Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: afg_focus
Component: AFG_institutionalize_pashto
Constructs: prerequisite, limit, has_government, completion_reward, add_research_slot, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_institutionalize_pashto
	icon = GFX_focus_ARG_universidad_de_buenos_aires
	x = 1
	y = 1
	cost = 10
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_build_up_roads AFG_invite_wehrmacht_officers
	}
	relative_position_id = AFG_build_up_roads
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_research_slot = 1
		if = {
			limit = {
				has_idea = AFG_illiteracy_5
			}
			country_event = {
				id = r56_afghanistan.23
				hours = 12
			}
		} {
			limit = {
				has_idea = AFG_illiteracy_4
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy_4
				add_idea = AFG_illiteracy_5
			}
		} {
			limit = {
				has_idea = AFG_illiteracy_3
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy_3
				add_idea = AFG_illiteracy_4
			}
		} {
			limit = {
				has_idea = AFG_illiteracy_2
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy_2
				add_idea = AFG_illiteracy_3
			}
		} {
			limit = {
				has_idea = AFG_illiteracy_1
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy_1
				add_idea = AFG_illiteracy_2
			}
		} {
			limit = {
				has_idea = AFG_illiteracy
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy
				add_idea = AFG_illiteracy_1
			}
		} {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.05
				tooltip_side = AFG_government_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_mountaineers
Constructs: prerequisite, completion_reward, load_oob, add_tech_bonus, special_bonus
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_mountaineers
	icon = GFX_goal_generic_mountain_warfare
	prerequisite = {
		focus = NOR_ski_infantry
	}
	x = -2
	y = 2
	relative_position_id = NOR_army
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = NOR_mountaineers_tt
		hidden_effect = {
			load_oob = NOR_Bergjegere
		}
		add_tech_bonus = {
			name = special_bonus
			bonus = 1.0
			uses = 1
			category = r56_mountain_infantry_tech
		}
		army_experience = 10
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_assam_oil_dlc
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_resource, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_assam_oil_dlc
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = RAJ_east_india_railways_dlc
	}
	x = -4
	y = 1
	relative_position_id = RAJ_east_india_railways_dlc
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		controls_state = 432
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	} {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		432 = {
			add_resource = {
				type = oil
				amount = 12
			}
		}
		add_tech_bonus = {
			name = RAJ_assam_oil
			bonus = 1
			uses = 1
			category = synth_resources
		}
	}
}
### Entity: Idea
Component: GER_german_trade_subject_ns
Constructs: limit, has_war_with, removal_cost, is_subject, has_opinion_modifier, remove_opinion_modifier
Source: game
File: common/ideas/GER.txt

Code:
GER_german_trade_subject_ns = {
	name = GER_german_trade_ns
	allowed = {
		always = no
	}
	picture = GER_german_trade
	removal_cost = -1
	cancel = {
		OR = {
			has_war_with = GER
			is_subject = no
		}
	}
	on_remove = {
		if = {
			limit = {
				has_opinion_modifier = GER_trading_partners
			}
			remove_opinion_modifier = {
				target = GER
				modifier = GER_trading_partners
			}
		}
	}
	targeted_modifier = {
		tag = GER
		trade_cost_for_target_factor = -0.2
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.22
Constructs: is_triggered_only
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.22
	title = wuw_GER_diplomacy.22.t
	desc = wuw_GER_diplomacy.22.desc
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.22.a
	}
}
### Entity: Character
Component: successor_of_marx
Source: game
File: common/country_leader/r56_traits.txt

Code:
successor_of_marx = {
	random = no
	political_power_factor = 0.075
	production_factory_efficiency_gain_factor = 0.1
	line_change_production_efficiency_factor = 0.075
}
### Entity: Technology
Component: improved_battleship
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		battleship_3
	}
	path = {
		leads_to_tech = advanced_battleship
		research_cost_coeff = 1
	} {
		leads_to_tech = basic_battlecruiser
		research_cost_coeff = 0.75
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = naval_folder
		position = {
			x = 1
			y = 13
		}
	}
	ai_will_do = {
		factor = 1
	}
	categories = {
		naval_artillery naval_equipment bb_tech mio_cat_tech_all_capital_ship_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Decision
Component: DEN_overlord_category
Constructs: has_country_flag, has_dlc, has_subject
Source: game
File: common/decisions/categories/DEN_decision_categories.txt

Code:
DEN_overlord_category = {
	icon = GFX_decision_category_power_struggle
	allowed = {
		has_dlc = Arms Against Tyranny
	}
	priority = 101
	visible = {
		has_subject = DEN
		DEN = {
			has_country_flag = DEN_has_occupation_flag
		}
	}
}
### Entity: Idea
Component: CAY_nt
Source: game
File: common/ideas/cayenne.txt

Code:
CAY_nt = {
	ledger = navy
	picture = generic_navy_african_3
	allowed = {
		original_tag = CAY
	}
	traits = {
		naval_theorist
	}
}
### Entity: Idea
Component: SPR_the_threats_abound_2
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_the_threats_abound_2 = {
	name = SPR_the_threats_abound
	picture = generic_fortify_the_borders
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_core_defence_factor = 0.1
		army_morale_factor = 0.1
	}
}
### Entity: State History
Component: 859
Constructs: add_core_of
Source: game
File: history/states/859-Debar.txt

Code:
state = {
	id = 859
	name = STATE_859
	manpower = 792537
	resources = {
		tungsten = 6
		chromium = 4
	}
	state_category = town
	history = {
		owner = CHI
		add_core_of = CHI PRC
		buildings = {
			infrastructure = 2
			dockyard = 1
			industrial_complex = 2
			4096 = {
				naval_base = 10
			}
		}
		victory_points = {
			4096 3
		}
	}
	provinces = {
		1175 4096 9955
	}
}
### Entity: Idea
Component: CHI_tsr_reorganized_government_idea_4
Constructs: stability_factor, war_support_factor, removal_cost, conscription_factor, mobilization_speed
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_tsr_reorganized_government_idea_4 = {
	name = CHI_tsr_reorganized_government_idea
	picture = chi_chinese_unity
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.1
		stability_factor = 0.05
		conscription_factor = 0.05
		mobilization_speed = 0.1
		party_popularity_stability_factor = 0.1
		political_power_factor = 0.05
		non_core_manpower = 0.02
	}
}
### Entity: Country History
Country: VCW
Component: VCW_technology
Constructs: set_technology
Source: game
File: history/countries/VCW - Venezuela Civil War.txt

Code:
# Starting Technologies for VCW
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	gw_artillery = 1
	fuel_silos = 1
	basic_naval_mines = 1
	early_ship_hull_light = 1
	basic_battery = 1
	basic_torpedo = 1
	mtg_transport = 1
}
### Entity: Country History
Country: COR
Component: COR_technology
Constructs: set_technology
Source: game
File: history/countries/COR - Corsica.txt

Code:
# Starting Technologies for COR
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	fuel_refining = 1
}
### Entity: Event
Component: BBA_italy_missiolinis.211
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_country_flag, set_country_flag, clr_country_flag, set_variable
Source: game
File: events/BBA_Italy.txt

Code:
unit_leader_event = {
	id = BBA_italy_missiolinis.211
	title = BBA_italy_missiolinis.211.t
	desc = BBA_italy_missiolinis.211.desc
	picture = GFX_report_event_generic_mussolini
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_cd_ready = yes
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_initialize_new_mission_effect = yes
			set_country_flag = ITA_missiolini_bolster_military_high_command_triggered_flag
		}
	}
	option = {
		name = BBA_italy_missiolinis.211.a
		ai_chance = {
			base = 10
		}
		activate_mission = ITA_missiolini_bolster_military_high_command
		ITA_mussolinis_reroll_cleanup_if_necessary = yes
	} {
		name = BBA_italy_missiolinis.council
		ai_chance = {
			base = 0
		}
		trigger = {
			has_completed_focus = ITA_boost_the_grand_council_of_fascism
			NOT = {
				has_country_flag = ITA_missiolinis_rerolling_flag
			}
		}
		ITA_missiolinis_reroll_cost = yes
		hidden_effect = {
			ITA_missiolinis_revert_new_mission_initialization_effect = yes
			clr_country_flag = ITA_missiolini_bolster_military_high_command_triggered_flag
			set_variable = {
				ITA_missiolini_reroll_from = 7
			}
			country_event = {
				id = BBA_italy_missiolinis.00
				hours = 20
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_ATTACHE_strategy_ITA
Constructs: limit, has_civil_war
Source: game
File: common/scripted_effects/EAI_COUNTRY_attache_effects.txt

Code:
EAI_ATTACHE_strategy_ITA = {
	if = {
		limit = {
			country_exists = SPA
			SPA = {
				has_civil_war = yes
			}
		}
		SPA = {
			EAI_ATTACHE_send_attache = yes
		}
	}
}
### Entity: Character
Component: dynasty_founder
Constructs: stability_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
dynasty_founder = {
	sprite = 5
	political_power_factor = 0.05
	stability_factor = -0.05
	cavalry_attack_factor = 0.05
	ai_will_do = {
		factor = 2
	}
}
### Entity: Character
Component: CHL_minister_of_transport
Source: game
File: common/country_leader/toa_traits.txt

Code:
CHL_minister_of_transport = {
	sprite = 10
	random = no
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.15
	production_speed_supply_node_factor = 0.15
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_american_air_bases
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, random_owned_controlled_state, add_building_construction, has_dlc
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_american_air_bases
	icon = GFX_goal_generic_airport
	x = -1
	y = 1
	relative_position_id = CUB_join_the_allies
	cost = 10
	prerequisite = {
		focus = CUB_join_the_allies
	}
	available = {
		NOT = {
			has_war_with = USA
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				315
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				926
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			diplomatic_relation = {
				country = USA
				relation = OFFER_AIR_BASE_ACCESS
				active = yes
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_equipment_to_stockpile = {
			type = fighter_equipment_0
			amount = 100
			producer = USA
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_osterreichische_gebirgsjager
Constructs: prerequisite, limit, completion_reward, set_technology, add_tech_bonus, has_dlc, add_doctrine_cost_reduction, add_mastery_bonus
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_osterreichische_gebirgsjager
	icon = GFX_focus_AUS_osterreichische_gebirgsjager
	prerequisite = {
		focus = AUS_standardized_army_training AUS_osterreichische_bundesheer
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = AUS_osterreichische_bundesheer
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = AUS_osterreichische_gebirgsjager
			bonus = 0.2
			uses = 2
			category = mountaineers_tech
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = AUS_osterreichische_gebirgsjager
				cost_reduction = 0.2
				uses = 2
				category = special_forces_doctrine
			}
			custom_effect_tooltip = mountaineer_subdoctrines_default_add_mastery_bonus_effect_tooltip
			hidden_effect = {
				add_mastery_bonus = {
					name = AUS_osterreichische_gebirgsjager
					bonus = 0.1
					days = 240
					sub_doctrine = mountaineers_1
				} {
					name = AUS_osterreichische_gebirgsjager
					bonus = 0.1
					days = 240
					sub_doctrine = mountaineers_2
				}
			}
		}
		custom_effect_tooltip = ROM_mountain_artillery_tech_tt generic_skip_one_line_tt AUS_osterreichische_gebirgsjager_tt
		hidden_effect = {
			set_technology = {
				mountain_gun = 1
				popup = no
			}
		} {
			set_technology = {
				mountain_defensive_training = 1
				popup = no
			}
		}
	}
}
### Entity: Decision
Component: NOR_fascist_preparation_decisions_category
Constructs: has_completed_focus, has_war
Source: game
File: common/decisions/categories/NOR_decision_categories.txt

Code:
NOR_fascist_preparation_decisions_category = {
	icon = GFX_decision_category_NOR_fascist_preparation
	picture = GFX_decision_cat_picture_NOR_building_fascist_support
	priority = 7
	visible = {
		has_completed_focus = NOR_lurk_in_the_shadows
		has_war = no
	}
	allowed = {
		NOR_AAT = yes
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_mountain_artillery
Constructs: prerequisite, completion_reward, set_technology
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_mountain_artillery
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = SWI_a_land_of_mountains
	}
	x = 0
	y = 2
	relative_position_id = SWI_a_land_of_mountains
	cost = 10
	ai_will_do = {
		base = 5
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_revive_the_screw_guns_effect
		hidden_effect = {
			set_technology = {
				mountain_gun = 1
			}
		}
	}
}
### Entity: Idea
Component: r56_IRQ_Ghazi_I
Constructs: removal_cost
Source: game
File: common/ideas/r56_iraq.txt

Code:
r56_IRQ_Ghazi_I = {
	name = IRQ_Ghazi_I
	allowed = {
		original_tag = IRQ
	}
	allowed_civil_war = {
		always = yes
	}
	picture = IRQ_faisal_I_ns
	removal_cost = -1
	modifier = {

	}
}
### Entity: Event
Component: NSB_soviet_paranoia_system_events.33
Constructs: is_triggered_only, ai_chance, limit, add_political_power, add_timed_idea, has_political_power
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_paranoia_system_events.33
	title = NSB_soviet_paranoia_system_events.23.t
	desc = NSB_soviet_paranoia_system_events.33.desc
	picture = GFX_report_event_SOV_purge_navy
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SOV_paranoia_increase_purge_counter_regular = yes
		}
	}
	option = {
		name = NSB_soviet_paranoia_system_events.23.a
		ai_chance = {
			base = 10
		}
		add_timed_idea = {
			idea = SOV_shipyard_staff_purged
			days = 365
		}
		hidden_effect = {
			SOV_paranoia_update_portraits_ui = yes
		}
		SOV_paranoia_medium_decrease_effect = yes
		if = {
			limit = {
				has_political_power = < SOV_purge_event_pp_to_avoid_regular
			}
			custom_effect_tooltip = SOV_purge_event_not_enough_pp_to_avoid_regular_tt
		}
		SOV_increase_opposition_navy_support_small = yes
	} {
		name = NSB_soviet_paranoia_system_events.23.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_political_power = < SOV_purge_event_pp_to_avoid_regular_pay
			} {
				factor = 0
				SOV_is_opposition = yes
			}
		}
		trigger = {
			NOT = {
				has_political_power = < SOV_purge_event_pp_to_avoid_regular
			}
		}
		add_political_power = SOV_purge_event_pp_to_avoid_regular_pay
		SOV_paranoia_low_increase_effect = yes
		SOV_clean_purge_targets_effect = yes
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_stabilize_the_nation
Constructs: prerequisite, limit, add_stability, completion_reward, has_civil_war, is_owned_by, is_fully_controlled_by, set_capital
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_stabilize_the_nation
	icon = GFX_goal_islam_and_state
	prerequisite = {
		focus = TUR_overthrow_inonus_government
	}
	x = 0
	y = 1
	relative_position_id = TUR_overthrow_inonus_government
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = no
	}
	completion_reward = {
		add_stability = 0.05
		if = {
			limit = {
				797 = {
					is_owned_by = ROOT
					is_fully_controlled_by = ROOT
				}
			}
			set_capital = {
				state = 797
			}
		}
		custom_effect_tooltip = r56_newline available_chief_of_army available_military_high_command
		show_ideas_tooltip = TUR_ali_ihsan_sabis TUR_halil_kut
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: Idea
Component: AST_british_military_construction_aid_idea
Constructs: removal_cost, add_offsite_building
Source: game
File: common/ideas/australia.txt

Code:
AST_british_military_construction_aid_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_fortify_the_borders
	on_add = {
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
	}
	on_remove = {
		add_offsite_building = {
			type = industrial_complex
			level = -2
		}
	}
	modifier = {
		custom_modifier_tooltip = AST_british_military_construction_aid_idea_tt
	}
}
### Entity: Idea
Component: LAT_state_romuva_idea_3
Constructs: army_defence_factor, war_support_factor, has_government, army_attack_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/latvia.txt

Code:
LAT_state_romuva_idea_3 = {
	picture = LAT_neopaganism_4
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.25
		generate_wargoal_tension = -0.4
		army_defence_factor = 0.05
		army_attack_factor = 0.05
		army_org_factor = 0.1
		army_morale_factor = 0.1
		war_support_factor = 0.1
		fascism_drift = 0.15
		political_power_factor = 0.1
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_provoke_argentina
Constructs: prerequisite, completion_reward, is_in_faction_with, is_subject_of, has_war_with_major
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_provoke_argentina
	icon = GFX_focus_generic_attack_argentina
	prerequisite = {
		focus = BRA_attack_bolivia BRA_paraguay_intervention
	}
	bypass = {
		ARG = {
			OR = {
				is_in_faction_with = ROOT
				exists = no
				is_subject_of = ROOT
			}
		}
	}
	x = 0
	y = 1
	relative_position_id = BRA_paraguay_intervention
	cost = 5
	ai_will_do = {
		factor = 15
		modifier = {
			factor = 0
			has_war_with_major = yes
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	will_lead_to_war_with = ARG
	completion_reward = {
		ARG = {
			country_event = {
				id = JUNO_brazil_events.37
				hours = 1
			}
		}
	}
}
### Entity: Scripted Trigger
Component: GER_is_soviet_greater_romania_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_soviet_greater_romania_state = {
	OR = {
		state = 192 834 198
	}
}
### Entity: Event
Component: mtg_britain.49
Constructs: is_triggered_only, ai_chance, has_war, create_wargoal, puppet_wargoal_focus
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.49
	title = mtg_britain.49.t
	desc = mtg_britain.49.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = mtg_britain.49.a
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0
				has_war = yes
				surrender_progress = > 0.01
			}
		}
		FROM = {
			country_event = {
				id = mtg_britain.50
				hours = 6
			}
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = GER
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = GER
			}
		}
	} {
		name = mtg_britain.49.b
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0
				has_war = no
			}
		}
		FROM = {
			country_event = {
				id = mtg_britain.51
				hours = 6
			}
		}
	}
}
### Entity: Character
Component: PAK_ncs
Source: game
File: common/characters/PAK.txt

Code:
PAK_ncs = {
	advisor = {
		slot = high_command
		idea_token = PAK_ncs
		ledger = navy
		allowed = {
			original_tag = PAK
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Idea
Component: WAF_religious_divide
Constructs: stability_factor, fascism_drift
Source: game
File: common/ideas/r56_west_africa.txt

Code:
WAF_religious_divide = {
	picture = raj_marginalized_muslim_community
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		fascism_drift = 0.01
		stability_factor = -0.05
		political_power_factor = -0.15
		drift_defence_factor = -0.25
	}
}
### Entity: Technology
Component: butadiene_processing
Constructs: modify_building_resources, research_cost
Source: game
File: common/technologies/r56_country_techs.txt

Code:
technology = {
	allow = {
		always = no
	}
	on_research_complete = {
		modify_building_resources = {
			building = rubber_refinery
			resource = rubber
			amount = 2
		}
	}
	research_cost = 1.5
	start_year = 1934
	show_effect_as_desc = yes
	categories = {
		industry synth_resources
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C0Q
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C0Q = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^26 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C0Q
		value = 15000
	} {
		type = invade
		id = C0Q
		value = 200
	}
}
### Entity: Event
Component: belgium.94
Constructs: is_triggered_only, has_government
Source: game
File: events/BEL_events.txt

Code:
news_event = {
	id = belgium.94
	title = belgium.94.t
	desc = belgium.94.d
	picture = GFX_news_event_leopold_III_negative
	major = yes
	is_triggered_only = yes
	option = {
		name = belgium.94.a
		trigger = {
			has_government = communism
		}
	} {
		name = belgium.94.b
		trigger = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: Event
Component: denmark.4
Constructs: is_triggered_only, has_country_flag
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.4
	title = denmark.4.t
	desc = denmark.4.d
	picture = generic
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_country_flag = den_regime_consolidated
		}
	}
	option = {
		name = denmark.4.a
	}
}