Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: YEM_MOT_01
Source: game
File: common/units/names_divisions/YEM_names_divisions.txt

Code:
YEM_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		YEM
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		YEM_INF_01
	}
	fallback_name = Yemeni al-Mushati al-%dr
	ordered = {
		1 = {
			Alfurqat Alfursan Almalika
		}
		2 = {
			Yemeni al-Mushati al-%di
		}
		3 = {
			Yemeni al-Mushati al-%di
		}
		4 = {
			Yemeni al-Mushati al-%di
		}
		5 = {
			Yemeni al-Mushati al-%di
		}
		6 = {
			Yemeni al-Mushati al-%di
		}
		7 = {
			Yemeni al-Mushati al-%di
		}
		8 = {
			Yemeni al-Mushati al-%di
		}
		9 = {
			Yemeni al-Mushati al-%di
		}
		10 = {
			Yemeni al-Mushati al-%di
		}
		12 = {
			Yemeni al-Mushati al-%dr
		}
		13 = {
			Yemeni al-Mushati al-%dr
		}
		14 = {
			Yemeni al-Mushati al-%dr
		}
		15 = {
			Yemeni al-Mushati al-%dr
		}
		16 = {
			Yemeni al-Mushati al-%dr
		}
		17 = {
			Yemeni al-Mushati al-%dr
		}
		18 = {
			Yemeni al-Mushati al-%dr
		}
		19 = {
			Yemeni al-Mushati al-%dr
		}
		20 = {
			Yemeni al-Mushati al-%dr
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_defensive_posture
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_defensive_posture
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = CHI_sea_personal_leadership
	}
	mutually_exclusive = {
		focus = CHI_sea_provoke_border_clashes
	}
	x = 1
	y = 1
	relative_position_id = CHI_sea_personal_leadership
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = CHI_defensive_posture
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_further_mobilization
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_further_mobilization
	icon = GFX_focus_CHI_tongzi_jun
	prerequisite = {
		focus = MAN_tsr_alliance_with_the_kwantung_army
	}
	x = -1
	y = 1
	relative_position_id = MAN_tsr_alliance_with_the_kwantung_army
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_idea = MAN_strengthen_army
				}
			}
			add_ideas = MAN_mobilization
		}
		ELSE = {
			swap_ideas = {
				remove_idea = MAN_strengthen_army
				add_idea = MAN_strong_army
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_exploit_the_frontier
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_exploit_the_frontier
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = RAJ_imperial_rail_renewal_act
	}
	x = -1
	y = 1
	relative_position_id = RAJ_imperial_rail_renewal_act
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = {
			localization_key = generic_unlocks_decisions_explanation_tt
			DECISIONS = prospect_for_resources
			EXPLANATION = RAJ_exploit_the_frontier_decisions_tt
		}
	}
}
### Entity: Country History
Country: XIC
Component: XIC_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/XIC - Xi'An.txt

Code:
# Politics & Parties for XIC
set_stability = 0.5
set_war_support = 0.45
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: Unit Template
Component: ALB_PAR_01
Source: game
File: common/units/names_divisions/ALB_names_divisions.txt

Code:
ALB_PAR_01 = {
	name = Paratrooper Division
	for_countries = {
		ALB
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %s Ushtar përdor Aviacion Pjesëtim
	ordered = {
		1 = {
			%s Ushtar përdor Aviacion Pjesëtim
		}
		2 = {
			%s Ushtar përdor Aviacion Pjesëtim
		}
		3 = {
			%s Ushtar përdor Aviacion Pjesëtim
		}
		4 = {
			%s Ushtar përdor Aviacion Pjesëtim
		}
		5 = {
			%s Ushtar përdor Aviacion Pjesëtim
		}
		6 = {
			%s Ushtar përdor Aviacion Pjesëtim
		}
		7 = {
			%s Ushtar përdor Aviacion Pjesëtim
		}
		8 = {
			%s Ushtar përdor Aviacion Pjesëtim
		}
		9 = {
			%s Ushtar përdor Aviacion Pjesëtim
		}
		10 = {
			%s Ushtar përdor Aviacion Pjesëtim
		}
	}
}
### Entity: Character
Component: SPR_juan_lopez_sanchez
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_juan_lopez_sanchez = {
	name = SPR_juan_lopez_sanchez
	portraits = {
		army = {
			small = GFX_idea_SPR_juan_lopez_sanchez
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SPR_juan_lopez_sanchez
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
		}
		available = {
			NOT = {
				has_completed_focus = SPR_crush_the_revolution
			}
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			captain_of_industry
		}
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.0
				OR = {
					has_completed_focus = SPA_a_great_spain SPR_the_stalinist_doctrine SPR_maintain_the_second_republic
				}
			}
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.66
Constructs: is_triggered_only, ai_chance, fire_only_once, give_guarantee
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.66
	title = wuw_GER_diplomacy.66.t
	desc = wuw_GER_diplomacy.66.desc
	picture = GFX_report_event_generic_sign_treaty1
	fire_only_once = no
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = wuw_GER_diplomacy.66.a
		ai_chance = {
			base = 95
		}
	} {
		name = wuw_GER_diplomacy.66.b
		ai_chance = {
			base = 5
		}
		give_guarantee = FROM
	}
}
### Entity: Character
Component: CHI_asian_unifier_and_liberator
Constructs: annex_subject_cost_factor, compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_asian_unifier_and_liberator = {
	sprite = 10
	random = no
	subjects_autonomy_gain = -0.08
	political_power_factor = 0.05
	annex_subject_cost_factor = -0.25
	compliance_gain = 0.01
	surrender_limit = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: propaganda_efforts
Constructs: has_completed_focus, is_raj_or_raj_inheritor, has_dynamic_modifier, has_stability, has_war_support, has_political_power, has_manpower, complete_effect
Source: game
File: common/decisions/RAJ_GOE.txt

Code:
propaganda_efforts = {
	RAJ_GOE_campaign_against_agrarian_societys = {
		name = RAJ_campaign_against_agrarian_societys
		icon = GFX_decision_eng_install_government
		allowed = {
			is_raj_or_raj_inheritor = yes
		}
		visible = {
			has_completed_focus = RAJ_campaign_against_agrarian_societys
			has_dynamic_modifier = {
				modifier = idea_RAJ_agrarian_society
			}
		}
		available = {
			has_dynamic_modifier = {
				modifier = idea_RAJ_agrarian_society
			}
			OR = {
				has_stability = > 0.69
				has_war_support = > 0.79
			}
		}
		cost = 350
		days_re_enable = 0
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power = > 399
				has_manpower = < 90000
				factor = 20
			}
		}
		complete_effect = {
			custom_effect_tooltip = RAJ_relax_agrarian_society_criteria_tt
			add_to_variable = {
				RAJ_agrarian_society_conscription_factor = 0.03
				tooltip = conscription_factor_tt
			} {
				RAJ_agrarian_society_mobilization_speed = 0.03
				tooltip = mobilization_speed_tt
			} {
				RAJ_agrarian_society_mobilization_laws_cost_factor = -0.09
				tooltip = mobilization_laws_cost_factor_tt
			}
			remove_agrarian_society_if_void = yes
		}
	}
}
### Entity: AI Strategy
Component: ENG_allies_dont_ask_for_diplo_access_to_SOV
Constructs: has_government, is_in_faction_with
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_allies_dont_ask_for_diplo_access_to_SOV = {
	enable = {
		ENG = {
			has_government = democratic
		}
		SOV = {
			has_government = communism
		}
		is_in_faction_with = ENG
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = SOV
		target = military_access
		value = -5000
	} {
		type = diplo_action_desire
		id = TAN
		target = military_access
		value = -5000
	} {
		type = diplo_action_desire
		id = MON
		target = military_access
		value = -5000
	} {
		type = diplo_action_desire
		id = SOV
		target = docking_rights
		value = -5000
	} {
		type = diplo_action_desire
		id = TAN
		target = docking_rights
		value = -5000
	} {
		type = diplo_action_desire
		id = MON
		target = docking_rights
		value = -5000
	}
}
### Entity: Character
Component: LIT_vladas_mironas
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/LIT.txt

Code:
LIT_vladas_mironas = {
	name = LIT_vladas_mironas
	portraits = {
		army = {
			small = GFX_portrait_LIT_vladas_mironas_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIT_vladas_mironas
		allowed = {
			OR = {
				original_tag = LIT SWE
			}
			has_dlc = No Step Back
		}
		available = {
			OR = {
				has_completed_focus = LIT_a_priestly_prime_minister
				SWE_refuge_for_revolutionaries_trigger = yes
			}
		}
		traits = {
			priestly_prime_minister
		}
		ai_will_do = {
			factor = 10.0
		}
	}
}
### Entity: Idea
Component: FIN_public_opposition_to_the_winter_war
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_public_opposition_to_the_winter_war = {
	picture = FIN_opposition_to_winter_war
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	available = {
		has_war_with = FIN
	}
	modifier = {
		army_speed_factor = -0.05
		army_morale_factor = -0.1
		army_org_regain = -0.05
		pocket_penalty = 0.2
		political_power_factor = -0.1
	}
}
### Entity: Modifier Reference
Component: GER_antifa_state_modifier
Source: game
File: common/dynamic_modifiers/r56_GER.txt

Code:
GER_antifa_state_modifier = {
	icon = GFX_modifiers_GER_socialist_movement
	local_factories = -0.05
	local_manpower = -0.15
	local_supplies = -0.5
	state_resources_factor = -0.05
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_a_new_international
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, add_political_power, is_puppet, is_faction_leader
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_a_new_international
	icon = GFX_goal_generic_communism
	prerequisite = {
		focus = SCO_reeducate_the_bourgeoisie
	}
	mutually_exclusive = {
		focus = SCO_join_the_comintern
	}
	relative_position_id = SCO_reeducate_the_bourgeoisie
	x = 1
	y = 2
	cost = 5
	available = {
		is_puppet = no
		has_government = communism
	}
	completion_reward = {
		if = {
			limit = {
				any_other_country = {
					NOT = {
						original_tag = SOV
					} {
						has_war_with = ROOT
					}
					is_faction_leader = yes
					has_government = communism
				}
			}
			r56_other_faction_invite_communism_NOT_SOV = yes
			set_rule = {
				can_create_factions = yes
			}
		}
		else = {
			add_political_power = 150
			add_command_power = 50
			set_rule = {
				can_create_factions = yes
			}
		}
	}
}
### Entity: Technology
Component: sonar
Constructs: has_war_with, enable_equipment_modules, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipment_modules = {
		ship_sonar_1
	}
	on_research_complete = {
		custom_effect_tooltip = sonar_advice_tt
	}
	path = {
		leads_to_tech = improved_sonar
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1922
	folder = {
		name = mtgnavalfolder
		position = {
			x = 2
			y = 1
		}
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 4
			has_war_with = GER
		} {
			factor = 2
			anti_submarine_strategy_required_trigger = yes
		}
	}
	categories = {
		naval_equipment dd_tech asw_tech ship_modules_tech mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_flying_boats
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_flying_boats
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = ICE_an_airbase_in_the_sea
	}
	x = 0
	y = 1
	relative_position_id = ICE_an_airbase_in_the_sea
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = ICE_flying_boats
				bonus = 0.25
				uses = 2
				category = heavy_air
			}
			air_experience = 25
		}
		ELSE = {
			add_tech_bonus = {
				name = ICE_flying_boats
				bonus = 0.25
				uses = 2
				category = tactical_bomber
			}
			air_experience = 25
		}
	}
}
### Entity: Scripted Effect
Component: GER_setup_faction_wide_aoe_effects_from
Constructs: has_completed_focus, limit, add_ideas, has_idea, is_in_tech_sharing_group, add_to_tech_sharing_group
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_setup_faction_wide_aoe_effects_from = {
	IF = {
		limit = {
			FROM = {
				original_tag = GER
				OR = {
					has_completed_focus = GER_pool_technical_know_how_ww GER_pool_technical_know_how
				}
			}
			NOT = {
				has_idea = GER_pool_technical_know_how
			}
		}
		add_ideas = GER_pool_technical_know_how
	} {
		limit = {
			FROM = {
				original_tag = GER
				OR = {
					has_completed_focus = GER_shared_rd_programs_ww GER_shared_rd_programs
				}
				is_in_tech_sharing_group = ger_dem_research
			}
		}
		add_to_tech_sharing_group = ger_dem_research
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		limit = {
			FROM = {
				original_tag = GER
				has_completed_focus = GER_mitteleuropa_cooperation_sphere
				is_in_tech_sharing_group = ger_mitteleuropa_research
			}
		}
		add_to_tech_sharing_group = ger_mitteleuropa_research
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		limit = {
			FROM = {
				original_tag = GER
				has_completed_focus = GER_establish_a_customs_union
			}
			NOT = {
				has_idea = GER_mitteleuropa_customs_union_member
			}
		}
		add_ideas = GER_mitteleuropa_customs_union_member
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_country_flag, fire_only_once, is_core_of, is_fully_controlled_by, is_claimed_by, has_state_flag, complete_effect, set_country_flag
Source: game
File: common/decisions/CHI_warlord_decisions.txt

Code:
political_actions = {
	YUN_core_state = {
		icon = GFX_decision_infiltrate_state
		allowed = {
			original_tag = YUN
		}
		visible = {
			has_country_flag = YUN_did_burmic_ties_focus_flag
		}
		available = {
			NOT = {
				has_country_flag = IRQ_coring_state_in_progress
			}
		}
		state_target = any_controlled_state
		target_trigger = {
			FROM = {
				NOT = {
					is_core_of = ROOT
				}
				is_fully_controlled_by = ROOT
				OR = {
					is_claimed_by = ROOT
					has_state_flag = YUN_can_integrate_this_flag
				}
			}
		}
		on_map_mode = map_only
		cost = 50
		fire_only_once = yes
		days_remove = 7
		complete_effect = {
			hidden_effect = {
				set_country_flag = {
					flag = IRQ_coring_state_in_progress
					value = 1
					days = 31
				}
			}
		}
		remove_effect = {
			hidden_effect = {
				clr_country_flag = IRQ_coring_state_in_progress
			}
			FROM = {
				add_core_of = ROOT
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_fully_controlled_by = ROOT
				}
			}
		}
		cancel_effect = {
			hidden_effect = {
				clr_country_flag = IRQ_coring_state_in_progress
			}
		}
	}
}
### Entity: Event
Component: liechtenstein.30
Constructs: is_triggered_only, limit, has_country_flag, fire_only_once, set_politics, add_country_leader_role
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.30
	picture = GFX_report_event_LIE_franz_joseph_ii_appearance
	title = liechtenstein.30.t
	desc = liechtenstein.30.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.30.a
		set_politics = {
			ruling_party = neutrality
			last_election = 1936.1.1
			election_frequency = 48
			elections_allowed = yes
		}
		if = {
			limit = {
				has_country_flag = LIE_franz_i_dead
			}
			add_country_leader_role = {
				character = LIE_franz_ii
				promote_leader = yes
				country_leader = {
					ideology = absolute_monarchism
					expire = 1965.1.1.1
					traits = {
						party_appeaser
					}
				}
			}
		}
		else = {
			add_country_leader_role = {
				character = LIE_franz_i
				promote_leader = yes
				country_leader = {
					ideology = absolute_monarchism
					expire = 1965.1.1.1
					traits = {
						charismatic_monarch
					}
				}
			}
		}
	}
}
### Entity: Unit Template
Component: USA_LEADERS
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
USA_LEADERS = {
	name = NAME_THEME_LEADERS
	for_countries = {
		USA
	}
	type = ship
	prefix = USS 
	unique = {
		George Washington Abraham Lincoln Thomas Jefferson James Madison James Monroe John Adams Benjamin Franklin Ulysses S Grant Andrew Jackson Patrick Henry Woodrow Wilson John Marshall Ethan Allen Sam Houston Lafayette Von Steuben Alexander Hamilton Casimir Pulaski Lewis & Clark James K. Polk Thomas A Edison Nathan Hale Henry Clay Daniel Webster Tecumseh Daniel Boone Nathanael Greene Simon Bolivar Kamehameha George Washington Carver Francis Scott Key Mariano G Vallejo Will Rogers George Bancroft Theodore Roosevelt Franklin D Roosevelt George C Marshall Chester W Nimitz Dwight D Eisenhower Henry L Stimson
	}
}
### Entity: National Focus
Component: wuw_HUN_promote_revanchist_sentiment
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, completion_reward, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_promote_revanchist_sentiment
	icon = GFX_focus_focus_fra_revolution_utmost
	prerequisite = {
		focus = wuw_HUN_restore_the_socialist_federative_republic
	}
	x = 2
	y = 1
	relative_position_id = wuw_HUN_restore_the_socialist_federative_republic
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		has_government = communism
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = HUN_socialist_revanchist_sentiment
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				OR = {
					has_idea = HUN_treaty_of_triannon_wuw HUN_treaty_of_triannon_aat_wuw HUN_treaty_of_triannon_wuw_no_army_exp_debuff HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff HUN_treaty_of_triannon_wuw_no_air_debuff HUN_treaty_of_triannon_aat_wuw_no_air_debuff HUN_treaty_of_triannon_wuw_no_air_or_army_debuff HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff HUN_bled_agreement_wuw
				}
			}
			add_threat = 2
			custom_effect_tooltip = generic_skip_one_line_tt
			IF = {
				limit = {
					has_idea = HUN_treaty_of_triannon_wuw
				}
				remove_ideas = HUN_treaty_of_triannon_wuw
			}
			ELSE_IF = {
				limit = {
					has_idea = HUN_treaty_of_triannon_aat_wuw
				}
				remove_ideas = HUN_treaty_of_triannon_aat_wuw
			} {
				limit = {
					has_idea = HUN_treaty_of_triannon_wuw_no_army_exp_debuff
				}
				remove_ideas = HUN_treaty_of_triannon_wuw_no_army_exp_debuff
			} {
				limit = {
					has_idea = HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff
				}
				remove_ideas = HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff
			} {
				limit = {
					has_idea = HUN_treaty_of_triannon_wuw_no_air_debuff
				}
				remove_ideas = HUN_treaty_of_triannon_wuw_no_air_debuff
			} {
				limit = {
					has_idea = HUN_treaty_of_triannon_aat_wuw_no_air_debuff
				}
				remove_ideas = HUN_treaty_of_triannon_aat_wuw_no_air_debuff
			} {
				limit = {
					has_idea = HUN_treaty_of_triannon_wuw_no_air_or_army_debuff
				}
				remove_ideas = HUN_treaty_of_triannon_wuw_no_air_or_army_debuff
			} {
				limit = {
					has_idea = HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff
				}
				remove_ideas = HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff
			} {
				limit = {
					has_idea = HUN_bled_agreement_wuw
				}
				remove_ideas = HUN_bled_agreement_wuw
			}
			news_event = 
# ... (truncated)
### Entity: Event
Component: kmt.108
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.108
	title = kmt.102.t
	desc = kmt.108.d
	picture = GFX_report_event_burma_road
	is_triggered_only = yes
	option = {
		name = kmt.102.a
		create_wargoal = {
			target = FROM
			type = take_state_focus
			generator = {
				326
			}
		}
	}
}
### Entity: Scripted Trigger
Component: PHI_SEA
Constructs: has_dlc
Source: game
File: common/scripted_triggers/PHI_scripted_triggers.txt

Code:
PHI_SEA = {
	original_tag = PHI
	has_dlc = No Compromise, No Surrender
}
### Entity: Wiki Documentation
Construct: Example
Source: wiki
File: wiki/Template%3AMove/doc.html

Doc:
Example

```
{{Move|Template:Move}}
```

Will display this:

|
It has been proposed below that Template:Move/doc be renamed and moved to Template:Move.

The discussion to support or oppose the move should be on this talk page, usually under the heading “Requested move”. Participate please.
If, after a few days, a clear consensus for the page move is reached, please move the article and remove this notice, or request further assistance. |

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Move/doc&oldid=771"
### Entity: National Focus
Tree: bhu_focus
Component: BHU_mass_conscription
Constructs: prerequisite, limit, add_ideas, has_government, add_war_support, has_country_flag, add_stability, completion_reward
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_mass_conscription
	icon = GFX_focus_generic_fascist_troops
	prerequisite = {
		focus = BHU_spread_aggressive_attitude
	}
	relative_position_id = BHU_spread_aggressive_attitude
	x = -1
	y = 1
	cost = 10
	available = {
		OR = {
			has_country_flag = denounced_punakha_treaty
			ENG = {
				has_government = fascism
			}
			is_subject = no
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = -0.05
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = militarism_focus
		if = {
			limit = {
				fascism = > 0.35
				NOT = {
					has_government = fascism
				}
			}
			set_politics = {
				ruling_party = fascism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Country Definition
Component: TBE_third_bulgarian_empire_democratic
Source: game
File: common/countries/cosmetic.txt

Code:
TBE_third_bulgarian_empire_democratic = {
	color = {
		rgb = {
			138 249 195
		}
	}
	color_ui = {
		rgb = {
			138 249 195
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_java_shipyards
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_coastal, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_java_shipyards
	icon = GFX_goal_generic_expand_the_naval_industry
	ai_will_do = {
		factor = 5
	}
	x = 1
	y = 1
	relative_position_id = INS_naval_autonomy
	prerequisite = {
		focus = INS_naval_autonomy
	}
	cost = 10
	completion_reward = {
		navy_experience = 10
		random_owned_controlled_state = {
			prioritize = {
				446
			}
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_INDUSTRY
	}
}