Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sud_focus
Component: SUD_support_the_spanish_republic
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, has_global_flag, add_manpower
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_support_the_spanish_republic
	available = {
		SPR_scw_in_progress = yes
		if = {
			limit = {
				NOT = {
					has_global_flag = spanish_civil_war
				}
			}
			custom_trigger_tooltip = {
				tooltip = POR_spr_tooltip_country_exist_tt
				country_exists = SPR
			} {
				tooltip = POR_spr_tooltip_at_peace_tt
				NOT = {
					has_war_with = SPR
				}
			}
		}
	}
	bypass = {
		OR = {
			has_global_flag = scw_over
			if = {
				limit = {
					NOT = {
						has_global_flag = spanish_civil_war
					}
				}
				NOT = {
					country_exists = SPR
				}
			}
			else = {
				NOT = {
					country_exists = SPD
				}
			}
		}
	}
	prerequisite = {
		focus = SUD_mass_strikes
	}
	icon = GFX_goal_generic_spanish_civil_war_soldier
	x = 3
	y = 1
	relative_position_id = SUD_mass_strikes
	cost = 10
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_global_flag = spanish_civil_war
				}
			}
			custom_effect_tooltip = POR_spanish_republic_tt
		}
		SPD = {
			add_opinion_modifier = {
				target = ROOT
				modifier = POR_helped_in_civil_war
			}
			add_manpower = 1000
			add_equipment_to_stockpile = {
				type = infantry_equipment
				producer = ROOT
				amount = 2000
			}
		}
		add_timed_idea = {
			idea = r56_CHL_spanish_civil_war_involvement
			days = 1095
		}
		add_manpower = -1000
		set_rule = {
			can_send_volunteers = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_SPA_CIVIL_WAR FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Character
Component: army_CombinedArms_3
Source: game
File: common/country_leader/00_traits.txt

Code:
army_CombinedArms_3 = {
	sprite = 8
	motorized_attack_factor = 0.15
	motorized_defence_factor = 0.15
	mechanized_attack_factor = 0.15
	mechanized_defence_factor = 0.15
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Event
Component: austria.19
Constructs: is_triggered_only, ai_chance, has_country_flag, add_stability, set_country_flag, has_game_rule, add_popularity
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.19
	title = austria.19.t
	desc = austria.19.d
	is_triggered_only = yes
	trigger = {
		has_country_flag = AUS_bauer_treated
	}
	picture = GFX_report_event_AUS_sdapo_rally
	option = {
		name = austria.19.a
		add_stability = 0.02
		set_country_flag = AUS_chose_renner
		custom_effect_tooltip = AUS_renner_win
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				OR = {
					has_country_flag = AUS_RENNER AUS_bauer_died
					has_game_rule = {
						rule = AUS_ai_behavior_r56
						option = AUS_RENNER
					}
				}
			}
		}
	} {
		name = austria.19.b
		set_country_flag = AUS_chose_bauer
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = AUS_bauer_win
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				OR = {
					has_country_flag = AUS_RENNER AUS_bauer_died
					has_game_rule = {
						rule = AUS_ai_behavior_r56
						option = AUS_RENNER
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_prepare_for_war_with_japan
Constructs: prerequisite, has_government, has_war_with, add_war_support, completion_reward, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_prepare_for_war_with_japan
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = PRC_the_yanan_base_area
	}
	x = -1
	y = 1
	relative_position_id = PRC_the_yanan_base_area
	cost = 10
	ai_will_do = {
		factor = 4
		modifier = {
			JAP = {
				has_government = communism
			}
			factor = 0
		}
	}
	available = {
		not = {
			is_subject_of = JAP
		}
	}
	bypass = {
		has_war_with = JAP
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_mass_assault_focus
Constructs: prerequisite, completion_reward, has_doctrine, add_doctrine_cost_reduction
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_mass_assault_focus
	icon = GFX_goal_infantry_offensive
	prerequisite = {
		focus = SLO_doctrine_effort
	}
	mutually_exclusive = {
		focus = SLO_invite_german_military_mission SLO_mobile_warfare_focus SLO_firepower_focus SLO_planning_focus SLO_guerilla_tactics_focus
	}
	x = 11
	y = 2
	relative_position_id = SLO_army_effort
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		has_doctrine = mass_assault
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = cat_mass_assault
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: ISR_bituah_leumi
Constructs: stability_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/israel.txt

Code:
ISR_bituah_leumi = {
	picture = r56_idea_okay_investment
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		monthly_population = 0.5
		stability_factor = 0.1
		political_power_factor = -0.05
		consumer_goods_factor = 0.04
		democratic_drift = 0.05
	}
}
### Entity: Faction
Component: faction_manifest_spread_of_communism
Constructs: is_manifest, communism_drift, conscription_factor
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_spread_of_communism = {
	name = spread_of_communism_goal_name
	description = spread_of_communism_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = game:all_countries
		completed_amount_collection = collection:world_communist_countries
		range = {
			max = 1
		}
		scale = {
			communism_drift = 0.1
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					conscription_factor = 0.05
					party_popularity_stability_factor = 0.1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_trade_fleet
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_trade_fleet
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = CAN_escort_fleet CAN_fleet_in_being
	}
	x = 1
	y = 4
	relative_position_id = CAN_halifax_shipyards
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = CAN_trade_fleet
	}
}
### Entity: Character
Component: QUE_georges_vanier
Source: game
File: common/characters/QUE.txt

Code:
QUE_georges_vanier = {
	name = Georges Vanier
	portraits = {
		army = {
			large = gfx/leaders/ENG/Portrait_Britain_Generic_land_1.dds
			small = GFX_idea_ENG_generic_land_2
		}
	}
	advisor = {
		cost = 100
		slot = army_chief
		idea_token = QUE_georges_vanier
		ledger = army
		allowed = {
			original_tag = QUE
		}
		traits = {
			army_chief_old_guard
		}
	}
	field_marshal = {
		traits = {
			politically_connected homeland_connoisseur
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Character
Component: MAC_panayot_hitrov
Constructs: has_government
Source: game
File: common/characters/MAC.txt

Code:
MAC_panayot_hitrov = {
	name = MAC_panayot_hitrov
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_4
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MAC_panayot_hitrov
		allowed = {
			original_tag = MAC
		}
		available = {
			OR = {
				has_government = fascism neutrality
			}
		}
		traits = {
			smooth_talking_charmer
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_militarize_zaseen
Constructs: prerequisite, completion_reward, add_tech_bonus, electronics_bonus
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_militarize_zaseen
	icon = GFX_goal_PAL_militarize_zaseen
	prerequisite = {
		focus = PAL_al_futuwa
	}
	x = 1
	y = 1
	relative_position_id = PAL_al_futuwa
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 3
			uses = 1
			category = signal_company_tech
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_yatagarasus_guidance
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_country_flag, completion_reward, allow_branch, has_dlc
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_yatagarasus_guidance
	icon = GFX_focus_JAP_yatagarasus_guidance
	x = 0
	y = 2
	relative_position_id = JAP_the_footsteps_of_jimmu
	prerequisite = {
		focus = JAP_the_footsteps_of_jimmu
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	allow_branch = {
		has_dlc = No Compromise, No Surrender
		has_country_flag = JAP_empress_nagako_became_queen_flag
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = JAP_sea_purge_the_kodoha_faction JAP_okadas_military_purge_speech
			}
		}
	}
	available = {
		has_completed_focus = JAP_embodying_empress_jinguu
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 0.75
			uses = 2
			category = radar_tech
			name = JAP_yatagarasus_guidance
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = JAP_yatagarasus_guidance_idea
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_marine_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_marine_speed_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_guerilla_war
Constructs: has_subdoctrine_in_track, has_dlc
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_guerilla_war = {
	has_subdoctrine_in_track = combat_support infantry
	NOT = {
		EAI_FOCUS_LAND_DOCTRINE_last_stand = yes
	} {
		EAI_land_doctrine_progress_limit = yes
	}
	has_dlc = No Compromise, No Surrender
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
	OR = {
		EAI_STRATEGY_resist_occupation = yes
		EAI_STRATEGY_stabilize_country = yes
	}
}
### Entity: National Focus
Component: wuw_HUN_the_szekel_command
Constructs: division_template, prerequisite, has_war, completion_reward, is_controlled_by, cancel_if_invalid, is_locked, create_unit
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_szekel_command
	icon = GFX_focus_HUN_the_szekel_command
	prerequisite = {
		focus = wuw_HUN_transylvanian_mountaineers
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_transylvanian_mountaineers
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		has_war = yes
		76 = {
			is_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = wuw_HUN_the_szekel_command_division_tt
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Székel Command
				disband = yes
			}
			division_template = {
				name = Székel Command Group
				division_names_group = HUN_MTN_01
				role = mountaineers
				is_locked = no
				regiments = {
					mountaineers = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
					artillery_brigade = {
						x = 2
						y = 0
					}
				}
				support = {
					recon = {
						x = 0
						y = 0
					}
					engineer = {
						x = 0
						y = 1
					}
					artillery = {
						x = 0
						y = 2
					}
				}
			}
			76 = {
				create_unit = {
					division = name = "First Székel Command" division_template = "Székel Command Group" start_experience_factor = 0.6 start_equipment_factor = 0.8
					owner = ROOT
					officer = {
						name = HUN_istvan_kozma
					}
				} {
					division = name = "Second Székel Command" division_template = "Székel Command Group" start_experience_factor = 0.6 start_equipment_factor = 0.6
					owner = ROOT
					officer = {
						name = HUN_ferenc_horvath
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_organization_of_african_unity
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, add_political_power, is_subject, has_dlc
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_organization_of_african_unity
	prerequisite = {
		focus = ETH_african_wildfire ETH_freedom_at_gunpoint
	}
	icon = GFX_focus_ETH_organization_of_african_unity
	relative_position_id = ETH_african_wildfire
	x = 4
	y = 1
	cost = 10
	available = {
		is_subject = no
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			COG = {
				NOT = {
					has_completed_focus = COG_organization_of_african_unity
				}
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ETH_organization_of_african_unity_tt
		add_political_power = 150
		add_ideas = organization_of_african_unity_member_idea
		set_country_flag = org_of_african_unity_founder
		IF = {
			limit = {
				has_completed_focus = ETH_soviet_mediation
			}
			set_country_flag = org_founder_is_authoritarian_flag
		}
		news_event = {
			id = bba_africa_news.3
			hours = 2
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_barrier_troops
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_barrier_troops
	icon = GFX_SOV_barrier_troops_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_smersh
	}
	x = 0
	y = 1
	relative_position_id = SOV_smersh
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_to_variable = {
			SOV_the_red_army_army_org_regain = 0.1
		}
		custom_effect_tooltip = SOV_barrier_troops_ns_tt
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_atacama_training
Constructs: shared_focus, prerequisite, limit, completion_reward, allow_branch, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_atacama_training
	icon = GFX_focus_SMB_atacama_training
	mutually_exclusive = {
		focus = SMB_tierra_del_fuego_training
	}
	relative_position_id = SMB_domestic_production
	prerequisite = {
		focus = SMB_domestic_production SMB_foreign_designs
	}
	x = -4
	y = 1
	cost = 5
	available = {
		OR = {
			controls_state = 951 506 952 959 508 960
		}
	}
	bypass = {

	}
	allow_branch = {
		OR = {
			original_tag = ARG CHL
		}
	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_acclimatization_hot_climate_gain_factor = 0.15
				tooltip = acclimatization_hot_climate_gain_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_acclimatization_hot_climate_gain_factor = 0.15
				tooltip = acclimatization_hot_climate_gain_factor_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_acclimatization_hot_climate_gain_factor = 0.15
				tooltip = acclimatization_hot_climate_gain_factor_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = JUNO_modify_south_american_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_acclimatization_hot_climate_gain_factor = 0.15
				tooltip = acclimatization_hot_climate_gain_factor_tt
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_available_low_economic_mobilisation
Constructs: has_completed_focus, limit, has_idea, has_war_support, has_dlc, has_defensive_war, has_active_mission
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_available_low_economic_mobilisation = {
	NOT = {
		has_idea = low_economic_mobilisation
	}
	has_war_support = > 0.15
	IF = {
		limit = {
			original_tag = HUN
			has_dlc = Death or Dishonor
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			NOT = {
				has_idea = HUN_treaty_of_triannon_aat
			}
		}
		ELSE = {
			NOT = {
				has_idea = HUN_treaty_of_triannon
			}
		}
	}
	ELSE_IF = {
		limit = {
			original_tag = HUN
			has_dlc = Gotterdammerung
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_trigger_tooltip = {
				tooltip = wuw_HUN_not_has_trianon_for_laws_tt
				NOT = {
					OR = {
						has_idea = HUN_treaty_of_triannon_aat_wuw HUN_treaty_of_triannon_aat_wuw_no_air_debuff HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff
					}
				}
			}
		}
		ELSE = {
			custom_trigger_tooltip = {
				tooltip = wuw_HUN_not_has_trianon_for_laws_tt
				NOT = {
					OR = {
						has_idea = HUN_treaty_of_triannon_wuw HUN_treaty_of_triannon_wuw_no_army_exp_debuff HUN_treaty_of_triannon_wuw_no_air_debuff HUN_treaty_of_triannon_wuw_no_air_or_army_debuff
					}
				}
			}
		}
	}
	if = {
		limit = {
			has_completed_focus = USA_limited_intervention
			has_defensive_war = no
		}
		has_war_support = > 0.3
		congress_high_support_trigger = yes
	} {
		limit = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		NOT = {
			OR = {
				has_active_mission = TUR_etatism_crisis_2 TUR_etatism_crisis_3 TUR_etatism_crisis_4
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AAPP-6_Blank.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
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Beta
Beta talk
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:APP-6_Blank.png"
### Entity: Character
Component: CHL_carlos_contreras_labarca
Constructs: has_completed_focus, has_government, has_country_flag, has_dlc, has_country_leader
Source: game
File: common/characters/CHL.txt

Code:
CHL_carlos_contreras_labarca = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		name = CHL_carlos_contreras_labarca
		portraits = {
			civilian = {
				large = GFX_portrait_CHL_carlos_contreras_labarca
				small = GFX_portrait_CHL_carlos_contreras_labarca_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CHL_carlos_contreras_labarca
			allowed = {
				original_tag = CHL
			}
			available = {
				OR = {
					has_government = communism
					has_completed_focus = CHL_align_the_marxists
					has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
				}
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = CHL_carlos_contreras_labarca
					}
				}
			}
			visible = {
				OR = {
					has_government = communism
					has_completed_focus = CHL_align_the_marxists
					has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
				} {
					NOT = {
						has_completed_focus = CHL_address_the_mapuche_conflict
					} {
						has_completed_focus = CHL_denounce_the_anarchy
					}
					AND = {
						has_completed_focus = CHL_avenge_the_pacification_of_araucania
						has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
					}
				}
			}
			traits = {
				leftist_intellectual
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		name = CHL_carlos_contreras_labarca
		portraits = {
			civilian = {
				large = GFX_portrait_Carlos_Contreras_Labarca
			}
		}
		country_leader = {
			ideology = marxism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Event
Component: siam_r56.7
Constructs: is_triggered_only, ai_chance, set_autonomy
Source: game
File: events/r56_SIA_events.txt

Code:
country_event = {
	id = siam_r56.7
	title = SIA_r56.7.title
	desc = siam_r56.7.desc
	picture = GFX_report_event_siamese_soldiers
	is_triggered_only = yes
	option = {
		name = siam_r56.7.a
		ai_chance = {
			base = 20
		}
		FROM = {
			set_autonomy = {
				target = ROOT
				autonomy_state = autonomy_puppet
				end_wars = no
				end_civil_wars = no
			}
			country_event = {
				id = siam_r56.14
				hours = 6
			}
		}
	} {
		name = siam_r56.7.b
		ai_chance = {
			base = 20
		}
		FROM = {
			country_event = {
				id = siam_r56.13
				hours = 6
			}
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.78
Constructs: is_triggered_only
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.78
	title = wuw_GER_diplomacy.78.t
	desc = wuw_GER_diplomacy.78.desc
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.78.a
		puppet = FROM
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_north_atlantic_defense_focus
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject, is_in_faction_with, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_north_atlantic_defense_focus
	icon = GFX_goal_generic_occupy_states_coastal
	prerequisite = {
		focus = NOR_delegate_control_of_the_merchant_fleet
	}
	x = 0
	y = 4
	relative_position_id = NOR_seek_a_british_alliance
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		OR = {
			is_in_faction_with = ENG CAN
		}
	}
	completion_reward = {
		custom_effect_tooltip = NOR_north_atlantic_defense_focus_tt
		if = {
			limit = {
				has_idea = NOR_continuous
			}
			swap_ideas = {
				remove_idea = NOR_continuous
				add_idea = NOR_atlantic_balanced_policy
			}
		} {
			limit = {
				has_idea = NOR_pro-rearmament_politics
			}
			swap_ideas = {
				remove_idea = NOR_pro-rearmament_politics
				add_idea = NOR_atlantic_defense_policy
			}
		} {
			limit = {
				ENG = {
					is_in_faction_with = NOR
				}
			}
			ENG = {
				add_ideas = NOR_north_atlantic_joint_defense
			}
		} {
			limit = {
				CAN = {
					is_in_faction_with = NOR
				}
			}
			CAN = {
				add_ideas = NOR_north_atlantic_joint_defense
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}