Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bel_focus
Component: BEL_charles_count_of_flanders
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, remove_trait, add_country_leader_role
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_charles_count_of_flanders
	icon = GFX_focus_BEL_charles_count_of_flanders
	prerequisite = {
		focus = BEL_v_for_victory
	}
	mutually_exclusive = {
		focus = BEL_leopolds_return BEL_democratic_homecoming
	}
	relative_position_id = BEL_v_for_victory
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY
	}
	x = 0
	y = 1
	cost = 5
	available = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_completed_focus = BEL_kings_abdication
			}
			BEL_charles_count_of_flanders_person = {
				remove_trait = {
					slot = political_advisor
					trait = BEL_quiet_royal
				}
			}
			add_country_leader_role = {
				character = BEL_charles_count_of_flanders_person
				promote_leader = yes
				country_leader = {
					ideology = conservatism
					expire = 1965.1.1
					 = .1
					traits = {
						BEL_charles_king_of_belgians
					}
				}
			}
		}
		ELSE = {
			add_country_leader_role = {
				character = BEL_charles_count_of_flanders_person
				promote_leader = yes
				country_leader = {
					ideology = conservatism
					expire = 1965.1.1
					 = .1
					traits = {
						BEL_royal_regent
					}
				}
			}
		}
		add_stability = 0.1
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_foreign_brigades_for_the_revolution
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_foreign_brigades_for_the_revolution
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = TUR_stop_the_stalinist_charade TUR_strike_the_british_imperialists
	}
	x = 0
	y = 2
	relative_position_id = TUR_learning_from_the_tripolitanian_war
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = TUR_revolutionary_brigades_from_abroad
	}
}
### Entity: Idea
Component: idea_SIA_death_to_nationalists_3
Constructs: army_attack_factor, has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_death_to_nationalists_3 = {
	name = SIA_a_new_dawn_over_asia
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_war_preparation
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = PRC
		attack_bonus_against = 0.1
	}
	modifier = {
		army_strength_factor = 0.1
		org_loss_at_low_org_factor = -0.15
		attrition = -0.04
		army_attack_factor = 0.1
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_reinforce_gold_mining
Constructs: prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_reinforce_gold_mining
	icon = GFX_goal_generic_gold
	prerequisite = {
		focus = ARM_start_the_rare_minerals_program
	}
	relative_position_id = ARM_start_the_rare_minerals_program
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		controls_state = 230
		has_tech = excavation1
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				230
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_resource = {
			type = chromium
			amount = 4
			state = 230
		}
		add_timed_idea = {
			idea = AFG_gold_mining
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_CHROMIUM
	}
}
### Entity: Character
Component: KUR_ncs
Source: game
File: common/characters/KUR.txt

Code:
KUR_ncs = {
	advisor = {
		slot = high_command
		idea_token = KUR_ncs
		ledger = navy
		allowed = {
			original_tag = KUR
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_2
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_military_equipment_ETH
Source: game
File: common/ai_focuses/ETH.txt

Code:
ai_focus_military_equipment_ETH = {
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
}
### Entity: Idea
Component: MAN_zaibatsu_state
Constructs: removal_cost
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_zaibatsu_state = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = Zaibatsu_Idea
	modifier = {
		political_power_cost = 0.25
		consumer_goods_factor = -0.25
		overlord_trade_cost_factor = -0.8
		stability_weekly = -0.01
		local_resources_factor = 0.25
	}
}
### Entity: Character
Component: IRQ_salah_al_din_al_sabbagh
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_salah_al_din_al_sabbagh = {
	name = IRQ_salah_al_din_al_sabbagh
	portraits = {
		army = {
			large = GFX_portrait_IRQ_salah_al_din_al_sabbagh
			small = GFX_portrait_IRQ_salah_al_din_al_sabbagh_military_small
		}
		civilian = {
			small = GFX_portrait_IRQ_salah_al_din_al_sabbagh_civilian_small
		}
	}
	advisor = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		slot = political_advisor
		idea_token = IRQ_salah_al_din_al_sabbagh
		traits = {
			IRQ_knight_of_arabism
		}
		available = {
			has_government = fascism
			NOT = {
				has_completed_focus = IRQ_kurdish_revolt
			}
		}
		visible = {
			NOT = {
				has_completed_focus = IRQ_kurdish_revolt
			}
		}
		ai_will_do = {
			base = 1
		}
	} {
		slot = high_command
		ledger = air
		idea_token = IRQ_salah_al_din_al_sabbagh_ahc
		cost = 100
		traits = {
			air_air_superiority_2
		}
		visible = {
			NOT = {
				has_completed_focus = IRQ_kurdish_revolt
			}
		}
		available = {
			NOT = {
				has_completed_focus = IRQ_kurdish_revolt
			}
		}
		ai_will_do = {
			base = 1
		}
	}
	corps_commander = {
		traits = {
			infantry_leader IRQ_golden_square_member
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		visible = {
			NOT = {
				has_completed_focus = IRQ_kurdish_revolt
			}
		}
	}
}
### Entity: Character
Component: POL_wladyslaw_kalkus
Source: game
File: common/characters/POL.txt

Code:
POL_wladyslaw_kalkus = {
	name = POL_wladyslaw_kalkus
	portraits = {
		army = {
			small = GFX_idea_POL_wladyslaw_kalkus
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = POL_wladyslaw_kalkus
		ledger = air
		allowed = {
			original_tag = POL
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: Resistance
Component: sabotage_dockyard
Source: game
File: common/resistance_activity/resistance_activity.txt

Code:
sabotage_dockyard = {
	available = {
		non_damaged_building_level = {
			building = dockyard
			level = > 0
		}
	}
	weight = {
		base = 1
	}
	effect = {
		damage_building = {
			type = dockyard
			damage = 0.25
		}
	}
	alert_text = building_is_sabotaged
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_balseiro_institute
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_balseiro_institute
	icon = GFX_focus_research2
	prerequisite = {
		focus = ARG_nuclear_committe ARG_pioneers
	}
	x = 34
	y = 5
	cost = 10
	ai_will_do = {
		factor = 150
	}
	available = {
		num_of_factories = > 50
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: GER_reichsbischof
Constructs: stability_factor, fascism_drift, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_reichsbischof = {
	sprite = 13
	random = no
	fascism_drift = 0.02
	neutrality_drift = 0.02
	monthly_population = 0.1
	political_power_factor = 0.075
	party_popularity_stability_factor = 0.05
	stability_factor = 0.025
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_learn_from_the_crown
Constructs: prerequisite, completion_reward, is_in_faction_with, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_learn_from_the_crown
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = RAJ_keep_british_generals
	}
	x = 0
	y = 1
	relative_position_id = RAJ_keep_british_generals
	cost = 5
	available = {
		is_in_faction_with = ENG
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = RAJ_learn_from_the_crown
			cost_reduction = 0.75
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Special Project
Component: sp_naval_cruiser_submarine
Constructs: limit, fire_only_once, has_dlc, has_tech, breakthrough_cost, resource_cost, enable_equipments, add_design_template_bonus
Source: game
File: common/special_projects/projects/naval_projects.txt

Code:
sp_naval_cruiser_submarine = {
	specialization = specialization_naval
	project_tags = sp_tag_submarine
	ai_will_do = {
		base = 1
	}
	complexity = sp_complexity.medium
	prototype_time = sp_time.prototype.medium
	allowed = {

	}
	special_project_parent = {

	}
	available = {
		FROM = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_tech = early_ship_hull_submarine
			}
			else = {
				has_tech = early_submarine
			}
		}
	}
	breakthrough_cost = {
		specialization_naval = 1
	}
	resource_cost = {
		resources = {
			steel = 8
		}
	}
	project_output = {
		enable_equipments = {
			limit = {
				has_dlc = Man the Guns
			}
			 = ship_hull_cruiser_submarine
		} {
			limit = {
				not = {
					has_dlc = Man the Guns
				}
			}
			 = cruiser_submarine
		}
		country_effects = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				add_design_template_bonus = {
					name = sp_naval_cruiser_submarine_free_design
					uses = 1
					cost_factor = 1
					equipment = ship_hull_cruiser_submarine
				}
			}
		}
	}
	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_failure_torpedo_accident
	}
	unique_prototype_rewards = {
		sp_naval_cruiser_submarine_unique_reward_a = {
			fire_only_once = yes
			threshold = {
				min = 40
				max = 90
			}
			weight = {
				base = 100
			}
			option = {
				token = sp_naval_cruiser_submarine_preference_a
				iteration_output = {
					country_effects = {
						if = {
							limit = {
								NOT = {
									has_dlc = Man the Guns
								}
							}
							add_equipment_bonus = {
								name = sp_cruiser_submarine_eq_bonus_range
								bonus = {
									cruiser_submarine = {
										naval_range = 0.1
									}
								}
							}
						}
					}
					enable_equipment_modules = {
						limit = {
							has_dlc = Man the Guns
						}
						 = ship_extra_fuel_tank
					}
				}
			} {
				token = sp_naval_cruiser_submarine_preference_b
				iteration_output = {
					coun
# ... (truncated)
### Entity: Decision
Component: SOV_national_academy_of_sciences_dec_cat
Constructs: has_completed_focus, has_civil_war
Source: game
File: common/decisions/categories/SOV_decision_categories.txt

Code:
SOV_national_academy_of_sciences_dec_cat = {
	priority = 30
	icon = SOV_soviet_academy_of_sciences
	picture = GFX_decision_cat_picture_soviet_national_academy_of_sciences
	allowed = {
		original_tag = SOV
	}
	visible = {
		has_completed_focus = SOV_national_academies_of_sciences
		has_civil_war = no
	}
}
### Entity: Event
Component: AST_diplomatic_events.32
Constructs: is_triggered_only, limit, has_country_flag, give_resource_rights, clr_country_flag
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.32
	title = AST_diplomatic_events.32.t
	desc = AST_diplomatic_events.32.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.32.a
		IF = {
			limit = {
				AST = {
					has_country_flag = AST_ins_resources_flag
				}
			}
			effect_tooltip = {
				FROM = {
					give_resource_rights = {
						receiver = AST
						state = 1051
					}
				}
			}
			ELSE_IF = {
				limit = {
					AST = {
						has_country_flag = AST_mal_resources_flag
					}
				}
				effect_tooltip = {
					FROM = {
						give_resource_rights = {
							receiver = AST
							state = 1064
						}
					}
				}
			} {
				limit = {
					AST = {
						has_country_flag = AST_brm_resources_flag
					}
				}
				effect_tooltip = {
					FROM = {
						give_resource_rights = {
							receiver = AST
							state = 288
						}
					}
				}
			} {
				limit = {
					AST = {
						has_country_flag = AST_ind_resources_flag
					}
				}
				effect_tooltip = {
					FROM = {
						give_resource_rights = {
							receiver = AST
							state = 671
						}
					}
				}
			}
		}
		AST = {
			clr_country_flag = AST_ins_resources_flag AST_mal_resources_flag AST_brm_resources_flag AST_ind_resources_flag AST_resource_request_ongoing_flag
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_american_industrial_investments
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_popularity, add_timed_idea
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_american_industrial_investments
	icon = GFX_focus_chi_mission_to_the_us
	prerequisite = {
		focus = SWI_closer_democratic_ties
	}
	relative_position_id = SWI_closer_democratic_ties
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = > 0.7
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_balanced
		}
		USA = {
			exists = yes
			NOT = {
				has_government = fascism
			} {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		USA = {
			OR = {
				has_government = fascism
				exists = no
				has_war_with = ROOT
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		USA = {
			country_event = {
				id = BBA_switzerland_trade.13
				hours = 4
			}
		}
		custom_effect_tooltip = if_they_accept
		effect_tooltip = {
			ROOT = {
				add_timed_idea = {
					idea = SWI_foreign_investments_idea
					days = 730
				}
			}
		}
		hidden_effect = {
			SWI_find_best_democratic_ally = yes
		}
	}
}
### Entity: Effect Reference
Construct: add_diplo
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
add_diplo
|
Adds diplomatic entroute
|

|

PrintSynchStuff
|
Prints random count and seed
|

|

SetRandomCount
|
Sets the random count to 0 or arg
|

|
### Entity: National Focus
Tree: cog_focus
Component: COG_fleet_management
Constructs: prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_fleet_management
	icon = GFX_goal_coastal_navy
	prerequisite = {
		focus = COG_capital_ships_effort COG_destroyer_effort
	} {
		focus = COG_large_navy
	}
	x = 47
	y = 5
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		navy_experience = 10
		add_doctrine_cost_reduction = {
			name = fleet_in_being_bonus
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: BBA_african_union_events.12
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, add_political_power, is_on_continent, add_core_of
Source: game
File: events/BBA_AfricanUnion_events.txt

Code:
country_event = {
	id = BBA_african_union_events.12
	title = BBA_african_union_events.12.t
	desc = BBA_african_union_events.12.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_african_unity
	option = {
		name = BBA_african_union_events.12.a
		ai_chance = {
			base = 10
		}
		every_owned_state = {
			limit = {
				is_on_continent = africa
			}
			add_core_of = FROM
		}
		FROM = {
			add_political_power = 150
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_legacy_of_the_sich_riflemen
Constructs: division_template, prerequisite, limit, completion_reward, has_country_leader, has_capitulated, random_owned_controlled_state, has_full_control_of_state
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_legacy_of_the_sich_riflemen
	icon = GFX_focus_POL_ukrainian_army
	prerequisite = {
		focus = UKR_restore_the_hetmanate
	}
	relative_position_id = UKR_restore_the_hetmanate
	x = -3
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		has_country_leader = {
			character = UKR_vasyl_vyshyvanyi
			ruling_only = yes
		}
	}
	bypass = {
		has_capitulated = yes
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		army_experience = 20
		division_template = {
			name = Sich Riflemen
			priority = 2
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				}
				artillery_brigade = {
					x = 2
					y = 1
				} {
					x = 2
					y = 2
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			prioritize = {
				202
			}
			create_unit = {
				division = name = "Sich Riflemen" division_template = "Sich Riflemen" start_experience_factor = 1.0
				owner = ROOT
			} {
				division = name = "Sich Riflemen" division_template = "Sich Riflemen" start_experience_factor = 1.0
				owner = ROOT
			}
		}
	}
}
### Entity: Country History
Country: GXC
Component: GXC_misc
Constructs: recruit_character, limit, add_ideas, add_political_power, set_variable, has_dlc, set_oob, set_grand_doctrine
Source: game
File: history/countries/GXC - Guangxi.txt

Code:
# Misc for GXC
capital = 594
set_variable = {
	CHI_warlord_army_political_power_gain = 0
}
{
	CHI_warlord_army_army_core_attack_factor = 0
}
{
	CHI_warlord_army_army_core_defence_factor = 0
}
{
	CHI_warlord_army_production_speed_buildings_factor = 0
}
{
	CHI_warlord_army_army_infantry_attack_factor = 0
}
{
	CHI_warlord_army_army_infantry_defence_factor = 0
}
{
	CHI_warlord_army_special_forces_cap = 0
}
{
	CHI_warlord_army_special_forces_out_of_supply_factor = 0
}
{
	warlord_faction_influence_war_score_factor = 0
}
{
	warlord_faction_influence_contribution_factor = 0
}
{
	RNG_state_shintoism_surrender_limit = 0
}
{
	RNG_state_shintoism_war_support_factor = 0
}
{
	RNG_state_shintoism_pocket_penalty = 0
}
{
	RNG_state_shintoism_stability_factor = 0
}
{
	RNG_state_shintoism_army_core_defence_factor = 0
}
{
	RNG_state_shintoism_research_speed_factor = 0
}
{
	RNG_state_shintoism_recruitable_population_factor = 0
}
{
	RNG_state_shintoism_political_power_gain = 0
}
IF = {
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	set_oob = GXC_1936_sea
	else = {
		set_oob = GXC_1936
	}
}
{
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	add_ideas = {
		GXC_uneasy_minds_idea CHI_warlord_looting_idea
	}
	ELSE = {
		recruit_character = GXC_wang_shuming GXC_chen_jitang
	}
}
set_grand_doctrine = mass_assault
if = {
	limit = {
		has_dlc = Waking the Tiger
	}
	add_ideas = {
		PRC_government_corruption CHI_ineffective_bureaucracy_warlord CHI_warlord_state_idea
	}
}
1939.1.1 = {
	oob = GXC_1939
	add_political_power = 1198
	add_command_power = 100
	IF = {
		limit = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		CHI = {
			add_to_faction = PREV
		}
		add_to_war = {
			targeted_alliance = CHI
			enemy = JAP
			hostility_reason = asked_to_join
		}
		complete_national_focus = CHI_secure_internal_politics CHI_cooperation_with_the_nationalists CHI_industrial_investment CHI_public_education_reform CHI_long_term_economic_planning CHI_technological_cooperation CHI_local_arms_production CHI_new_model_province CHI_root_out_corruption CHI_land_reform CHI_reform_the_administration
		ELSE = {
			CHI = {
				add_to_faction = PREV
			}
			add_to_war = {
				targeted_alliance = CHI
				enemy = JAP
				hostility_reason = asked_to_join
			}
			complete_national_focus = CHI_sea_secure_internal_politics CHI_sea_cooperation_with_the_nationalists CHI_sea_develop_capital CHI_se
# ... (truncated)
### Entity: Trigger Reference
Construct: is_border_conflict
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_border_conflict

* Supported Scopes: STATE
* Supported Targets: any

```
checks if a state is in border conflict
```
### Entity: Idea
Component: BUL_government_reforms_fascists_02
Constructs: add_ideas, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_government_reforms_fascists_02 = {
	name = BUL_government_reforms_communists_01
	picture = FRA_market_dynamism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	on_add = {
		add_ideas = limited_exports
	}
	modifier = {
		economy_cost_factor = -0.5
		production_speed_industrial_complex_factor = 0.15
		consumer_goods_factor = -0.1
		trade_laws_cost_factor = 0.5
		min_export = -0.15
	}
}
### Entity: AI Strategy
Component: garrison_SOV
Source: game
File: common/ai_templates/templates_SOV.txt

Code:
garrison_SOV = {
	available_for = {
		SOV
	}
	role = garrison
	upgrade_prio = {
		base = 0.5
		modifier = {
			factor = 20
			NOT = {
				ai_has_role_template = garrison
			}
		}
	}
	garrison_SOV = {
		reinforce_prio = 0
		custom_icon = 7
		upgrade_prio = {
			base = 2
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				military_police = 1
			}
			regiments = {
				infantry = 6
			}
		}
	}
}
### Entity: Country History
Country: TIB
Component: TIB_technology
Constructs: set_technology
Source: game
File: history/countries/TIB - Tibet.txt

Code:
# Starting Technologies for TIB
set_technology = {
	infantry_weapons = 1
}
### Entity: National Focus
Tree: que_focus
Component: QUE_disband_parlimentarism
Constructs: prerequisite, has_government, completion_reward, add_political_power, is_subject, add_popularity
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_disband_parlimentarism
	icon = GFX_goal_FRA_front_de_la_liberte
	prerequisite = {
		focus = QUE_deal_with_opposition
	}
	relative_position_id = QUE_storm_the_parliament
	x = -2
	y = 3
	cost = 5
	available_if_capitulated = yes
	available = {
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_popularity = {
			popularity = 0.1
			ideology = fascism
		}
		add_political_power = 50
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: ARG_harsh_democrat
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
ARG_harsh_democrat = {
	random = no
	sprite = 13
	stability_factor = 0.1
	democratic_drift = 0.1
	democratic_acceptance = 40
	ai_will_do = {
		factor = 1
	}
}