Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: india.411
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, add_stability, add_manpower, is_ai
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.411
	title = india.411.t
	desc = india.411.desc
	picture = GFX_report_event_picture_RAJ_Indian_Brigade
	is_triggered_only = yes
	option = {
		name = india.411.a
		var:current_prince_state = {
			add_manpower = -500
		}
		add_manpower = -30
		if = {
			limit = {
				is_ai = no
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -15
				producer = RAJ
			}
		}
		army_experience = 2
		add_stability = 0.01
	}
}
### Entity: Modding Documentation
Construct: Introduction
Source: vanilla_docs
File: common/ai_navy/taskforce/_documentation.md

Doc:
## Introduction

Script the amount of ships for a specific taskforce and its possible available missions (Currently only limited to 1)
### Entity: National Focus
Component: wuw_HUN_denounce_marxism_leninism
Constructs: prerequisite, has_government, completion_reward, is_subject, has_country_leader, cancel_if_invalid, add_timed_idea, create_wargoal
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_denounce_marxism_leninism
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = wuw_HUN_a_revolutionary_greater_hungary
	}
	x = 0
	y = 2
	relative_position_id = wuw_HUN_a_revolutionary_greater_hungary
	will_lead_to_war_with = SOV
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
		has_government = communism
		SOU = {
			exists = yes
			has_country_leader = {
				ruling_only = yes
				character = SOV_iosif_stalin
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_timed_idea = {
			idea = HUN_denounce_bolshevism_idea
			days = 650
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = puppet_wargoal_focus
			target = SOU
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_monarchist_uprising_in_brazil
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, has_capitulated, has_dlc, add_timed_idea
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_monarchist_uprising_in_brazil
	available = {

	}
	bypass = {
		BRA = {
			OR = {
				exists = no
				has_capitulated = yes
				has_completed_focus = BRA_romanticize_the_old_empire
			}
		}
	}
	prerequisite = {
		focus = POR_the_return_of_duarte
	}
	icon = GFX_focus_por_reclaim_crown_jewel
	x = -2
	y = 1
	relative_position_id = POR_the_return_of_duarte
	cost = 10
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Trial of Allegiance
			}
			BRA = {
				country_event = {
					id = JUNO_brazil_events.190
					days = 1
				}
				custom_effect_tooltip = if_they_accept
				event_option_tooltip = JUNO_brazil_events.190.a
			}
		}
		ELSE = {
			BRA = {
				country_event = lar_portugal_promote_monarchist_cause.7
				effect_tooltip = {
					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
					}
					hidden_effect = {
						retire_country_leader = yes
					}
					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
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: str_damage_multiplier
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## str_damage_multiplier

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: AI Strategy
Component: FIN_fascist_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/FIN_alternate_strategy_plan.txt

Code:
FIN_fascist_plan = {
	allowed = {
		original_tag = FIN
	}
	enable = {
		OR = {
			has_country_flag = FIN_AI_RANDOM_FASCIST_PLAN
			has_game_rule = {
				rule = FIN_ai_behavior
				option = FIN_FASCIST_PLAN
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		FIN_right_wing_policies FIN_prepare_a_military_coup FIN_enhance_southern_infrastructure FIN_industrial_development FIN_increase_military_budget FIN_national_unity FIN_janiskoski_power_plant FIN_suomen_maavoimat FIN_mannerheim_line FIN_vaisala_radiosonde_tests FIN_extra_refresher_exercises FIN_outokumpu_for_defence_industry FIN_a_fascist_regime FIN_academic_karelian_society FIN_patriotic_peoples_movement FIN_mustapaidat FIN_industrial_upgrade_in_harjavalta FIN_expand_imatra_hydropower_plant FIN_take_over_the_suojeluskunta FIN_viron_kansa FIN_weapon_caches FIN_the_cold_front FIN_bank_of_aland FIN_seek_german_protection FIN_jaeger_movement FIN_suomen_ilmavoimat FIN_salvaged_and_retooled FIN_expand_air_bases FIN_winter_warfare FIN_motti_tactics FIN_suomen_akatemia
	}
	focus_factors = {
		FIN_finnish_neutrality = 0
		FIN_suomalainen_sosialismi = 0
		FIN_join_axis = 10
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: india.427
Constructs: is_triggered_only, ai_chance, set_variable, set_temp_variable, set_country_flag
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.427
	title = india.427.t
	desc = india.427.d
	picture = GFX_report_event_picture_RAJ_Government_Formation
	is_triggered_only = yes
	immediate = {
		set_variable = {
			projected_factories = num_of_civilian_factories
		}
	}
	option = {
		name = india.427.a
		ai_chance = {
			base = 1
		}
		set_temp_variable = {
			projected_factories_calc = projected_factories
		}
		multiply_temp_variable = {
			projected_factories_calc = 1.25
		}
		round_temp_variable = projected_factories_calc
		custom_effect_tooltip = raj_five_year_goal_tt
		show_ideas_tooltip = RAJ_full_speed_ahead_1
		set_variable = {
			projected_factories = projected_factories_calc
		}
		round_variable = projected_factories
		activate_mission = raj_first_five_year_plan
		set_country_flag = raj_five_year_plan_moderate
	} {
		name = india.427.b
		ai_chance = {
			base = 1
		}
		set_temp_variable = {
			projected_factories_calc = projected_factories
		}
		multiply_temp_variable = {
			projected_factories_calc = 1.4
		}
		round_temp_variable = projected_factories_calc
		custom_effect_tooltip = raj_five_year_goal_tt
		show_ideas_tooltip = RAJ_full_speed_ahead
		set_variable = {
			projected_factories = projected_factories_calc
		}
		round_variable = projected_factories
		activate_mission = raj_first_five_year_plan
	}
}
### Entity: Modifier Reference
Component: RNG_state_shintoism_dm
Constructs: research_speed_factor, stability_factor, political_power_gain, war_support_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
RNG_state_shintoism_dm = {
	enable = {
		always = yes
	}
	icon = GFX_idea_state_shintoism
	surrender_limit = RNG_state_shintoism_surrender_limit
	war_support_factor = RNG_state_shintoism_war_support_factor
	pocket_penalty = RNG_state_shintoism_pocket_penalty
	stability_factor = RNG_state_shintoism_stability_factor
	army_core_defence_factor = RNG_state_shintoism_army_core_defence_factor
	research_speed_factor = RNG_state_shintoism_research_speed_factor
	conscription_factor = RNG_state_shintoism_recruitable_population_factor
	political_power_gain = RNG_state_shintoism_political_power_gain
}
### Entity: AI Strategy
Component: SOV_dont_support_if_exiles_and_friendly_with_japan
Constructs: has_completed_focus, has_government, has_war_with, send_volunteers_desire, send_lend_lease_desire
Source: game
File: common/ai_strategy/WTT_china_ai_strategies.txt

Code:
SOV_dont_support_if_exiles_and_friendly_with_japan = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		OR = {
			SOV = {
				has_government = neutrality
			} {
				has_government = fascism
			}
		}
	}
	abort = {
		OR = {
			SOV = {
				has_war_with = JAP
			} {
				has_completed_focus = SOV_memories_of_1905
			}
		}
	}
	ai_strategy = {
		type = send_volunteers_desire
		id = YUN
		value = -500
	} {
		type = send_volunteers_desire
		id = XSM
		value = -500
	} {
		type = send_volunteers_desire
		id = SHX
		value = -500
	} {
		type = send_volunteers_desire
		id = CHI
		value = -500
	} {
		type = send_volunteers_desire
		id = PRC
		value = -500
	} {
		type = send_lend_lease_desire
		id = YUN
		value = -500
	} {
		type = send_lend_lease_desire
		id = XSM
		value = -500
	} {
		type = send_lend_lease_desire
		id = SHX
		value = -500
	} {
		type = send_lend_lease_desire
		id = CHI
		value = -500
	} {
		type = send_lend_lease_desire
		id = PRC
		value = -500
	}
}
### Entity: Military Industrial Organization
Component: SWE_saab_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, has_saab_mio_flag, production_bonus
Source: game
File: common/military_industrial_organization/organizations/SWE_organization.txt

Code:
SWE_saab_organization = {
	include = generic_light_aircraft_organization
	icon = GFX_idea_SWE_saab
	allowed = {
		OR = {
			tag = SWE
			AND = {
				tag = BRA
				has_dlc = Trial of Allegiance
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = SWE
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = SWE
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = BRA
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_completed_focus = BRA_invite_foreign_companies
					has_country_flag = has_saab_mio_flag
				}
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_standardized_production
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.1
		}
		production_bonus = {
			production_cost_factor = -0.1
		}
	}
	trait = {
		token = SWE_mio_trait_forefront_of_aeroplane_development
		name = SWE_mio_trait_forefront_of_aeroplane_development
		icon = GFX_generic_mio_department_icon_plane_fighter_quality
		relative_position_id = generic_mio_trait_removable_wings
		all_parents = {
			generic_mio_trait_removable_wings
		}
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		production_bonus = {
			production_cost_factor = 0.03
			production_resource_need_factor = -0.1
		}
		equipment_bonus = {
			fuel_consumption = -0.03
			air_range = 0.08
			air_agility = 0.03
			air_defence = 0.05
		}
	}
}
### Entity: Unit Template
Component: ITA_MAR_01
Source: game
File: common/units/names_divisions/ITA_names_divisions.txt

Code:
ITA_MAR_01 = {
	name = Marine Regiment
	for_countries = {
		ITA
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d° Reggimento da Sbarco
	ordered = {
		1 = {
			%d° Reggimento da Sbarco 'San Marco'
		}
		2 = {
			%d° Reggimento da Sbarco 'Serenissima'
		}
	}
}
### Entity: Event
Component: mtg_news.10
Constructs: is_triggered_only, add_political_power
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.10
	title = mtg_news.10.t
	desc = mtg_news.10.desc
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.10.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.10.b
		trigger = {
			original_tag = GER
		}
		add_political_power = HOL.gateway_to_europe_influence_pp_total
	} {
		name = mtg_news.10.c
		trigger = {
			original_tag = HOL
		}
	} {
		name = mtg_news.10.d
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				original_tag = GER
			} {
				original_tag = HOL
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_154
Source: game
File: history/units/HUN_1936_air_bba.txt

Code:
air_wings = {
	154 = {
		small_plane_cas_airframe_0 = {
			owner = HUN
			amount = 12
			version_name = Weiss WM-16 Budapest
		}
		medium_plane_airframe_0 = {
			owner = HUN
			creator = ITA
			amount = 12
			version_name = Ca.101
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_nav_doc
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_nav_doc
	icon = GFX_goal_generic_blue_navy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_coastguard
	}
	x = 42
	y = 1
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = ICE_naval_doctrine_tech
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_mountain_brigades
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_mountain_brigades
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = YUG_army_modernization
	}
	x = 1
	y = 1
	relative_position_id = YUG_army_modernization
	cost = 10
	ai_will_do = {
		factor = 70
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_mountain_brigades
			bonus = 3.0
			uses = 1
			category = mountaineers_tech
		}
	}
}
### Entity: Character
Component: efficient_colonial_administrator
Source: game
File: common/country_leader/r56_traits.txt

Code:
efficient_colonial_administrator = {
	sprite = 10
	random = no
	production_speed_air_base_factor = 0.05
	production_speed_naval_base_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	political_power_factor = 0.05
}
### Entity: Modifier Reference
Component: BRA_undiversified_economy_modifier
Constructs: industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
BRA_undiversified_economy_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_great_depression
	production_factory_efficiency_gain_factor = BRA_economy_production_efficiency_gain_factor
	production_factory_max_efficiency_factor = BRA_economy_production_max_efficiency_factor
	industrial_capacity_factory = BRA_economy_industrial_capacity_factor
}
### Entity: Name List
Component: ALT
Source: game
File: common/names/00_names.txt

Code:
ALT = {
	male = {
		names = {
			Amyr Antyn Borongot Eleksey Koyon Muklay Pasley Temekey Yekenat Grigory Eleksander Mikhail Sergey Viktor Semyon
		}
	}
	female = {
		names = {
			Kara Temene
		}
	}
	surnames = {
		Berdnikov Gurkin Lapshin Mikayelyan Shvaiko Zubakin Bakhunin Balkhyr Nimachap Oyun Oryugu Toka Kuular
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_centralize_the_bank_of_afg
Constructs: prerequisite, has_government, add_stability, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_centralize_the_bank_of_afg
	icon = GFX_goal_generic_banking
	x = 1
	y = 1
	cost = 8
	available = {
		has_government = neutrality
		has_idea = AFG_bank
	}
	prerequisite = {
		focus = AFG_foreign_economic_aid
	}
	relative_position_id = AFG_foreign_economic_aid
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = 0.05
		swap_ideas = {
			remove_idea = AFG_bank
			add_idea = AFG_bank_improved
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: Combat Tactic
Component: tactic_banzai_charge
Constructs: is_attacker, has_tactic
Source: game
File: common/combat_tactics.txt

Code:
tactic_banzai_charge = {
	is_attacker = yes
	trigger = {
		tag = JAP
		is_attacker = yes
		phase = no
		OWNER = {
			NOT = {
				has_tactic = tactic_grand_banzai_charge
			}
		}
	}
	active = yes
	countered_by = tactic_overwhelming_fire
	base = {
		factor = 4
	}
	picture = tactic_banzai_charge
	attacker_movement_speed = 0.1
	attacker = 0.25
	defender = 0.1
}
### Entity: Event
Component: mtg_usa_secure_asia.7
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_stability, is_in_faction, has_global_flag, set_country_flag
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_secure_asia.7
	title = mtg_usa_secure_asia.7.t
	desc = mtg_usa_secure_asia.7.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_usa_secure_asia.7.a
		ai_chance = {
			factor = 30
			modifier = {
				is_in_faction = no
				not = {
					has_global_flag = mtg_usa_north_american_dominion_refused_faction
				}
				factor = 3
			}
		}
		add_stability = -0.05
		FROM = {
			country_event = mtg_usa_secure_asia.8
		}
		effect_tooltip = {
			FROM = {
				transfer_state = 671 670 286 1017 741 1069 1068 1066 1067
			}
		}
	} {
		name = mtg_usa_secure_asia.7.b
		ai_chance = {
			factor = 70
		}
		add_war_support = 0.05
		set_country_flag = north_american_dominion_refused
		if = {
			limit = {
				not = {
					has_global_flag = mtg_usa_north_american_dominion_refused_faction
				}
				is_in_faction = no
			}
			unlock_decision_tooltip = {
				decision = USA_form_defensive_alliance_north_american_dominion
				show_effect_tooltip = yes
			}
		}
		else_if = {
			limit = {
				is_in_faction = no
			}
			unlock_decision_tooltip = {
				decision = USA_join_defensive_alliance_north_american_dominion
				show_effect_tooltip = yes
			}
		}
		FROM = {
			country_event = mtg_usa_secure_asia.9
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
				}
			}
		}
	}
}
### Entity: Idea
Component: SHL_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/schleswig_holstein.txt

Code:
SHL_fascist_guy = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = SHL
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Country History
Country: HOL
Component: HOL_army
Source: game
File: history/countries/HOL - Holland.txt

Code:
# OOB & Army Setup for HOL
oob = HOL_1936
### Entity: Name List
Component: MAC
Source: game
File: common/names/00_names.txt

Code:
MAC = {
	male = {
		names = {
			Aca Adam Aleksandar Andrej Angjelko Antonij Atanas Blagoj Blazhe Bogdan Bojan Borko Branislav Cedomir Damjan Daniel David Dimitar Donco Dusan Dzvezdan Dzvonko Emil Filip Gerasim Gligor Gordan Grigor Hristijan Hristofor Ilarion Ilija Isidor Ivo Joakim Josif Kire Kiro Konstantin Kristijan Lazar Ljuben Ljudmil Ljupco Maksim Marjan Martin Metodij Mihail Mile Mirce Mirko Mitko Mladen Natanail Naum Neofit Nikifor Nikolce Ognen Paskal Pavle Pero Petko Radoslaav Rumen Sasho Sime Slobodan Stefan Tase Tihomir Todor Tose Trajan Vancho Vangel Vaska Venijamin Viktor Vlatko Zharko Zlatan Zoran
		}
	}
	female = {
		names = {
			Adrijana Aleksandra Anamarija Angel Angelina Beti Bisera Blagica Blaguna Dafina Dana Daniela Despina Divna Doroteja Dzvezda Elena Emilija Evdokija Filimena Galena Gorica Grozdana Ilina Irina Iskra Ivana Jaga Jagoda Jasna Jordana Jovanka Julijana Karolina Katina Klimentina Lidija Ljuba Ljubica Maja Marija Marina Melanija Mihaila Mila Milica Mira Miroslava Nada Natalija Nedelka Nikolina Olgica Paraskeva Rada Rosa Rozalija Ruzha Sara Serafima Simona Snezhana Sonja Suzana Tamara Tatjana Teodosija Todorka Trendafilka Vana Varvara Vasilija Vaska Veronika Vta Violeta Zaharinka Zhivka Zoja Zorica
		}
	}
	surnames = {
		Andov Angekevski Angelov Atanasov Badzakov Bozinov Brankov Damcevski Davidovski Dimitrov Dimitrovski Donev Filipov Galevski Georgievski Gjorgiev Grijevski Ivanoski Ivanov Ivanovski Janev Jusufi Kitanovski Kostadinovski Kostov Kostovski Krstevski Manasivski Matovski Mitrevski Mladenovski Nedelkovski Nikolovski Pandev Pavlovski Penov Petkov Petrevski Petrovski Popovski Redzepovski Risteski Ristevski Ristic Samargiu Sobranie Stojanov Stojcev Sutovic Tajanovski Trajcevski Trajkovska Trajkovski Velkoski Zoranovski
	}
	callsigns = {

	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Contributions_to_the_War_Effort
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Contributions_to_the_War_Effort
	icon = GFX_goal_generic_graveyard
	cost = 10
	prerequisite = {
		focus = RAJ_Cooperation_with_the_Princes
	}
	ai_will_do = {
		factor = 10
	}
	x = 3
	y = 3
	relative_position_id = RAJ_Reform_the_Colonial_Economy
	completion_reward = {
		if = {
			limit = {
				has_idea = RAJ_Princely_Cooperation_0
			}
			swap_ideas = {
				remove_idea = RAJ_Princely_Cooperation_0
				add_idea = RAJ_Princely_Cooperation_w
			}
		}
		else = {
			swap_ideas = {
				remove_idea = RAJ_Princely_Cooperation_s
				add_idea = RAJ_Princely_Cooperation_sw
			}
		}
		set_variable = {
			prince_state_manpower = 0.15
		}
		custom_effect_tooltip = RAJ_Princely_States_manpower_tt
		set_temp_variable = {
			hyderabad_volunteers = 427
			 = .state_population_k
		}
		multiply_temp_variable = {
			hyderabad_volunteers = 4.5
		}
		add_manpower = hyderabad_volunteers
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.96
Constructs: is_triggered_only, add_ideas, add_to_tech_sharing_group, give_guarantee
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.96
	title = SEA_japan_foreign_policy.96.t
	desc = SEA_japan_foreign_policy.96.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.96.a
		add_ideas = JAP_usa_jap_trade_agreement_idea
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_tech_sharing_group = jap_usa_japan_research
		FROM = {
			add_to_tech_sharing_group = jap_usa_japan_research
		} {
			give_guarantee = ROOT
		}
		give_guarantee = FROM
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_infiltrate_homeland
Constructs: prerequisite, limit, completion_reward, has_capitulated, cancel_if_invalid, gain_random_agency_upgrade, add_offsite_building, add_tech_bonus
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_infiltrate_homeland
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = LIT_prepare_resistance
	}
	x = -1
	y = 1
	relative_position_id = LIT_prepare_resistance
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		if = {
			limit = {
				has_DLC = Man the Guns
			}
			has_capitulated = yes
		} {
			limit = {
				NOT = {
					has_DLC = Man the Guns
				}
			}
			surrender_progress = > 0.5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_DLC = La Resistance
			}
			gain_random_agency_upgrade = yes
			add_offsite_building = {
				type = industrial_complex
				level = 3
			}
		}
		else = {
			add_tech_bonus = {
				name = underground_bonus
				bonus = 1.0
				uses = 2
				category = electronics
			}
		}
	}
}
### Entity: Effect Reference
Construct: declare_war_on
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## declare_war_on

* Supported Scopes: COUNTRY
* Supported Targets: none

```
declares war on specified country
```