_points = {
				province = 8248
				value = 4
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
		}
		add_timed_idea = {
			idea = POR_funding_underground_resistance_groups
			days = 700
		}
	}
}
### Entity: State History
Component: 167
Constructs: add_core_of
Source: game
File: history/states/167-Valencia.txt

Code:
state = {
	id = 167
	name = STATE_167
	manpower = 1979294
	state_category = large_town
	history = {
		owner = SPR
		victory_points = {
			6906 10
		} {
			4098 3
		}
		buildings = {
			infrastructure = 3
			dockyard = 1
			air_base = 3
			6906 = {
				naval_base = 3
			}
			4098 = {
				naval_base = 2
			}
		}
		add_core_of = SPR
	}
	provinces = {
		962 3799 3873 4098 6817 6856 6906 6959 9889 9896
	}
	local_supplies = 0.0
}
### Entity: Character
Component: protector_of_the_campesinos
Source: game
File: common/country_leader/00_traits.txt

Code:
protector_of_the_campesinos = {
	random = no
	production_speed_industrial_complex_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: CHI_northwest_highway_hidden
Constructs: has_dlc, has_dynamic_modifier, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/china.txt

Code:
CHI_northwest_highway_hidden = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	available = {
		has_dynamic_modifier = {
			modifier = CHI_soviet_support
		}
		NOT = {
			any_enemy_country = {
				OR = {
					controls_state = 617 759 755 754 283
				}
			}
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		support_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
		motorized_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.53
Constructs: is_triggered_only, ai_chance, limit, has_government, has_country_flag, fire_only_once, set_country_flag, has_civil_war
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.53
	title = AAT_Sweden_flashpoints.53.t
	desc = AAT_Sweden_flashpoints.53.desc
	picture = GFX_report_event_ger_civil_war
	fire_only_once = yes
	is_triggered_only = no
	immediate = {
		set_country_flag = SWE_communist_revolution_started
	}
	trigger = {
		tag = SWE
		NOT = {
			has_government = communism
			has_country_flag = SWE_communist_revolution_started
		}
		has_civil_war = no
		communism = > 0.35
		has_stability = < 0.5
		SOV = {
			exists = yes
			has_government = communism
		}
	}
	mean_time_to_happen = {
		days = 1
	}
	option = {
		name = AAT_Sweden_flashpoints.53.b
		ai_chance = {
			base = 10
		}
		add_popularity = {
			ideology = communism
			popularity = -1
		}
		start_civil_war = {
			ideology = communism
			size = party_popularity@communism
			states = {
				918 666 917 140 139 138 917 913
			}
			hidden_effect = {
				country_event = {
					id = AAT_Sweden_flashpoints.55
					days = 1
				}
				124 = {
					set_state_controller_to = SWE
				} {
					teleport_armies = {
						limit = {
							divisions_in_state = {
								state = 124
								size = > 0
							}
						}
					}
				}
			}
		}
	}
}
### Entity: Unit Template
Component: VEN_BC_HISTORICAL
Source: game
File: common/units/names_ships/VEN_ship_names.txt

Code:
VEN_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		VEN
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = ARV 
	fallback_name = Crucero de Batalla %d
	unique = {
		Coronel Eduardo Blanco Almirante San Pablo Caracas
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_handle_the_king
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, has_country_leader, cancel_if_invalid, retire_country_leader
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_handle_the_king
	icon = GFX_focus_rom_handle_king
	prerequisite = {
		focus = ROM_constitutional_guarantees
	}
	mutually_exclusive = {
		focus = ROM_force_abdication
	}
	x = 0
	y = 2
	relative_position_id = ROM_appoint_allied_friendly_government
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
		OR = {
			custom_trigger_tooltip = {
				tooltip = ROM_carol_current_leader_trigger
				has_country_leader = {
					id = 550
				}
			}
			has_government = democratic
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_country_leader = {
					id = 550
				}
			}
			retire_country_leader = yes
		} {
			limit = {
				NOT = {
					has_government = democratic
				}
			}
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
			}
		}
		swap_ideas = {
			add_idea = ROM_king_carol_ii_handled_2
			remove_idea = ROM_king_carol_ii_hedonist
		}
	}
}
### Entity: Event
Component: r56.soviet.19
Constructs: ai_chance, has_completed_focus, fire_only_once
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.19
	title = r56.soviet.19.t
	desc = r56.soviet.19.d
	picture = GFX_report_event_polish_demobilization
	fire_only_once = yes
	trigger = {
		NOT = {
			has_completed_focus = SOV_form_a_fifth_column_old
		}
		focus_progress = {
			focus = SOV_form_a_fifth_column_old
			progress = > 0.15
		}
	}
	option = {
		ai_chance = {
			factor = 4
		}
		name = r56.soviet.19.a
	}
}
### Entity: Event
Component: men.21
Constructs: is_triggered_only, limit, annex_country, every_unit_leader, set_nationality, every_state, is_core_of, add_core_of
Source: game
File: events/MEN.txt

Code:
country_event = {
	id = men.21
	title = men.21.t
	desc = men.21.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = men.21.a
		effect_tooltip = {
			annex_country = {
				target = MON
				transfer_troops = yes
			}
			MON = {
				every_unit_leader = {
					set_nationality = MEN
				}
			}
			every_state = {
				limit = {
					is_core_of = MON
				}
				add_core_of = FROM
			}
			set_cosmetic_tag = MON
		}
	}
}
### Entity: Character
Component: AFG_anti_secularist_jihad
Constructs: war_support_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_anti_secularist_jihad = {
	random = no
	sprite = 13
	neutrality_drift = -0.03
	war_support_factor = 0.05
	army_core_attack_factor = 0.1
	army_core_defence_factor = 0.1
}