Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 925
Constructs: add_core_of
Source: game
File: history/states/925-Finnmark.txt

Code:
state = {
	id = 925
	name = STATE_925
	manpower = 142100
	state_category = pastoral
	resources = {
		tungsten = 5
	}
	history = {
		victory_points = {
			9116 1
		}
		owner = NOR
		add_core_of = NOR SMI
		buildings = {
			infrastructure = 1
			9116 = {
				naval_base = 3
			}
		}
	}
	provinces = {
		22 64 76 128 2995 3016 3040 6015 6092 9042 9064 9089 9116 9128 9191 11034 11063 11077 11104 11169
	}
	local_supplies = 0.0
}
### Entity: Event
Component: belgium.138
Constructs: is_triggered_only, add_political_power
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.138
	title = belgium.138.t
	desc = belgium.138.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	option = {
		name = belgium.138.a
		add_political_power = 30
	}
}
### Entity: Scripted Effect
Component: SWI_find_best_democratic_ally
Constructs: limit, has_government, has_war_with, is_major, has_capitulated, is_faction_leader, is_in_faction, set_variable
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_find_best_democratic_ally = {
	if = {
		limit = {
			FRA = {
				exists = yes
				has_government = democratic
				SWI_is_country_to_balance = yes
				has_capitulated = no
				OR = {
					is_faction_leader = yes
					is_in_faction = no
				}
			}
		}
		set_variable = {
			SWI.SWI_best_dem_ally = FRA
		}
	}
	else_if = {
		limit = {
			ENG = {
				exists = yes
				is_faction_leader = yes
				has_government = democratic
			}
		}
		set_variable = {
			SWI.SWI_best_dem_ally = ENG
		}
	} {
		limit = {
			USA = {
				exists = yes
				SWI_is_country_to_balance = yes
				is_faction_leader = yes
				has_government = democratic
			}
		}
		set_variable = {
			SWI.SWI_best_dem_ally = USA
		}
	}
	else = {
		random_other_country = {
			limit = {
				is_major = yes
				is_faction_leader = yes
				exists = yes
				has_government = democratic
				NOT = {
					has_war_with = ROOT
				}
			}
			SWI = {
				set_variable = {
					SWI_best_dem_ally = PREV
				}
			}
		}
	}
	SWI = {
		mark_focus_tree_layout_dirty = yes
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_arab_immigration
Constructs: prerequisite, limit, has_war_with, completion_reward, add_political_power, random_owned_controlled_state, is_core_of, add_manpower
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_arab_immigration
	icon = GFX_goal_generic_election_chaos
	prerequisite = {
		focus = PAL_arrest_nashashbi_figures
	} {
		focus = PAL_islamic_school_project
	}
	x = 1
	y = 1
	relative_position_id = PAL_arrest_nashashbi_figures
	available = {
		NOT = {
			has_war_with = ISR
		}
	}
	cost = 5
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
			}
			add_manpower = 60000
		}
		add_political_power = 125
	}
}
### Entity: State History
Component: 712
Source: game
File: history/states/712-Cocos Islands.txt

Code:
state = {
	id = 712
	name = STATE_712
	manpower = 42
	state_category = tiny_island
	history = {
		owner = ENG
		buildings = {
			infrastructure = 2
			13002 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		13002
	}
	local_supplies = 0.0
}
### Entity: State History
Component: 601
Constructs: add_core_of
Source: game
File: history/states/601-China 1.txt

Code:
state = {
	id = 601
	name = STATE_601
	resources = {
		oil = 2.0
	}
	history = {
		owner = TIB
		add_core_of = TIB PRC CHI
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			10856 1
		}
		1939.1.1 = {
			buildings = {
				infrastructure = 1
			}
		}
	}
	provinces = {
		4407 5018 5080 5102 8041 8059 10741 10856
	}
	manpower = 368200
	buildings_max_level_factor = 1.0
	state_category = wasteland
	local_supplies = 1.0
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_reclaim_lost_territories
Constructs: prerequisite, limit, has_war_with, completion_reward, is_ally_with, cancel_if_invalid, every_core_state, add_claim_by
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_reclaim_lost_territories
	icon = GFX_focus_JAP_reclaim_the_lost_territories
	x = 1
	y = 2
	relative_position_id = JAP_socialism_in_one_state
	prerequisite = {
		focus = JAP_socialism_in_one_state
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			PLU = {
				exists = yes
				NOT = {
					has_war_with = ROOT
					is_ally_with = ROOT
				}
			}
			FOR = {
				exists = yes
				NOT = {
					has_war_with = ROOT
					is_ally_with = ROOT
				}
			}
			KOR = {
				exists = yes
				NOT = {
					has_war_with = ROOT
					is_ally_with = ROOT
				}
			}
		}
	}
	bypass = {
		AND = {
			PLU = {
				OR = {
					exists = no
					has_war_with = ROOT
					is_ally_with = ROOT
				}
			}
			FOR = {
				OR = {
					exists = no
					has_war_with = ROOT
					is_ally_with = ROOT
				}
			}
			KOR = {
				OR = {
					exists = no
					has_war_with = ROOT
					is_ally_with = ROOT
				}
			}
		}
	}
	will_lead_to_war_with = FOR PLU KOR
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		PLU = {
			every_core_state = {
				add_claim_by = ROOT
			}
		}
		FOR = {
			every_core_state = {
				add_claim_by = ROOT
			}
		}
		KOR = {
			every_core_state = {
				add_claim_by = ROOT
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				PLU = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = PLU
				expire = 0
			}
		} {
			limit = {
				FOR = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = FOR
				expire = 0
			}
		} {
			limit = {
				KOR = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = KOR
				expire = 0
			}
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_red_army
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_red_army
	icon = GFX_postive_heroism
	prerequisite = {
		focus = UKR_political_commissars
	}
	x = -1
	y = 1
	relative_position_id = UKR_political_commissars
	cost = 10
	ai_will_do = {
		factor = 12
	}
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = GEN_red_army
	}
}
### Entity: Character
Component: MAN_continental_ronin
Source: game
File: common/country_leader/00_traits.txt

Code:
MAN_continental_ronin = {
	sprite = 2
	army_bonus_air_superiority_factor = 0.05
	army_org_factor = 0.05
	experience_gain_air = @chief_experience_gain_medium
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @air_chief_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Idea
Component: HAN_coi
Source: game
File: common/ideas/hanover.txt

Code:
HAN_coi = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = HAN
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Idea
Component: SIA_royal_siamese_navy_r56
Constructs: removal_cost, screening_efficiency
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_royal_siamese_navy_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = AUS_naval_efficiency_idea
	modifier = {
		naval_damage_factor = 0.05
		navy_org_factor = 0.05
		screening_efficiency = 0.1
		positioning = 0.1
		shore_bombardment_bonus = 0.15
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_guide_central_committee
Constructs: prerequisite, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_guide_central_committee
	icon = GFX_focus_SWE_refuge_for_revolutionaries
	prerequisite = {
		focus = PRC_rally_the_peasants PRC_rally_the_28_bolsheviks
	}
	x = 0
	y = 2
	relative_position_id = PRC_burn_the_paper_tigers
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = PRC_unlock_both_sides_bop_decisions_tt
	}
}
### Entity: State History
Component: 733
Constructs: add_core_of
Source: game
File: history/states/733-Andaman.txt

Code:
state = {
	id = 733
	name = STATE_733
	manpower = 29500
	state_category = small_island
	history = {
		owner = ENG
		add_core_of = RAJ
		buildings = {
			infrastructure = 2
			12251 = {
				naval_base = 2
			}
		}
		victory_points = {
			12251 1
		}
	}
	provinces = {
		10321 12251
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_mariveles_naval_base
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, is_fully_controlled_by, is_coastal, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_mariveles_naval_base
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = PHI_military_requisitions
	}
	relative_position_id = PHI_military_requisitions
	x = 0
	y = 3
	cost = 5
	available = {
		PHI_usa_focus_done_T2 = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PHI
				is_fully_controlled_by = PHI
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				1027
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: YUN_wang_jiang
Source: game
File: common/characters/YUN.txt

Code:
YUN_wang_jiang = {
	name = YUN_wang_jiang
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_2
		}
	}
	advisor = {
		slot = high_command
		idea_token = YUN_wang_jiang
		ledger = army
		allowed = {
			original_tag = YUN
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Operation
Component: coordinated_strike_occupy_bridges
Source: game
File: common/operation_phases/lar_coordinated_strike.txt

Code:
coordinated_strike_occupy_bridges = {
	name = coordinated_strike_occupy_bridges
	desc = coordinated_strike_occupy_bridges_desc
	outcome = coordinated_strike_occupy_bridges_outcome
	picture = GFX_phase_coordinated_strike_occupy_bridges
	icon = GFX_phase_coordinated_strike_occupy_bridges_small
	requirements = {

	}
	equipment = {
		infantry_equipment = 1000
	}
}
### Entity: Event
Component: mtg_britain.43
Constructs: is_triggered_only, ai_chance, add_ideas, remove_ideas, add_stability, add_timed_idea
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.43
	title = mtg_britain.43.t
	desc = mtg_britain.43.d
	picture = GFX_report_event_eng_royal_family
	is_triggered_only = yes
	option = {
		name = mtg_britain.43.a
		ai_chance = {
			factor = 75
		}
		add_timed_idea = {
			idea = ENG_confiscated_royal_wealth
			days = 365
		}
		remove_ideas = ENG_george_vi
		CAN = {
			country_event = {
				id = mtg_britain.44
			}
			effect_tooltip = {
				add_ideas = ENG_exiled_royal_family
			}
		}
	} {
		name = mtg_britain.43.b
		ai_chance = {
			factor = 25
		}
		add_timed_idea = {
			idea = ENG_confiscated_royal_wealth
			days = 365
		}
		add_stability = -0.1
		remove_ideas = ENG_george_vi
		hidden_effect = {
			news_event = {
				id = mtg_news.35
				days = 1
			}
		}
	}
}
### Entity: Character
Component: TUR_hasan_saka
Constructs: has_government, has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_hasan_saka = {
	name = TUR_hasan_saka
	portraits = {
		army = {
			small = GFX_idea_tur_hasan_saka
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = TUR_hasan_saka
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		available = {
			has_government = neutrality
		}
		traits = {
			ideological_crusader
		}
	}
}
### Entity: Character
Component: TAH_acr
Source: game
File: common/characters/TAH.txt

Code:
TAH_acr = {
	advisor = {
		slot = air_chief
		idea_token = TAH_acr
		allowed = {
			original_tag = TAH
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: Decision
Component: GER_militia_recruitment
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_GER_decision_categories.txt

Code:
GER_militia_recruitment = {
	icon = GFX_decision_category_power_struggle
	allowed = {
		original_tag = GER
	}
	visible_when_empty = yes
	priority = 50
	visible = {
		OR = {
			has_completed_focus = GER_uplift_the_antifa GER_uplift_the_black_front GER_uplift_the_sa GER_as_with_the_sa_so_with_the_antifa
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_end_the_constitutional_protection_act_r56
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_end_the_constitutional_protection_act_r56
	prerequisite = {
		focus = SIA_address_rama_viis_abdication_r56
	}
	icon = GFX_focus_generic_the_giant_wakes
	cost = 8
	ai_will_do = {
		base = 3
	}
	x = -4
	y = 1
	relative_position_id = SIA_address_rama_viis_abdication_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 75
		add_popularity = {
			ideology = neutrality
			popularity = -0.08
		}
		SIA_subtract_28_days_phahon_phonphayuhasena_steps_down = yes
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt generic_skip_one_line_tt
		show_ideas_tooltip = SIA_pridi_banomyong_political_advisor SIA_thawan_thamrongnawasawat_political_advisor SIA_seni_pramoj
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_curtail_colonial_autonomy_taog
Constructs: has_completed_focus, prerequisite, owns_state, completion_reward, is_subject_of, has_autonomy_state, add_timed_idea
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_curtail_colonial_autonomy_taog
	available = {
		country_exists = INS
		NOT = {
			has_completed_focus = HOL_oranje_boven
		} {
			has_completed_focus = INSHOL_volksraad_compromises INSHOL_nationalist_coallition
		}
		INS = {
			is_subject_of = HOL
		} {
			NOT = {
				has_autonomy_state = autonomy_dominion
			}
		}
	}
	bypass = {
		INS = {
			exists = no
		}
		owns_state = 335 1058 1051
	}
	prerequisite = {
		focus = HOL_obtain_foreign_colonial_investments_taog
	}
	mutually_exclusive = {
		focus = HOL_the_zuiderzee_works
	}
	icon = GFX_focus_generic_treaty
	x = 0
	y = 5
	relative_position_id = HOL_obtain_foreign_colonial_investments_taog
	offset = {
		x = 0
		y = -1
		trigger = {
			INS = {
				has_completed_focus = INS_underground_revolution
			}
		}
	}
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			date = > 1939.1.1
		} {
			factor = 0
			OR = {
				HOL_check_plan_continental_alternate_democratic = yes
				HOL_check_plan_alternate_fascist = yes
				HOL_check_plan_alternate_communist = yes
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_timed_idea = {
			idea = HOL_curtail_colonial_autonomy_overlord
			days = 545
		}
		INS = {
			add_timed_idea = {
				idea = HOL_curtail_colonial_autonomy_subject
				days = 545
			}
			hidden_effect = {
				country_event = {
					id = mtg_netherlands.21
					hours = 6
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: game_weight_can_add_fascist
Constructs: check_variable
Source: game
File: common/scripted_triggers/diplomacy_scripted_triggers.txt

Code:
game_weight_can_add_fascist = {
	GER = {
		AND = {
			OR = {
				check_variable = {
					fascist_game_weight = < democratic_game_weight
				} {
					fascist_game_weight = democratic_game_weight
				}
			}
		} {
			OR = {
				check_variable = {
					fascist_game_weight = < unaligned_game_weight
				} {
					fascist_game_weight = unaligned_game_weight
				}
			}
		} {
			OR = {
				check_variable = {
					fascist_game_weight = < communist_game_weight
				} {
					fascist_game_weight = communist_game_weight
				}
			}
		}
	}
}
### Entity: Idea
Component: progress_cult_focus_2
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
progress_cult_focus_2 = {
	name = progress_cult_focus_2
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.06
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_improve_agrarian_laws
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_improve_agrarian_laws
	icon = GFX_goal_generic_farm_tractor
	prerequisite = {
		focus = QUE_found_the_conseil_superieur_du_travail
	}
	relative_position_id = QUE_liberal_in_charge
	x = -1
	y = 2
	cost = 10
	available = {
		has_government = democratic
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = democratic
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_ideas = QUE_agrarian_laws
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_folkearmeen
Constructs: prerequisite, add_ideas, completion_reward, has_civil_war
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_folkearmeen
	icon = GFX_focus_SOV_restore_cossack_units
	prerequisite = {
		focus = NOR_collectivism
	}
	x = 0
	y = 1
	relative_position_id = NOR_collectivism
	cost = 10
	ai_will_do = {
		base = 25
	}
	available = {
		has_civil_war = no
	}
	completion_reward = {
		add_ideas = NOR_folkestyrken
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: INS_industrial_events.9
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.9
	hidden = yes
	is_triggered_only = yes
	option = {
		name = INS_industrial_events.9.a
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_country_resource_cost_oil
			value = -12
			tooltip = country_resource_cost_oil_tt
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_recognize_beduin
Constructs: prerequisite, limit, completion_reward, add_extra_state_shared_building_slots, add_building_construction, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_recognize_beduin
	icon = GFX_goal_camelry
	relative_position_id = ISR_reconciliation
	x = -1
	y = 1
	prerequisite = {
		focus = ISR_reconciliation
	}
	bypass = {
		NOT = {
			controls_state = 1017
		}
	}
	cost = 5
	completion_reward = {
		1017 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			custom_effect_tooltip = newline_tt
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = r56_ISR_negev_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = r56_ISR_negev_modifier
				}
			}
		}
	}
}
### Entity: Decision
Component: AFG_foreign_intervention_category
Source: game
File: common/decisions/categories/AFG_decision_categories.txt

Code:
AFG_foreign_intervention_category = {
	icon = GFX_decision_category_border_conflicts
	priority = 5
	picture = GFX_decision_cat_picture_generic_border_conflicts
	visible_when_empty = no
	allowed = {
		OR = {
			original_tag = ENG GER SOV
		}
	}
	visible = {

	}
}
### Entity: AI Strategy
Component: nationalist_spain_allies_nobody_on_historical
Constructs: has_war, has_government, has_war_with, has_country_flag, has_dlc, has_global_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy/SPR.txt

Code:
nationalist_spain_allies_nobody_on_historical = {
	allowed = {
		tag = SPR
		has_dlc = La Resistance
	}
	enable = {
		has_global_flag = scw_over
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = SPR_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = SPR_AI_RANDOM_NATIONALIST_HISTORICAL
			has_game_rule = {
				rule = SPR_ai_behavior
				option = NATIONALIST_HISTORICAL
			}
		}
	}
	abort = {
		OR = {
			GER = {
				AND = {
					is_historical_focus_on = yes
					date = > 1944.1.1
					OR = {
						NOT = {
							has_war_with = SOV
						}
						SOV = {
							has_capitulated = yes
						}
					}
				}
			} {
				NOT = {
					has_government = fascism
				}
			}
			SPR = {
				has_war = yes
			} {
				is_in_faction = yes
			}
			ENG = {
				NOT = {
					has_government = democratic
				}
			}
		}
	}
	ai_strategy = {
		type = alliance
		id = GER
		value = -500
	} {
		type = alliance
		id = ENG
		value = -500
	} {
		type = alliance
		id = SOV
		value = -500
	} {
		type = alliance
		id = JAP
		value = -500
	}
}
### Entity: Scripted Effect
Component: LUX_chamberofdeputies_remove_turnout_15
Constructs: limit, check_variable, set_variable
Source: game
File: common/scripted_effects/r56_LUX_scripted_effects.txt

Code:
LUX_chamberofdeputies_remove_turnout_15 = {
	if = {
		limit = {
			check_variable = {
				LUX.turnout = < 15
			}
		}
		set_variable = {
			LUX.turnout = 0
		}
	}
	else = {
		subtract_from_variable = {
			LUX.turnout = 15
		}
	}
	set_variable = {
		LUX.stab_impact = LUX.turnout
	} {
		LUX.stab_impact_loc = LUX.stab_impact
	}
	subtract_from_variable = {
		LUX.stab_impact = 50
	}
	divide_variable = {
		LUX.stab_impact = 2
	}
}
### Entity: Event
Component: tsr_manchukuo.13
Constructs: is_triggered_only, ai_chance, set_nationality
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo.13
	title = tsr_manchukuo.13.t
	desc = tsr_manchukuo.13.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = tsr_manchukuo.13.a
		ai_chance = {
			base = 90
		}
		FROM = {
			country_event = {
				id = tsr_manchukuo.14
				hours = 2
			}
		}
		effect_tooltip = {
			JAP_naoki_hoshino = {
				set_nationality = MAN
			}
		}
	} {
		name = tsr_manchukuo.13.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = tsr_manchukuo.15
				hours = 2
			}
		}
	}
}
### Entity: Event
Component: turkey.139
Constructs: is_triggered_only, add_political_power
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.139
	title = turkey.139.t
	desc = turkey.139.d
	picture = GFX_report_event_tur_sultan_in_istanbul
	is_triggered_only = yes
	option = {
		name = turkey.139.a
		add_political_power = 35
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Construction_Research
Constructs: has_completed_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Construction_Research
	icon = GFX_goal_generic_construct_infrastructure
	cost = 10
	available = {
		has_completed_focus = PAK_Education_Reform
	}
	prerequisite = {
		focus = PAK_Expand_Industrial_Complexes
	}
	ai_will_do = {
		factor = 20
	}
	x = 23
	y = 3
	completion_reward = {
		add_tech_bonus = {
			name = PAK_Construction_Research
			bonus = 1
			uses = 1
			category = construction_tech
		}
	}
}
### Entity: Character
Component: YEM_supreme_imam_trait
Constructs: war_support_factor, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
YEM_supreme_imam_trait = {
	random = no
	sprite = 13
	drift_defence_factor = 0.5
	political_power_factor = 0.05
	conscription_factor = 0.05
	war_support_factor = 0.1
}