Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: BALTIC_events.16
Constructs: is_triggered_only, ai_chance, save_event_target_as, declare_war_on
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.16
	title = BALTIC_events.7.t
	desc = BALTIC_events.7.d
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	immediate = {
		LAT = {
			save_event_target_as = baltic_wargoal_target
		}
	}
	option = {
		name = BALTIC_events.7.a
		ai_chance = {
			base = 10
		}
		FROM = {
			declare_war_on = {
				type = topple_government
				target = LAT
			}
		}
	} {
		name = BALTIC_events.7.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = BALTIC_events.701
		}
	}
}
### Entity: Event
Component: lar_portugal_promote_monarchist_cause.7
Constructs: is_triggered_only, ai_chance, limit, has_government, set_country_flag, retire_country_leader, add_timed_idea, set_party_name
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_promote_monarchist_cause.7
	title = lar_portugal_promote_monarchist_cause.7.t
	desc = lar_portugal_promote_monarchist_cause.7.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = lar_portugal_promote_monarchist_cause.7.a
		ai_chance = {
			factor = 100
		}
		custom_effect_tooltip = lar_portugal_promote_monarchist_cause.7.a_tt
		hidden_effect = {
			set_country_flag = POR_brazil_supports_monarchism_flag
		} {
			retire_country_leader = yes
		}
		add_timed_idea = {
			idea = POR_monarchists_on_the_rise
			days = 730
		}
		set_party_name = {
			ideology = neutrality
			long_name = BRA_monarchy_party_long
			name = BRA_monarchy_party
		} {
			ideology = fascism
			long_name = BRA_antimonarchist_coalition_long
			name = BRA_antimonarchist_coalition
		}
		if = {
			limit = {
				OR = {
					has_government = neutrality democratic communism
				}
			}
			set_politics = {
				ruling_party = fascism
			}
		}
		set_popularities = {
			democratic = 0
			neutrality = 20
			fascism = 80
			communism = 0
		}
		BRA_getulio_vargas = {
			remove_country_leader_role = {
				ideology = despotism
			}
			add_country_leader_role = {
				country_leader = {
					expire = 1954.8.24
					ideology = fascism_ideology
					traits = {
						anti_communist
					}
				}
				promote_leader = yes
			}
		}
		promote_character = BRA_arlindo_veiga_dos_santos
	} {
		name = lar_portugal_promote_monarchist_cause.7.b
		ai_chance = {
			factor = 0
		}
		custom_effect_tooltip = lar_portugal_promote_monarchist_cause.7.b_tt
		hidden_effect = {
			set_country_flag = POR_brazil_supports_fascist_coalition_flag
		} {
			retire_country_leader = yes
		}
		add_timed_idea = {
			idea = POR_monarchists_on_the_rise
			days = 730
		}
		set_party_name = {
			ideology = neutrality
			long_name = BRA_monarchy_party_long
			name = BRA_monarchy_party
		} {
			ideology = fascism
			long_name = BRA_antimonarchist_coalition_long
			name = BRA_antimonarchist_coalition
		}
		if = {
			limit = {
				OR = {
					has_government = neutrality democratic communism
				}
			}
			set_politics = {
				ruling_party = fascism
			}
		}
		set_popularities = {
			democratic = 0
			neutrality = 20
			fascism = 80
			communism = 0
		}
		BRA_getulio_vargas = {
			remove_country_leader_role = {
				ideology = despotism
			}
			add_country_leader_role = {
				country
# ... (truncated)
### Entity: Scripted Effect
Component: NOR_make_militias_into_regulars
Constructs: division_template, limit, force_allow_recruiting, is_locked, every_country_division, change_division_template
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_make_militias_into_regulars = {
	hidden_effect = {
		division_template = {
			name = Integrated militias
			force_allow_recruiting = yes
			division_names_group = NOR_INF_01
			priority = 1
			is_locked = no
			template_counter = 6
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				}
			}
			support = {

			}
		}
	}
	custom_effect_tooltip = NOR_convert_militias_to_regulars_TT
	every_country_division = {
		limit = {
			division_has_majority_template = militia
		}
		change_division_template = {
			division_template = Integrated militias
		}
	}
	delete_unit_template_and_units = {
		division_template = Forsvarsmilitser
	}
}
### Entity: Event
Component: new_ger.121
Constructs: is_triggered_only, ai_chance, add_political_power, set_country_flag, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.121
	title = new_ger.121.t
	desc = new_ger.121.d
	picture = GFX_report_event_BEL_paul_van_zeeland
	is_triggered_only = yes
	option = {
		name = new_ger.121.a
		set_country_flag = GER_south_tyrol_demand_split
		FROM = {
			country_event = new_ger.116
		}
	} {
		name = new_ger.121.b
		ai_chance = {
			base = 0
		}
		add_political_power = -15
		clr_country_flag = GER_south_tyrol_active
	}
}
### Entity: Event
Component: r56.news_event.2012
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.2012
	title = r56.news_event.2012.t
	desc = r56.news_event.2012.d
	picture = GFX_news_event_PRU_peruvian_revolution
	is_triggered_only = yes
	option = {
		name = r56.news_event.2012.a
		trigger = {
			tag = FROM
		}
	} {
		name = r56.news_event.2012.b
		trigger = {
			NOT = {
				tag = FROM
			}
		}
	}
}
### Entity: Event
Component: Sweden_rearnament.4
Constructs: is_triggered_only
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = Sweden_rearnament.4
	title = Sweden_rearnament.4.t
	desc = Sweden_rearnament.4.desc
	is_triggered_only = yes
	option = {
		name = Sweden_rearnament.4.desc.a
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_let_the_church_control_education_and_healthcare
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_let_the_church_control_education_and_healthcare
	icon = GFX_goal_christianity_and_state
	prerequisite = {
		focus = QUE_electrify_the_countryside
	} {
		focus = QUE_limit_economic_government_interference
	}
	relative_position_id = QUE_carry_on_the_work
	x = 0
	y = 3
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	available = {
		has_government = democratic
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = democratic
			}
		}
	}
	completion_reward = {
		add_stability = -0.05
		add_ideas = QUE_church_healthcare_education
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: MEK_ent
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEK_ent = {
	picture = generic_army_europe_2
	allowed = {
		original_tag = MEK
	}
	traits = {
		army_entrenchment_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_expand_central_industrial_region
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_expand_central_industrial_region
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = CUB_start_central_industrial_region
	}
	x = 1
	y = 1
	relative_position_id = CUB_start_central_industrial_region
	cost = 10
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				89
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				91
			}
			limit = {
				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
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_indian_gentleman_officers
Constructs: prerequisite, completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_indian_gentleman_officers
	icon = GFX_focus_RAJ_indian_gentlemen_offcers
	prerequisite = {
		focus = RAJ_his_majestys_loyal_government
	}
	x = 14
	y = 1
	relative_position_id = RAJ_his_majestys_loyal_government
	cost = 5
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		army_experience = 35
		custom_effect_tooltip = generic_skip_one_line_tt
		add_dynamic_modifier = {
			modifier = RAJ_indian_gentlemen_officers_goe
		}
	}
}
### Entity: Event
Component: CZE.400
Constructs: is_triggered_only, add_political_power
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.400
	title = CZE.400.t
	desc = CZE.400.d
	picture = GFX_hodza_prime_minister_report
	is_triggered_only = yes
	option = {
		name = CZE.400.a
		add_political_power = 75
	}
}
### Entity: Unit Template
Component: ARM_GAR_01
Source: game
File: common/units/names_divisions/ARM_names_divisions.txt

Code:
ARM_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		ARM
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		ARM_INF_01
	}
	fallback_name = %dya Armyanska Strelkovaya Div.
	ordered = {
		1 = {
			%dya Armyanska Strelkovaya Div.
		}
		2 = {
			%dya Armyanska Strelkovaya Div.
		}
		3 = {
			%dya Armyanska Strelkovaya Div.
		}
		4 = {
			%dya Armyanska Strelkovaya Div.
		}
		5 = {
			%dya Armyanska Strelkovaya Div.
		}
		6 = {
			%dya Armyanska Strelkovaya Div.
		}
		7 = {
			%dya Armyanska Strelkovaya Div.
		}
		8 = {
			%dya Armyanska Strelkovaya Div.
		}
		9 = {
			%dya Armyanska Strelkovaya Div.
		}
		10 = {
			%dya Armyanska Strelkovaya Div.
		}
		11 = {
			%dya Armyanska Strelkovaya Div.
		}
		12 = {
			%dya Armyanska Strelkovaya Div.
		}
		13 = {
			%dya Armyanska Strelkovaya Div.
		}
		14 = {
			%dya Armyanska Strelkovaya Div.
		}
		15 = {
			%dya Armyanska Strelkovaya Div.
		}
		16 = {
			%dya Armyanska Strelkovaya Div.
		}
		17 = {
			%dya Armyanska Strelkovaya Div.
		}
		18 = {
			%dya Armyanska Strelkovaya Div.
		}
		19 = {
			%dya Armyanska Strelkovaya Div.
		}
		20 = {
			%dya Armyanska Strelkovaya Div.
		}
		21 = {
			%dya Armyanska Strelkovaya Div.
		}
		22 = {
			%dya Armyanska Strelkovaya Div.
		}
		23 = {
			%dya Armyanska Strelkovaya Div.
		}
		24 = {
			%dya Armyanska Strelkovaya Div.
		}
		25 = {
			%dya Armyanska Strelkovaya Div.
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_establish_the_commerce_ministry
Constructs: prerequisite, add_ideas, completion_reward, unlock_decision_tooltip, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_establish_the_commerce_ministry
	icon = GFX_focus_generic_industry_2
	prerequisite = {
		focus = BRA_R56_federal_universities
	}
	relative_position_id = BRA_R56_federal_universities
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		unlock_decision_tooltip = BRA_fight_rural_elites
		add_ideas = bra_iti_idea
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 0.5
			uses = 1
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: GER_karl_donitz
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_karl_donitz = {
	name = GER_karl_donitz
	portraits = {
		army = {
			large = GFX_portrait_GER_karl_donitz
			small = GFX_portrait_GER_karl_donitz_small
		} {
			small = GFX_idea_donitz
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = donitz
		allowed = {
			original_tag = GER
		}
		available = {
			has_completed_focus = GER_trade_interdiction
		}
		traits = {
			navy_chief_commerce_raiding_3
		}
		cost = 200
		ai_will_do = {
			base = 2
		}
	}
	navy_leader = {
		traits = {
			navy_career_officer seawolf
		}
		skill = 5
		attack_skill = 5
		defense_skill = 3
		maneuvering_skill = 3
		coordination_skill = 5
		legacy_id = 26
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ENG_1936_Naval_Legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = destroyer_2
			creator = ENG
		}
		requested_factories = 1
		progress = 0.33
		amount = 2
		industrial_manufacturer = mio:ENG_yarrow_shipbuilders_organization
	} {
		equipment = {
			type = destroyer_2
			creator = ENG
		}
		requested_factories = 1
		progress = 0.33
		amount = 2
		industrial_manufacturer = mio:ENG_yarrow_shipbuilders_organization
	} {
		equipment = {
			type = destroyer_2
			creator = ENG
		}
		requested_factories = 1
		progress = 0.33
		amount = 2
		industrial_manufacturer = mio:ENG_yarrow_shipbuilders_organization
	} {
		equipment = {
			type = destroyer_2
			creator = ENG
		}
		requested_factories = 1
		progress = 0.33
		amount = 2
		industrial_manufacturer = mio:ENG_yarrow_shipbuilders_organization
	} {
		equipment = {
			type = destroyer_2
			creator = ENG
		}
		requested_factories = 1
		progress = 0.33
		amount = 1
		industrial_manufacturer = mio:ENG_yarrow_shipbuilders_organization
	} {
		equipment = {
			type = submarine_1
			creator = ENG
			version_name = S Class
			industrial_manufacturer = mio:ENG_john_brown_organization
		}
		requested_factories = 1
		progress = 0.5
		amount = 1
	} {
		equipment = {
			type = submarine_1
			creator = ENG
			version_name = S Class
		}
		requested_factories = 1
		progress = 0.4
		amount = 1
		industrial_manufacturer = mio:ENG_john_brown_organization
	} {
		equipment = {
			type = light_cruiser_1
			creator = ENG
			version_name = Amphion Class
		}
		requested_factories = 1
		progress = 0.95
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = light_cruiser_1
			creator = ENG
			version_name = Amphion Class
		}
		requested_factories = 1
		progress = 0.5
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = light_cruiser_1
			creator = ENG
			version_name = Amphion Class
		}
		requested_factories = 1
		progress = 0.15
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	}
}
### Entity: Event
Component: FRA_west_africa_intervention.31
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = FRA_west_africa_intervention.31
	title = FRA_west_africa_intervention.3.t
	desc = FRA_west_africa_intervention.3.desc
	picture = GFX_report_event_soldiers_in_france
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = FRA_west_africa_intervention.3.a
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_restore_valiance_to_the_nation
Constructs: has_completed_focus, limit, completion_reward, add_political_power, allow_branch, has_game_rule, swap_ideas, add_idea
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_restore_valiance_to_the_nation
	mutually_exclusive = {
		focus = POR_unite_against_salazar POR_continue_salazars_policies
	}
	icon = GFX_goal_our_fate_is_our_own
	cost = 8
	ai_will_do = {
		base = 15
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = POR_unite_against_salazar POR_continue_salazars_policies
			}
		}
	}
	x = 72
	y = 0
	offset = {
		x = -27
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = POR_restore_valiance_to_the_nation
		}
	}
	completion_reward = {
		add_political_power = 25
		swap_ideas = {
			add_idea = POR_disgruntled_republicans_fas
			remove_idea = POR_disgruntled_republicans
		}
		mark_focus_tree_layout_dirty = yes
		custom_effect_tooltip = available_chief_of_army
		show_ideas_tooltip = POR_francisco_jose_nobre_guedes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: PER_teymur_bakhtiar
Constructs: has_dlc
Source: game
File: common/characters/PER.txt

Code:
PER_teymur_bakhtiar = {
	name = PER_teymur_bakhtiar
	portraits = {
		civilian = {
			large = GFX_portrait_PER_teymur_bakhtiar
			small = GFX_portrait_PER_teymur_bakhtiar_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PER_teymur_bakhtiar
		allowed = {
			original_tag = PER
			has_dlc = La Resistance
		}
		visible = {

		}
		available = {

		}
		traits = {
			head_of_intelligence
		}
	}
}
### Entity: Technology
Component: JAP_lighter_tanks
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	research_cost = 1
	start_year = 1936
	categories = {
		armor
	}
	category_all_armor = {
		jungle = {
			defence = 0.1
			attack = 0.1
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3ALog/Chemonaut.html

Doc:
Combined display of all available logs of Hearts of Iron 4 Wiki.
You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).

Logs
All public logs
Abuse Filter log
Block log
Content model change log
Deletion log
Import log
Interwiki table log
Merge log
Move log
Patrol log
Protection log
Tag log
Tag management log
Upload log
User creation log
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19:50, 22 December 2015 Chemonaut (Talk | contribs) uploaded File:UK Tree Reinforce the Empire.png

19:33, 22 December 2015 Chemonaut (Talk | contribs) uploaded File:Home Defense.png

19:25, 22 December 2015 Chemonaut (Talk | contribs) uploaded File:UK tree Limited Rearmament.png

23:52, 20 December 2015 User account Chemonaut (Talk | contribs) was created

Retrieved from "http://www.hoi4wiki.com/Special:Log/Chemonaut"
### Entity: Character
Component: GER_hans_von_ohain
Source: game
File: common/characters/GER.txt

Code:
GER_hans_von_ohain = {
	name = GER_hans_von_ohain
	portraits = {
		army = {
			large = GFX_portrait_GER_hans_von_ohain
		}
	}
	scientist = {
		traits = {
			scientist_trait_jet_expert
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: Unit Leader
Component: r56w_trait_marshal_master_exploder
Source: game
File: common/unit_leader/r56w_traits.txt

Code:
r56w_trait_marshal_master_exploder = {
	type = all
	allowed = {
		always = no
	}
	modifier = {
		army_morale_factor = 0.75
		fort = {
			attack = 0.9
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: AUS_may_constitution_repealed
Constructs: stability_factor, has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_may_constitution_repealed = {
	picture = AUS_empire_constitution
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality democratic
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		political_power_factor = 0.05
		democratic_drift = 0.05
	}
}
### Entity: Event
Component: naw_norway.187
Constructs: is_triggered_only
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.187
	title = naw_norway.187.t
	desc = naw_norway.187.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = naw_norway.187.a
	}
}
### Entity: Character
Component: anti_stalinist_marxist
Source: game
File: common/country_leader/00_traits.txt

Code:
anti_stalinist_marxist = {
	random = no
	sprite = 13
	communism_acceptance = -20
	trade_opinion_factor = 0.1
	justify_war_goal_time = -0.1
}
### Entity: Country History
Country: SWA
Component: SWA_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/SWA - Swaziland.txt

Code:
# Politics & Parties for SWA
set_war_support = 0.5
set_stability = 0.5
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: Idea
Component: GRE_schachtplan_modified
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_schachtplan_modified = {
	allowed = {
		original_tag = GRE
		NOT = {
			has_war_with = GER
		}
	}
	allowed_civil_war = {
		always = yes
	}
	picture = gre_schachtplan2
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		min_export = 0.1
		production_speed_industrial_complex_factor = 0.15
		production_speed_arms_factory_factor = 0.05
	}
}
### Entity: Idea
Component: CZE_military_science_institute_idea
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_military_science_institute_idea = {
	allowed = {
		always = no
	}
	picture = generic_research_bonus
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.05
	}
}
### Entity: Event
Component: poland.207
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.207
	title = poland.207.t
	desc = poland.207.d
	picture = GFX_report_event_polish_meeting
	is_triggered_only = yes
	option = {
		name = poland.207.a
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_deterrence
Constructs: prerequisite, limit, add_ideas, completion_reward, add_building_construction
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_deterrence
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = SAU_maintain_international_neutrality
	}
	relative_position_id = SAU_maintain_international_neutrality
	x = 0
	y = 2
	cost = 8
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				controls_province = 12727 5093
			}
			292 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = 12727
				} {
					type = bunker
					level = 1
					instant_build = yes
					province = 5093
				}
			}
		} {
			limit = {
				controls_province = 8073 5006
			}
			856 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = 8073
				} {
					type = bunker
					level = 1
					instant_build = yes
					province = 5006
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = deterrence
	}
}
### Entity: Event
Component: china.204
Constructs: ai_chance, owns_state, fire_only_once, has_dlc, is_controlled_by, set_capital, set_province_name, set_state_name
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.204
	title = china.204.t
	desc = china.204.d
	picture = GFX_report_event_chinese_soldiers
	fire_only_once = yes
	trigger = {
		tag = PRC
		NOT = {
			has_dlc = Waking the Tiger
		} {
			country_exists = CHI
		}
		OR = {
			owns_state = 608 1035
		}
	}
	mean_time_to_happen = {
		days = 10
	}
	option = {
		name = china.204.a
		ai_chance = {
			base = 90
			modifier = {
				factor = 0
				NOT = {
					608 = {
						is_controlled_by = PRC
					}
				}
			}
		}
		trigger = {
			owns_state = 608
		}
		set_capital = {
			state = 608
			remember_old_capital = no
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		set_province_name = {
			id = 9843
			name = PRC_beijing_capital_name
		}
		608 = {
			set_state_name = PRC_beijing_capital_name
		}
	} {
		name = china.204.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				NOT = {
					1035 = {
						is_controlled_by = PRC
					}
				}
			}
		}
		trigger = {
			owns_state = 1035
		}
		custom_effect_tooltip = CHI_nanjing_tt
		hidden_effect = {
			set_capital = {
				state = 1035
			}
		}
	} {
		name = china.204.c
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				NOT = {
					608 = {
						is_controlled_by = PRC
					}
				} {
					613 = {
						is_controlled_by = PRC
					}
				}
			}
		}
	}
}