Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cub_focus
Component: CUB_victory_for_gomez
Constructs: prerequisite, has_country_flag, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_victory_for_gomez
	icon = GFX_goal_cuba_victory_for_gomez
	cost = 10
	prerequisite = {
		focus = CUB_results_of_the_presidential_election
	}
	mutually_exclusive = {
		focus = CUB_victory_for_garcia_menocal
	}
	relative_position_id = CUB_results_of_the_presidential_election
	x = -10
	y = 1
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_flag = gomez_inaugurated_flag
	}
	bypass = {
		has_country_flag = gomez_inaugurated_flag
	}
	completion_reward = {
		custom_effect_tooltip = CUB_president_inaugurated_tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: tfv_south_africa.32
Constructs: is_triggered_only, ai_chance, create_wargoal, take_state_focus
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.32
	title = tfv_south_africa.32.t
	desc = tfv_south_africa.32.d
	picture = GFX_report_event_saf_soldiers_2
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.32.a
		ai_chance = {
			base = 80
		}
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = {
				543
			}
		}
	} {
		name = tfv_south_africa.32.b
		ai_chance = {
			base = 20
		}
	}
}
### Entity: Character
Component: EQG_aco2
Source: game
File: common/characters/EQG.txt

Code:
EQG_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = EQG_aco2
		allowed = {
			original_tag = EQG
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: Character
Component: GER_first_among_equals
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_first_among_equals = {
	sprite = 13
	random = no
	opinion_gain_monthly_same_ideology_factor = 1
	political_power_factor = 0.1
}
### Entity: Idea
Component: EAI_DD_8/medium_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/medium_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Event
Component: DOD_romania.50
Constructs: is_triggered_only, ai_chance, is_in_faction
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.50
	title = DOD_romania.50.t
	desc = DOD_romania.50.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = DOD_romania.50.a
		ai_chance = {
			factor = 25
		}
		ROM = {
			country_event = DOD_romania.51
		}
	} {
		name = DOD_romania.50.b
		ai_chance = {
			factor = 25
		}
		ROM = {
			country_event = DOD_romania.52
		}
	} {
		name = DOD_romania.50.c
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				ROM = {
					is_in_faction = no
				}
			} {
				factor = 10
				is_in_faction = yes
			}
		}
		ROM = {
			country_event = DOD_romania.53
		}
	}
}
### Entity: Trigger Reference
Construct: any_other_country_of
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_other_country_of

* Supported Scopes: any
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

Checks if any of the provided countries (except for the current country) fulfill the specified triggers.
The `target` supports script constants and `tooltip` supports bindable localization.
### Entity: National Focus
Tree: kor_focus
Component: KOR_apply_democratic_program
Constructs: prerequisite, has_government, completion_reward, is_puppet, add_timed_idea
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_apply_democratic_program
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = KOR_repeal_colonial_restrictions
	} {
		focus = KOR_reorganize_the_administration
	}
	mutually_exclusive = {
		focus = KOR_internationalism_focus KOR_nationalism_focus KOR_restore_imperial_power
	}
	relative_position_id = KOR_repeal_colonial_restrictions
	x = 6
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			is_puppet = no
			OVERLORD = {
				has_government = democratic
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_timed_idea = {
			idea = democratic_influence
			days = 1095
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_push_westward
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, create_wargoal, annex_everything, add_state_claim
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_push_westward
	icon = GFX_goal_tfv_can_forced_quebec_conscription
	prerequisite = {
		focus = QUE_claim_new_bruinswick
	}
	relative_position_id = QUE_our_own_way
	x = 3
	y = 2
	cost = 10
	available_if_capitulated = yes
	available = {
		NOT = {
			is_subject = yes
			has_war_with = CAN
		}
		has_government = fascism
	}
	bypass = {
		OR = {
			CAN = {
				exists = no
			}
			has_war_with = CAN
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = CAN
		}
		add_state_claim = 464 331 332 276 682 866
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: LIE_reintroduce_conscription_idea
Constructs: mobilization_speed
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_reintroduce_conscription_idea = {
	picture = generic_manpower_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		mobilization_speed = 0.1
		conscription = 0.05
	}
}
### Entity: Character
Component: PRC_zhang_qinqiu
Source: game
File: common/characters/PRC.txt

Code:
PRC_zhang_qinqiu = {
	name = PRC_zhang_qinqiu
	gender = female
	portraits = {
		army = {
			large = GFX_portrait_PRC_zhang_qinqiu
			small = GFX_portrait_PRC_zhang_qinqiu_small
		}
	}
	corps_commander = {
		traits = {
			PRC_survivor_of_the_long_march militias_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Character
Component: RCG_pierre_tchicaya
Source: game
File: common/characters/RCG.txt

Code:
RCG_pierre_tchicaya = {
	name = Pierre Tchicaya de Boaempire
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_4
		}
	}
	country_leader = {
		ideology = moderatism
		traits = {
			priest
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_independence_war
Constructs: prerequisite, limit, completion_reward, is_subject, cancel_if_invalid, set_variable, is_in_faction_with, declare_war_on
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_independence_war
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = MAN_purge_the_general_affairs_council
	}
	x = 0
	y = 1
	relative_position_id = MAN_purge_the_general_affairs_council
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			strength_ratio = {
				tag = JAP
				ratio = < 0.3
			}
			factor = 0
		}
	}
	available = {

	}
	bypass = {
		is_subject = no
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	will_lead_to_war_with = JAP
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		hidden_effect = {
			set_variable = {
				MAN_independence_target = OVERLORD
			}
		} {
			if = {
				limit = {
					is_in_faction_with = var:MAN_independence_target
				}
				leave_faction = yes
			}
			declare_war_on = {
				target = var:MAN_independence_target
				type = puppet_wargoal_focus
			}
		} {
			news_event = {
				id = wtt_news.48
				days = 2
			}
		}
		if = {
			limit = {
				is_subject = yes
			}
			add_country_leader_trait = nationalist_symbol
		}
		OVERLORD = {
			set_autonomy = {
				target = ROOT
				autonomy_state = autonomy_free
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					is_in_faction_with = OVERLORD
				}
				leave_faction = yes
			}
			declare_war_on = {
				target = OVERLORD
				type = puppet_wargoal_focus
			}
		}
	}
}
### Entity: Event
Component: SEA_japan_popup_events.26
Constructs: is_triggered_only, ai_chance, limit, add_ideas, remove_ideas, add_war_support, add_stability, fire_only_once
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.26
	title = SEA_japan_popup_events.26.t
	desc = SEA_japan_popup_events.26.desc
	picture = GFX_report_event_JAP_workers_celebrating
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.26.a
		ai_chance = {
			base = 100
		}
		set_cosmetic_tag = MAN_kwantung_army
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt MAN_kwantung_will_try_to_occupy_east_hebei_tt
		IF = {
			limit = {
				has_idea = MAN_kwantung_veto
			}
			remove_ideas = MAN_kwantung_veto
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_ideas = MAN_militarism
		add_popularity = {
			ideology = fascism
			popularity = 0.25
		}
		hidden_effect = {
			set_country_flag = MAN_kwantung_army_took_control_flag
			IF = {
				limit = {
					609 = {
						OWNER = {
							OR = {
								original_tag = JAP
								is_ally_with = JAP
							}
							NOT = {
								tag = ROOT
							}
						}
					}
				}
				country_event = {
					id = SEA_japan_popup_events.45
					days = 4
					random_days = 7
				}
			}
		}
	} {
		name = SEA_japan_popup_events.26.b
		ai_chance = {
			base = 0
		}
		IF = {
			limit = {
				has_idea = MAN_kwantung_veto
			}
			remove_ideas = MAN_kwantung_veto
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_manpower = -7500
		add_war_support = -0.1
		add_stability = -0.1
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_rapprochement_with_the_italians
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, is_historical_focus_on, unlock_decision_tooltip, has_dlc
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_rapprochement_with_the_italians
	icon = GFX_focus_befriend_italy
	prerequisite = {
		focus = GRE_bolster_the_schachtplan
	}
	available = {
		NOT = {
			has_country_flag = GRE_italy_rebuffed
		}
	}
	bypass = {
		has_country_flag = GRE_italy_rebuffed
	}
	x = 0
	y = 1
	relative_position_id = GRE_bolster_the_schachtplan
	cost = 5
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			AND = {
				is_historical_focus_on = no
				OR = {
					has_completed_focus = GRE_recruit_the_fascists
					has_country_flag = GRE_germany_rebuffed
				}
			}
		}
	}
	completion_reward = {
		unlock_decision_tooltip = GRE_request_italian_assistance_with_industrialisation
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = ITA_fiat_organization
			mio:ITA_fiat_organization = {
				add_mio_size = 2
			}
		}
	}
}
### Entity: Idea
Component: HANACR
Source: game
File: common/ideas/hanover.txt

Code:
HANACR = {
	picture = generic_air_europe_1
	allowed = {
		original_tag = HAN
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: autarkic_economy_improved
Constructs: has_completed_focus, research_speed_factor, industrial_capacity_factory, production_speed_buildings_factor, removal_cost, cancel_if_invalid, has_idea, has_large_ally_not_pick_closed_economy
Source: game
File: common/ideas/_economic.txt

Code:
autarkic_economy_improved = {
	picture = autarkic_economy
	name = autarkic_economy
	visible = {
		original_tag = GER
		has_completed_focus = GER_autarky_achieved
	}
	available = {

	}
	cost = 150
	removal_cost = -1
	modifier = {
		min_export = 0.15
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		production_speed_buildings_factor = 0.1
		research_speed_factor = 0.05
		lend_lease_tension = 0.2
		faction_trade_opinion_factor = 0.5
	}
	cancel_if_invalid = no
	ai_will_do = {
		factor = 100
		modifier = {
			add = 500
			has_idea = limited_exports
		} {
			add = 1500
			has_idea = closed_economy
			has_large_ally_not_pick_closed_economy = yes
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_lurk_in_the_shadows
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, allow_branch, has_hide_rule, set_country_flag
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_lurk_in_the_shadows
	icon = GFX_focus_NOR_lurk_in_the_shadows
	prerequisite = {
		focus = NOR_the_stumbling_storting
	}
	mutually_exclusive = {
		focus = NOR_the_chamberlains_overture
	}
	x = -5
	y = 1
	relative_position_id = NOR_the_stumbling_storting
	allow_branch = {
		if = {
			limit = {
				has_hide_rule = yes
			}
			NOT = {
				has_completed_focus = NOR_continue_nygaardsvold_government
			} {
				has_completed_focus = NOR_vote_of_no_confidence
			} {
				has_completed_focus = NOR_a_resurgent_labor_movement
			} {
				has_completed_focus = NOR_the_chamberlains_overture
			}
		}
	}
	offset = {
		x = 5
		y = 0
		trigger = {
			has_hide_rule = yes
			has_completed_focus = NOR_lurk_in_the_shadows
		}
	}
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		hidden_effect = {
			set_country_flag = NOR_going_fascist
			find_biggest_fascist = yes
			find_local_dangerous_fascist = yes
		}
		NOR_set_prepare_variables_fascist = yes
		add_political_power = 50
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		unlock_decision_tooltip = {
			decision = NOR_prepare_state_fascist
			show_effect_tooltip = yes
		}
		mark_focus_tree_layout_dirty = yes
	}
}
### Entity: State History
Component: 1005
Constructs: add_core_of
Source: game
File: history/states/1005-North Khorasan.txt

Code:
state = {
	id = 1005
	name = STATE_1004
	manpower = 353246
	state_category = rural
	history = {
		owner = PER
		buildings = {
			infrastructure = 2
		}
		add_core_of = PER
	}
	provinces = {
		7573 1521 10351
	}
	local_supplies = 0.0
}
### Entity: Event
Component: NSB_poland_communist_events.1
Constructs: is_triggered_only, ai_chance, limit, has_government, fire_only_once, has_opinion, set_politics, has_cosmetic_tag
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_communist_events.1
	title = NSB_poland_communist_events.1.t
	desc = NSB_poland_communist_events.1.desc
	picture = GFX_report_event_sanation_left_victory
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = NSB_poland_communist_events.1.a
		ai_chance = {
			base = 55
			modifier = {
				add = 10
				has_opinion = {
					target = SOU
					value = < 50
				}
			} {
				factor = 0
				always = no
			}
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		promote_character = POL_maria_koszutska
	} {
		name = NSB_poland_communist_events.1.b
		trigger = {
			SOU = {
				exists = yes
				has_government = communism
			}
		}
		ai_chance = {
			base = 45
			modifier = {
				factor = 0
				always = no
			}
		}
		if = {
			limit = {
				has_cosmetic_tag = POL_PEASANT
			}
			drop_cosmetic_tag = yes
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		promote_character = POL_wladyslaw_gomulka
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_neutral_joins_allies_2
Constructs: has_government, has_country_flag, is_major, enable_reverse, is_faction_leader, is_historical_focus_on, is_in_faction_with
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_misc_strategies.txt

Code:
EAI_DIPLO_neutral_joins_allies_2 = {
	enable_reverse = {
		is_faction_leader = yes
	}
	enable = {
		is_historical_focus_on = yes
		has_country_flag = EAI_neutral_joins_allies
		NOT = {
			is_in_faction_with = ENG USA
		}
		OR = {
			has_government = neutrality democratic
		} {
			ENG = {
				is_faction_leader = yes
				any_enemy_country = {
					is_major = yes
				}
			}
			USA = {
				is_faction_leader = yes
				any_enemy_country = {
					is_major = yes
				}
			}
		}
		threat = > 0.99
	}
	abort_when_not_enabled = yes
	reversed = yes
	ai_strategy = {
		type = diplo_action_desire
		id = ENG
		target = offer_join_faction
		value = 700
	} {
		type = diplo_action_desire
		id = USA
		target = offer_join_faction
		value = 700
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_police
Constructs: add_equipment_to_stockpile, prerequisite, limit, add_stability, completion_reward, is_subject, has_variable, add_to_variable
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_police
	icon = GFX_goal_generic_into_fire
	relative_position_id = MPL_british_occupation
	available = {
		is_subject = yes
	}
	x = 1
	y = 1
	prerequisite = {
		focus = MPL_british_occupation
	}
	cost = 10
	completion_reward = {
		add_stability = 0.05
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 1500
		}
		if = {
			limit = {
				has_variable = MPL_order_level
			}
			custom_effect_tooltip = MPL_order_up_5
			add_to_variable = {
				MPL_order_level = 5
			}
			clamp_variable = {
				var = MPL_order_level
				min = 0
				max = 100
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_STABILITY
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_0
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_0 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_0
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = medium_tank_flame_chassis
		value = 1
	}
}
### Entity: Character
Component: MLI_acr
Source: game
File: common/characters/MLI.txt

Code:
MLI_acr = {
	advisor = {
		slot = air_chief
		idea_token = MLI_acr
		allowed = {
			original_tag = MLI
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_fortify_the_islands
Constructs: prerequisite, limit, completion_reward, is_controlled_by, is_coastal, is_subject, is_fully_controlled_by, add_building_construction
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_fortify_the_islands
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = DEN_build_a_modern_dannevirke DEN_refortify_tunestillingen
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_fortify_our_borders
	x = 1
	y = 3
	cost = 10
	bypass = {

	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
			is_coastal = yes
		}
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = DEN_unlocks_coastal_fortification_efforts
		if = {
			limit = {
				ROOT = {
					is_subject = no
				}
				37 = {
					is_fully_controlled_by = ROOT
				}
			}
			37 = {
				add_building_construction = {
					type = coastal_bunker
					level = 1
					province = {
						all_provinces = yes
					}
					instant_build = yes
				}
			}
		} {
			limit = {
				ROOT = {
					is_subject = no
				}
				911 = {
					is_fully_controlled_by = ROOT
				}
			}
			911 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				} {
					type = coastal_bunker
					level = 1
					province = {
						all_provinces = yes
					}
					instant_build = yes
				}
				add_dynamic_modifier = {
					modifier = DEN_military_projects_state_modifier
				}
			}
		}
		else = {
			random_controlled_state = {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					37 911 99
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: prc.46
Constructs: is_triggered_only, create_country_leader, limit, remove_ideas, add_stability, add_political_power, random_army_leader, has_id
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.46
	title = prc.46.t
	desc = prc.46.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		name = prc.46.a
		kill_country_leader = yes
		create_country_leader = {
			name = Lin Biao
			picture = gfx/leaders/Asia/Portrait_Asia_Generic_warlord1.dds
			expire = 1965.1.1
			ideology = marxism
			traits = {
				army_connections
			}
		}
		random_army_leader = {
			limit = {
				has_id = 1065
			}
			promote_leader = yes
		}
		set_country_flag = lin_biao mao_assassinated
		add_stability = -0.1
		add_political_power = 500
		add_manpower = -175000
		remove_ideas = PRC_cultural_revolution
		add_timed_idea = {
			idea = PRC_cultural_revolution_aftermath
			days = 600
		}
		set_global_flag = CR_ended
	}
}
### Entity: Trigger Reference
Construct: water
Constructs: water, is_fighting_in_weather
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
# true if weather is artic water
is_fighting_in_weather = artic_water
### Entity: AI Strategy
Component: EGY_root_out_sudanese_separatism_in_khartoum
Constructs: has_completed_focus, has_war_with, is_major
Source: game
File: common/ai_strategy/EGY.txt

Code:
EGY_root_out_sudanese_separatism_in_khartoum = {
	allowed = {
		original_tag = EGY
	}
	enable = {
		OR = {
			has_completed_focus = EGY_pacify_the_sudanese EGY_disband_sudanese_partisans
		}
		551 = {
			EGY_has_sudanese_separatism = yes
		}
		NOT = {
			any_other_country = {
				is_major = yes
				has_war_with = EGY
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.2
		states = {
			551
		}
		subtract_fronts_from_need = yes
	} {
		type = equipment_stockpile_surplus_ratio
		value = 2
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_plan_for_popular_education
Constructs: prerequisite, limit, remove_ideas, completion_reward, check_variable, add_research_slot, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_plan_for_popular_education
	prerequisite = {
		focus = POR_long_term_economic_planning
	}
	icon = GFX_goal_pol_student_movement
	cost = 10
	x = 0
	y = 2
	relative_position_id = POR_long_term_economic_planning
	ai_will_do = {
		base = 99
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = POR_our_path_to_economic_development_decisions_taken_6_or_greater_tt
			check_variable = {
				POR_our_path_to_economic_development_decisions_taken = 6
				compare = greater_than_or_equals
			}
		}
	}
	completion_reward = {
		add_research_slot = 1
		if = {
			limit = {
				has_idea = POR_harrowing_illiteracy
			}
			swap_ideas = {
				remove_idea = POR_harrowing_illiteracy
				add_idea = POR_illiteracy
			}
		}
		else = {
			remove_ideas = POR_illiteracy
			custom_effect_tooltip = CHL_skip_one_line_tt
			add_timed_idea = {
				idea = POR_lingering_illiteracy
				days = 720
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_purchase_small_ships
Constructs: prerequisite, completion_reward, cancel_if_invalid, set_country_flag
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_purchase_small_ships
	icon = GFX_focus_SWE_italian_destroyers
	prerequisite = {
		focus = IRQ_invite_foreign_advisors
	}
	x = 0
	y = 1
	relative_position_id = IRQ_invite_foreign_advisors
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = ETH_purchase_obsolete_ships_tt
		set_country_flag = generic_purchase_old_ships_flag
	}
}