Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: PHI_convoys_for_infrastructure_decision_cat
Constructs: add_equipment_to_stockpile, limit, has_war_with, has_country_flag, fire_only_once, has_equipment, is_owned_by, is_controlled_by
Source: game
File: common/decisions/PHI.txt

Code:
PHI_convoys_for_infrastructure_decision_cat = {
	PHI_convoys_for_infastructure_decision = {
		available = {
			NOT = {
				has_country_flag = PHI_purchasing_weapons
			}
			FROM = {
				infrastructure = < 5
			}
		}
		state_target = yes
		targets = {
			624 626 625 628 1025
		}
		on_map_mode = map_only
		icon = GFX_decision_generic_naval
		custom_cost_trigger = {
			has_equipment = {
				convoy_1 = > PHI_convoy_vars_small_cost
			}
		}
		target_trigger = {
			FROM = {
				is_owned_by = ROOT
				is_controlled_by = ROOT
				infrastructure = < 5
			}
		}
		custom_cost_text = PHI_decision_cost_convoys_icon_small
		days_remove = 45
		fire_only_once = yes
		complete_effect = {
			add_equipment_to_stockpile = {
				type = convoy_1
				amount = PHI_convoy_vars_small_cost_negative
				producer = PHI
			}
		}
		remove_effect = {
			FROM = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
	PHI_convoys_for_consumer_goods = {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		fire_only_once = yes
		custom_cost_trigger = {
			has_equipment = {
				convoy_1 = > PHI_convoy_vars_medium_cost
			}
		}
		available = {
			NOT = {
				has_country_flag = PHI_purchasing_weapons
			}
		}
		custom_cost_text = PHI_decision_cost_convoys_icon_medium
		complete_effect = {
			add_equipment_to_stockpile = {
				type = convoy_1
				amount = PHI_convoy_vars_medium_cost_negative
				producer = PHI
			}
			add_timed_idea = {
				idea = PHI_convoys_for_consumer_goods_idea
				days = 180
			}
		}
	}
	PHI_convoys_for_guns = {
		icon = generic_prepare_civil_war
		fire_only_once = yes
		custom_cost_text = PHI_decision_cost_convoys_icon_medium
		custom_cost_trigger = {
			has_equipment = {
				convoy_1 = > PHI_convoy_vars_medium_cost
			}
		}
		targets = {
			USA JAP
		}
		target_trigger = {
			FROM = {
				NOT = {
					has_war_with = ROOT
				}
				if = {
					limit = {
						original_tag = JAP
						country_exists = USA
					}
					NOT = {
						check_variable = {
							var = USA.opinion@PHI
							value = JAP.opinion@PHI
							compare = greater_than_or_equals
						}
					}
				}
				else_if = {
					limit = {
						original_tag = USA
						country_exists = JAP
					}
					check_variable = {
						var = USA.opinion@PHI
						value = JAP.opinion@PHI
						compare = greater_than_or_equals
					}
				}
			}

# ... (truncated)
### Entity: Character
Component: USA_raymond_a_spruance
Source: game
File: common/characters/USA.txt

Code:
USA_raymond_a_spruance = {
	name = USA_raymond_a_spruance
	portraits = {
		army = {
			large = GFX_portrait_USA_raymond_a_spruance
			small = GFX_portrait_USA_raymond_a_spruance_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = raymond_spruance
		ledger = navy
		allowed = {
			original_tag = USA
		}
		traits = {
			navy_naval_air_defense_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	navy_leader = {
		traits = {
			gentlemanly navy_career_officer superior_tactician
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		maneuvering_skill = 2
		coordination_skill = 3
		legacy_id = 0
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_expand_ss_recruitment
Constructs: division_template, prerequisite, limit, has_government, completion_reward, is_core_of, is_on_continent, has_template
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_expand_ss_recruitment
	icon = GFX_focus_generic_fascist_troops
	prerequisite = {
		focus = GER_uplift_the_rosenberg_office
	}
	x = 0
	y = 1
	relative_position_id = GER_uplift_the_rosenberg_office
	cost = 5
	available = {
		has_government = fascism
		OR = {
			any_controlled_state = {
				NOT = {
					is_core_of = ROOT
				}
				is_on_continent = europe
			}
			any_subject_country = {
				capital_scope = {
					is_on_continent = europe
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = GER_SS_recruitment_tt generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					has_template = Waffen-SS Division
				}
			}
			division_template = {
				name = Waffen-SS Division
				priority = 2
				division_names_group = GER_SS_01
				template_counter = 101
				is_locked = yes
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {
					artillery = {
						x = 0
						y = 0
					}
					engineer = {
						x = 0
						y = 1
					}
					mot_recon = {
						x = 0
						y = 2
					}
				}
				override_model = GER_militia
			}
		} {
			limit = {
				64 = {
					is_fully_controlled_by = ROOT
				}
			}
			64 = {
				custom_effect_tooltip = GER_create_four_militia_units_tt
				hidden_effect = {
					create_unit = {
						division = division_template ="Waffen-SS Division" start_experience_factor = 0.2 start_equipment_factor = 0.7
						owner = ROOT
						count = 4
					}
				}
			}
		} {
			limit = {
				NOT = {
					has_template = SS-Verfügungstruppe
				}
			}
			division_template = {
				name = SS-Verfügungstruppe
				priority = 2
				division_names_group = GER_SS_01
				is_locked = yes
				regiments = {
					motorized = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {
					artillery = {
						x = 0
						y = 0
					}
					engineer = {
						x = 0
						y = 1
					}
					mot_recon = {
						x = 0
						y = 2
					}
				}
				override_model = GER_infantry_alt_0_entity
			}
		} {
			limit = {
				64 = {
					is
# ... (truncated)
### Entity: Idea
Component: INS_fokker
Constructs: has_completed_focus, is_ally_with, research_bonus, equipment_bonus, build_cost_ic, maximum_speed
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_fokker = {
	picture = fokker
	available = {
		has_completed_focus = INS_the_test_flight_service
		is_ally_with = HOL
	}
	allowed = {
		original_tag = INS
	}
	cost = 100
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.05
			reliability = -0.05
			air_agility = -0.05
			maximum_speed = -0.05
			instant = yes
		}
		cv_small_plane_airframe = {
			build_cost_ic = -0.05
			reliability = -0.05
			air_agility = -0.05
			maximum_speed = -0.05
			instant = yes
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: EAI_armor_4_MODULE_FOCUS
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_armor_4_MODULE_FOCUS = {
	OR = {
		AND = {
			EAI_MARM_tech_focus = yes
			check_variable = {
				EAI_FOCUS/LAND/armor_design = global.EAI_A_ARM_DESIGN
			}
		} {
			EAI_HARM_tech_focus = yes
			check_variable = {
				EAI_FOCUS/LAND/armor_design = global.EAI_A_ARM_DESIGN
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_leacy_of_Benavides
Constructs: prerequisite, limit, completion_reward, add_popularity, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_leacy_of_Benavides
	prerequisite = {
		focus = PRU_mobilize_womans
	}
	icon = GFX_goal_generic_construct_mil_factory
	x = -1
	y = 3
	relative_position_id = PRU_mediate_between_the_parties
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.12
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = PRU
				free_building_slots = {
					building = arms_factory
					size = > 3
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Shared Focus
Component: nationalism_focus
Constructs: shared_focus, prerequisite, limit, has_government, completion_reward, is_historical_focus_on, is_puppet, add_timed_idea
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = nationalism_focus
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = GEN_Collectivist_Ethos
	}
	mutually_exclusive = {
		focus = internationalism_focus
	}
	available = {
		OR = {
			fascism = > 0.15
			has_government = neutrality
		}
	}
	x = -1
	y = 1
	relative_position_id = GEN_Collectivist_Ethos
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			is_historical_focus_on = no
		} {
			factor = 10
			AND = {
				is_puppet = yes
				OVERLORD = {
					has_government = fascism
				}
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = fascism
				}
			}
		} {
			factor = 11
			AND = {
				is_historical_focus_on = yes
				original_tag = PAR
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				original_tag = PAR
				is_historical_focus_on = yes
			}
			ROOT = {

			}
		}
		add_timed_idea = {
			idea = nationalism
			days = 1395
		}
	}
}
### Entity: AI Strategy
Component: ITA_attack_addis
Constructs: has_war_with, has_active_mission
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_attack_addis = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_war_with = ETH
		has_active_mission = ETH_conquer_addis_ababa_mission
		ITA_is_communist_ai = no
		ITA_is_socialist_ai = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		state = 271
		ratio = 0.2
		priority = 100
		ordertype = front
		execution_type = rush
		execute_order = yes
	}
}
### Entity: Modifier Reference
Construct: conversion_cost_mil_to_civ_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## conversion_cost_mil_to_civ_factor

* Number with 2 decimal places
* **Categories**: country, war_production
### Entity: Technology
Component: etax_the_means
Constructs: is_major, allow_branch, has_global_flag, disable_r56_techs, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	allow_branch = {
		NOT = {
			has_global_flag = disable_r56_techs
		}
	}
	path = {
		leads_to_tech = etax_unity
		research_cost_coeff = 1
	} {
		leads_to_tech = etax_glory
		research_cost_coeff = 1
	}
	doctrine = no
	research_cost = 3.0
	start_year = 1936
	army_morale_factor = 0.02
	folder = {
		name = etax_folder
		position = {
			x = 6
			y = 2
		}
	}
	categories = {
		r56_special_research_division infantry_tech
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			is_major = yes
			date = < 1940.1.1
		} {
			factor = 2
			is_major = yes
			date = > 1940.1.2
		}
	}
}
### Entity: Character
Component: PAN_manuel_rios_urribe
Source: game
File: common/characters/PAN.txt

Code:
PAN_manuel_rios_urribe = {
	advisor = {
		slot = army_chief
		idea_token = PAN_manuel_rios_urribe
		allowed = {
			original_tag = pan
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Manuel Ríos Urribe
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_5
		}
	}
}
### Entity: Event
Component: kmt.116
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.116
	title = kmt.116.t
	desc = kmt.116.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = kmt.110.a
	}
}
### Entity: Idea
Component: r56_LUX_maulkuerfgesetz
Constructs: stability_factor, communism_drift
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_maulkuerfgesetz = {
	picture = generic_canti_soviet_pact
	modifier = {
		communism_drift = -0.03
		stability_factor = 0.05
	}
}
### Entity: Character
Component: COR_petru_rocca
Source: game
File: common/characters/COR.txt

Code:
COR_petru_rocca = {
	name = COR_petru_rocca
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_3.dds
		}
	}
	country_leader = {
		ideology = oligarchism
		expire = 1960.1.1.1
		id = -1
		traits = {
			editor
		}
	}
}
### Entity: Name List
Component: GYA
Source: game
File: common/names/00_names.txt

Code:
GYA = {
	male = {
		names = {
			Akoyah Andre Basil Bernard Bert Bertie Billy Bonny Boysie Carl Cheddi Clairmonte Clement Clive Colin David Denis Eddie Edgar Eon Francis Frank Henry Hugh Ian Ivan James Jan John Johnny Keith Lance Linden Loris Michael Nathaniel Peter Phillip Rafiq Ramjohn Ras Roger Rohan Roland Roy Rudolph Rudy Ruel Sean Sheik Terry Trev Ustad Victor Walter Wayne Winston Wrickford
		}
	}
	female = {
		names = {
			Andrea Aubrey Dame Helen Juliet Linda Pat Pritha Rajkumari Sandra Sister Verna Vesta
		}
	}
	surnames = {
		Alves Bishop Bob-Semple Braff Braithwaite Burnham Burrows Butcher Cameron Carew Chancellor Critchlow Croft Cumming Dabydeen Dalgetty Davson Douglas Drepaul Emanuel Farrier Forrester Forsythe Fredericks Gajraj Gibbs Gilkes Grant Griffith Harper Hazlewood Heath Heydorn Hinds Holder Holland Hoppie Hoyte Jagan Johnson Kanhai Kempadoo Khan Lloyd Lopes-Seale Lowe Magdeline Martins McDonald Menezes Mittelholzer Moore Muttoo Nichols Phillips Pilgrim Primus Proctor Ramdhani Richmond Rickford Rodney Rodrigues Rogers Rudder Sadeek Sage Sam Seymour Shaw Sinclair Singh Sobryan Sue-A-Quan Taitt Thomas Valz Sertima Waithe Walcott Williams
	}
	callsigns = {

	}
}
### Entity: Country History
Country: COR
Component: COR_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/COR - Corsica.txt

Code:
# Politics & Parties for COR
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 53
	fascism = 20
	communism = 2
	neutrality = 25
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_reclaim_territory_in_south_america
Constructs: prerequisite, completion_reward, is_subject_of, create_wargoal, annex_everything
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_reclaim_territory_in_south_america
	icon = GFX_focus_generic_attack_uruguay
	x = -2
	y = 1
	relative_position_id = BRA_empire_of_brazil
	prerequisite = {
		focus = BRA_empire_of_brazil
	}
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	bypass = {
		URG = {
			OR = {
				exists = no
				is_subject_of = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			target = URG
			type = annex_everything
		}
	}
}
### Entity: Character
Component: ALB_rexhep_mitrovica
Source: game
File: common/characters/ALB.txt

Code:
ALB_rexhep_mitrovica = {
	advisor = {
		slot = navy_chief
		idea_token = ALB_rexhep_mitrovica
		allowed = {
			original_tag = ALB
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Rexhep Mitrovica
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_2
		}
	}
}
### Entity: Character
Component: SOM_olol_dinle
Source: game
File: common/characters/SOM.txt

Code:
SOM_olol_dinle = {
	name = SOM_olol_dinle
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_land_2
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1
		id = -1
		traits = {
			hawk strongman
		}
	}
}
### Entity: Event
Component: news.121
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.121
	title = news.121.t
	desc = news.121.d
	picture = GFX_news_event_048
	major = yes
	trigger = {
		1035 = {
			is_controlled_by = JAP
		} {
			is_owned_by = CHI
		}
		JAP = {
			has_war_with = CHI
		}
		NOT = {
			has_global_flag = fall_of_nanjing
		}
	}
	immediate = {
		set_global_flag = fall_of_nanjing
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = JAP CHI
			}
		}
	} {
		name = news.117.b
		trigger = {
			TAG = JAP
		}
	} {
		name = news.100.c
		trigger = {
			TAG = CHI
		}
	}
}
### Entity: Country History
Country: NKR
Component: NKR_misc
Constructs: limit, set_technology, set_convoys, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/NKR - North Korea.txt

Code:
# Misc for NKR
capital = 527
set_convoys = 5
set_research_slots = 3
set_grand_doctrine = mass_assault
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		iw_small_airframe = 1
		engines_1 = 1
		aa_lmg = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
		}
	}
}
### Entity: Unit Template
Component: YUG_CA_HISTORICAL
Source: game
File: common/units/names_ships/YUG_ship_names.txt

Code:
YUG_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		YUG
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = KB 
	fallback_name = Teska Krstarica %d
	unique = {
		Belgrade Zagreb Novi Sad Budva Cetinje Dubrovnik Pec Pizren Pristina Sarajevo Split Skopje Nis Banja Luka
	}
}
### Entity: Modding Documentation
Construct: set_var
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## set_var
* Arguments: <var name>

Set a variable
### Entity: National Focus
Tree: phi_focus
Component: PHI_expand_gold_mining
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_expand_gold_mining
	icon = GFX_focus_generic_expand_gold_mining
	prerequisite = {
		focus = PHI_pro_hacendados PHI_anti_hacendados
	}
	relative_position_id = PHI_pro_hacendados
	x = 6
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_completed_focus = PHI_open_borders PHI_nationality_act
				}
			}
			custom_effect_tooltip = PHI_modify_economy_dynamic_modifier_tt
		}
		else = {
			custom_effect_tooltip = PHI_modify_shaken_economy_dynamic_modifier_tt
		}
		add_to_variable = {
			PHI_the_great_depression_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		} {
			PHI_the_great_depression_political_power_gain = 0.05
			tooltip = political_power_gain_tt
		}
		hidden_effect = {
			PHI_central_focuses_done_T2 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_promote_the_military_industry
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_promote_the_military_industry
	prerequisite = {
		focus = PRU_expand_the_agricultural_sector
	}
	icon = GFX_goal_generic_construct_mil_factory
	x = -1
	y = 4
	relative_position_id = PRU_commit_to_democratic_election
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				303
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				492
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Trigger
Component: you_or_a_subject_controls_all_starting_burmese_cores_r56
Source: game
File: common/scripted_triggers/SIA_scripted_triggers_r56.txt

Code:
you_or_a_subject_controls_all_starting_burmese_cores_r56 = {
	custom_trigger_tooltip = {
		tooltip = you_or_a_subject_controls_all_starting_burmese_cores_r56_tt
		1020 = {
			is_controlled_by_ROOT_or_subject = yes
		}
		1018 = {
			is_controlled_by_ROOT_or_subject = yes
		}
		640 = {
			is_controlled_by_ROOT_or_subject = yes
		}
		288 = {
			is_controlled_by_ROOT_or_subject = yes
		}
		1019 = {
			is_controlled_by_ROOT_or_subject = yes
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_refuse_british_wars
Constructs: prerequisite, limit, remove_ideas, add_opinion_modifier, completion_reward, is_subject_of, has_dynamic_modifier, set_country_flag
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_refuse_british_wars
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = AST_rile_up_veterans
	} {
		focus = AST_eureka_stockade_monument_rally
	}
	relative_position_id = AST_rile_up_veterans
	overlay = GFX_focus_fast_overlay_conscription
	dynamic = yes
	x = 2
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		remove_ideas = AST_unratified_westminster_act_idea
		custom_effect_tooltip = AST_ratify_westminster_adoption_act_tt generic_skip_one_line_tt AST_afm_decisions_autonomy_upgrade_tt AST_conscription_law_so_far
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = AST_australian_pivot_modifier
			}
		}
		IF = {
			limit = {
				is_subject_of = ENG
				NOT = {
					has_dynamic_modifier = {
						modifier = AST_imperial_pressure_spirit
					}
				}
			}
			hidden_effect = {
				set_country_flag = AST_imperial_pressure_eureka
				country_event = {
					id = AST_political_events.7
					days = 3
				}
			}
		}
		ELSE_IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = AST_imperial_pressure_spirit
				}
			}
			custom_effect_tooltip = AST_imperial_pressure_spirit_tt
			add_to_variable = {
				AST_imperial_pressure_democratic_drift = 0.01
				tooltip = democratic_drift_tt
			} {
				AST_imperial_pressure_stability_factor = -0.05
				tooltip = stability_factor_tt
			}
		}
		hidden_effect = {
			AST_conscription_level_scripted_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: algeria.1
Constructs: is_triggered_only, ai_chance, has_government, fire_only_once, set_politics
Source: game
File: events/Algeria.txt

Code:
country_event = {
	id = algeria.1
	picture = GFX_report_event_ALG_election
	title = algeria.1.t
	desc = algeria.1.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = algeria.1.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 95
				has_government = neutrality
			}
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = yes
			last_election = 1935.12.17
		}
	} {
		name = algeria.1.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 95
				has_government = democratic
			}
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			last_election = 1935.12.17
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_seek_protection
Constructs: prerequisite, limit, has_government, every_country, completion_reward, is_in_faction, random_hours
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_seek_protection
	icon = GFX_goal_generic_defence
	cost = 10
	x = -1
	y = 1
	relative_position_id = LUX_abandon_neutrality
	prerequisite = {
		focus = LUX_abandon_neutrality
	}
	available = {
		is_in_faction = no
	}
	bypass = {
		all_country = {
			OR = {
				original_tag = FRA ENG BEL HOL GER
			} {
				NOT = {
					has_government = democratic
				}
				exists = no
			}
		}
	}
	completion_reward = {
		every_country = {
			limit = {
				OR = {
					original_tag = FRA ENG BEL HOL GER
				}
				has_government = democratic
			}
			country_event = {
				id = luxembourg.230
				hours = 4
				random_hours = 2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}