Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted GUI
Component: scripted_gui
Constructs: limit, has_country_flag, clr_country_flag, set_country_flag, has_global_flag, set_variable, set_global_flag, clr_global_flag
Source: game
File: common/scripted_guis/EAI_startup_config_scripted_gui.txt

Code:
scripted_gui = {
	EAI_config_STARTUP = {
		context_type = player_context
		window_name = EAI_config_STARTUP_window
		dirty = ROOT.EAI_refresh_gui
		visible = {
			has_country_flag = EAI_config_STARTUP
			NOT = {
				has_country_flag = EAI_config_COUNTRY EAI_config_ARMY
			}
		}
		effects = {
			EAI_config_STARTUP_1_dropdown_button_click = {
				if = {
					limit = {
						has_country_flag = EAI_show_startup_1
					}
					clr_country_flag = EAI_show_startup_1
				}
				else_if = {
					limit = {
						has_country_flag = EAI_show_startup_2
					}
					clr_country_flag = EAI_show_startup_2
					set_country_flag = EAI_show_startup_1
				}
				else = {
					set_country_flag = EAI_show_startup_1
				}
				EAI_refresh_gui = yes
			}
			EAI_config_STARTUP_2_dropdown_button_click = {
				if = {
					limit = {
						has_country_flag = EAI_show_startup_2
					}
					clr_country_flag = EAI_show_startup_2
				}
				else_if = {
					limit = {
						has_country_flag = EAI_show_startup_1
					}
					clr_country_flag = EAI_show_startup_1
					set_country_flag = EAI_show_startup_2
				}
				else = {
					set_country_flag = EAI_show_startup_2
				}
				EAI_refresh_gui = yes
			}
			EAI_config_STARTUP_advanced_button_click = {
				clr_country_flag = EAI_config_STARTUP
				set_country_flag = EAI_config_DIFFICULTY
				if = {
					limit = {
						EAI_MODE_historical = yes
					}
					EAI_FOCUS_set_historical = yes
				} {
					limit = {
						has_global_flag = EAI_difficulty_impossible
					}
					set_variable = {
						global.EAI_dynamic_desperate_defense = 3
					} {
						global.EAI_dynamic_difficulty_bonus = 3
					}
					set_global_flag = EAI_dynamic_reinforcements_mode EAI_attrition_3 EAI_free_convoys
					EAI_DIFFICULTY_set_insane_difficulty_custom_modifiers = yes
				} {
					limit = {
						has_global_flag = EAI_difficulty_insane
					}
					set_variable = {
						global.EAI_dynamic_desperate_defense = 2
					} {
						global.EAI_dynamic_difficulty_bonus = 2
					}
					set_global_flag = EAI_attrition_3
					EAI_DIFFICULTY_set_very_hard_difficulty_custom_modifiers = yes
				} {
					limit = {
						has_global_flag = EAI_difficulty_very_hard
					}
					set_variable = {
						global.EAI_dynamic_desperate_defense = 1
					} {
						global.EAI_dynamic_difficulty_bonus = 1
					}
					set_global_flag = EAI_attrition_2
					EAI_DIFFICULTY_set_hard_difficulty_custom_modifiers =
# ... (truncated)
### Entity: Event
Component: samoa.5
Constructs: is_triggered_only, ai_chance, has_war_with, add_opinion_modifier, fire_only_once, random_hours, random_days, has_opinion
Source: game
File: events/Samoa.txt

Code:
country_event = {
	id = samoa.5
	title = samoa.5.t
	desc = samoa.5.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = samoa.5.a
		641 = {
			transfer_state_to = SAM
		}
		SAM = {
			country_event = {
				id = samoa_result.1
				days = 5
				random_hours = 12
				random_days = 10
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
		ai_chance = {
			base = 50
			modifier = {
				add = 50
				has_opinion = {
					target = ROOT
					value = > 45
				}
			}
		}
	} {
		name = samoa.5.b
		641 = {
			add_claim_by = SAM
		}
		SAM = {
			country_event = {
				id = samoa_result.2
				days = 5
				random_hours = 12
				random_days = 10
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = rejected_demands
			}
		}
		ai_chance = {
			base = 45
			modifier = {
				add = -45
				OR = {
					has_opinion = {
						target = ROOT
						value = < 10
					}
					has_war_with = ROOT
				}
			}
		}
	}
}
### Entity: Idea
Component: SPA_death_before_surrender
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_death_before_surrender = {
	name = SPR_death_before_surrender
	picture = SPR_nationalist_remnants
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		surrender_limit = 1
		max_surrender_limit_offset = 0.15
	}
}
### Entity: Modifier Reference
Construct: female_random_scientist_chance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## female_random_scientist_chance

* Number with 0 decimal places
* **Categories**: country, scientist
### Entity: Event
Component: belgium.86
Constructs: create_country_leader, limit, has_government, has_country_flag, add_political_power, has_country_leader, is_in_faction, is_in_faction_with
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.86
	title = belgium.86.t
	desc = belgium.79.d
	picture = GFX_report_event_communism_belgium
	trigger = {
		tag = FLA
		SOV = {
			has_country_leader = {
				character = SOV_lev_trotsky
				ruling_only = yes
			}
			has_government = communism
		}
		OR = {
			NOT = {
				has_country_flag = VLA_trotskist_war_van_overstraeten
			} {
				is_in_faction = yes
				is_in_faction_with = SOV
				has_country_flag = VLA_trotskist_war_van_overstraeten
			}
		}
	}
	mean_time_to_happen = {
		days = 45
	}
	option = {
		trigger = {
			NOT = {
				has_government = communism
			}
		}
		name = belgium.79.a
		create_country_leader = {
			name = War van Overstraeten
			desc = War van Overstraeten
			picture = gfx/leaders/FLA/portait_war_van_overstraeten.dds
			expire = 1965.1.1
			ideology = leninism
			traits = {
				PRC_trotskyist
			}
		}
		FLA = {
			set_country_flag = VLA_trotskist_war_van_overstraeten
		}
	} {
		name = belgium.79.b
		trigger = {
			has_government = communism
		}
		create_country_leader = {
			name = War van Overstraeten
			desc = War van Overstraeten
			picture = gfx/leaders/FLA/portait_war_van_overstraeten.dds
			expire = 1965.1.1
			ideology = leninism
			traits = {
				PRC_trotskyist
			}
		}
		add_political_power = -50
		FLA = {
			set_country_flag = VLA_trotskist_war_van_overstraeten
		}
	} {
		name = belgium.79.c
		trigger = {
			has_government = communism
		}
		add_political_power = 50
		FLA = {
			set_country_flag = VLA_trotskist_war_van_overstraeten
		}
		if = {
			limit = {
				is_in_faction_with = SOV
			}
			remove_from_faction = FLA
		}
	}
}
### Entity: Idea
Component: AUS_reliant_on_lon_4
Constructs: removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_reliant_on_lon_4 = {
	picture = gre_debt_to_the_ifc
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.45
		custom_modifier_tooltip = AUS_if_lon_collapse
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_exploit_the_banks
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_exploit_the_banks
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = EST_chamber_of_deputies
	}
	x = 1
	y = 1
	relative_position_id = EST_chamber_of_deputies
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = EST_exploit_the_banks_idea
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_unite_the_opposition
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, allow_branch, has_dlc, has_game_rule
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_unite_the_opposition
	icon = GFX_focus_spr_the_anti_fascist_workers_revolution
	prerequisite = {
		focus = ITA_the_abyssinian_fiasco
	}
	x = -19
	y = 1
	relative_position_id = ITA_the_abyssinian_fiasco
	cost = 5
	allow_branch = {
		has_dlc = By Blood Alone
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = ITA_culto_del_duce
			} {
				has_completed_focus = ITA_convene_the_grand_council
			}
		}
	}
	offset = {
		x = 14
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ITA_defy_the_duce
		}
	}
	bypass = {
		has_global_flag = ITA_antifascist_civil_war_triggered_flag
		hidden_trigger = {
			has_civil_war = yes
			NOT = {
				has_completed_focus = ITA_culto_del_duce
			} {
				has_completed_focus = ITA_convene_the_grand_council
			} {
				has_completed_focus = ITA_foreign_affairs
			}
		}
	}
	available = {
		NOT = {
			has_completed_focus = ITA_foreign_affairs
		}
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = -0.1
		add_popularity = {
			ideology = fascism
			popularity = -0.1
		}
		custom_effect_tooltip = available_political_advisor ITA_unite_the_opposition_cw_benefits_tt ITA_foreign_affairs_focus_locked_tt
		show_ideas_tooltip = amadeo_bordiga ivanoe_bonomi
	}
}
### Entity: Scripted Trigger
Component: EAI_MARITIME_equipment_production
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_MARITIME_equipment_production = {
	EAI_MARITIME_military_focus = yes
	has_tech = basic_large_airframe
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_24
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_24 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 24
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 24
	}
}
### Entity: National Focus
Tree: aoi_focus
Component: AOI_army_modernization
Constructs: prerequisite, completion_reward, complete_tooltip, add_tech_bonus, special_bonus
Source: game
File: common/national_focus/r56_italian_east_africa.txt

Code:
focus = {
	id = AOI_army_modernization
	icon = GFX_goal_generic_army_doctrines
	text = ABC_army_modernization
	prerequisite = {
		focus = AOI_organize_the_police_structure
	} {
		focus = AOI_warm_climate_training
	}
	x = 4
	y = 3
	relative_position_id = AOI_establish_a_general_staff
	cost = 5
	ai_will_do = {
		factor = 1
	}
	complete_tooltip = {
		army_experience = 5
		add_tech_bonus = {
			name = special_bonus
			bonus = 1
			uses = 1
			category = support_tech
		}
	}
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = special_bonus
			bonus = 1
			uses = 1
			category = support_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: idea_RAJ_princely_state_aggression
Constructs: is_raj_or_raj_inheritor, removal_cost, set_rule
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_princely_state_aggression = {
	picture = SPR_political_violence
	allowed = {
		is_raj_or_raj_inheritor = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		justify_war_goal_time = -0.65
		generate_wargoal_tension = -1
	}
	removal_cost = -1
	on_add = {
		set_rule = {
			can_declare_war_on_same_ideology = yes
		}
	}
}
### Entity: Character
Component: JUNO_spearhead_of_the_alianza_democratica
Constructs: stability_factor, war_support_factor, communism_drift, democratic_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_spearhead_of_the_alianza_democratica = {
	random = no
	sprite = 13
	communism_drift = 0.02
	democratic_drift = 0.03
	stability_factor = 0.15
	war_support_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: MUN_the_fall_of_the_republic.5
Constructs: is_triggered_only, ai_chance, limit, is_major, fire_only_once, is_historical_focus_on, has_war_support
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_the_fall_of_the_republic.5
	title = MUN_the_fall_of_the_republic.5.t
	desc = MUN_the_fall_of_the_republic.5.d
	picture = GFX_report_event_HUN_hungary_occupies_area
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = MUN_the_fall_of_the_republic.5.a
		ai_chance = {
			factor = 25
			modifier = {
				factor = 75
				is_historical_focus_on = yes
			} {
				strength_ratio = {
					tag = HUN
					ratio = > 1.5
				} {
					tag = FROM
					ratio = > 1.5
				}
				factor = 50
			} {
				FROM = {
					original_tag = GER
					is_major = yes
				}
				factor = 0
			}
		}
		FROM = {
			country_event = {
				id = MUN_the_fall_of_the_republic.6
				days = 1
			}
		}
	} {
		name = MUN_the_fall_of_the_republic.5.b
		ai_chance = {
			factor = 25
			modifier = {
				has_war_support = < 0.5
				factor = 2
			} {
				strength_ratio = {
					tag = FROM
					ratio = < 0.8
				}
				factor = 25
			} {
				factor = 0.1
				FROM = {
					NOT = {
						original_tag = GER
					}
				}
				is_historical_focus_on = yes
			}
		}
		FROM = {
			country_event = {
				id = MUN_the_fall_of_the_republic.7
				days = 2
			}
		}
		if = {
			limit = {
				num_of_controlled_states = < 2
			}
			custom_effect_tooltip = GAME_OVER_TT
		}
	}
}
### Entity: Idea
Component: JAP_caught_off_gruad
Constructs: removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_caught_off_gruad = {
	picture = generic_war_preparation
	removal_cost = -1
	available = {

	}
	modifier = {
		army_morale_factor = -0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	targeted_modifier = {
		tag = JAP
		defense_bonus_against = -0.1
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_heavy_fighter_concept
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_heavy_fighter_concept
	icon = GFX_focus_usa_escort_fighters
	prerequisite = {
		focus = EST_air_innovations EST_fighter_modernisation
	}
	x = 19
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = POL_heavy_fighter_concept
			bonus = 1
			uses = 1
			category = cat_heavy_fighter
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: GDC_navy_chief
Source: game
File: common/characters/GDC.txt

Code:
GDC_navy_chief = {
	portraits = {
		army = {
			large = GFX_portrait_asia_generic_navy_5
			small = GFX_portrait_asia_generic_navy_5_small
		}
	}
	navy_leader = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 1
	}
	advisor = {
		slot = navy_chief
		idea_token = GDC_navy_chief
		allowed = {
			original_tag = GDC
		}
		traits = {
			navy_chief_maneuver_1
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: AST_henry_wynter
Constructs: has_dlc
Source: game
File: common/characters/AST.txt

Code:
AST_henry_wynter = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = AST_henry_wynter
		portraits = {
			army = {
				small = GFX_portrait_AST_henry_wynter_small
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = AST_henry_winter
			ledger = army
			allowed = {
				original_tag = AST
			}
			traits = {
				military_theorist
			}
			ai_will_do = {
				factor = 1
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = AST_henry_wynter
		portraits = {
			army = {
				large = GFX_AST_henry_wynter
				small = GFX_portrait_AST_henry_wynter_small
			}
		}
		corps_commander = {
			skill = 4
			attack_skill = 3
			defense_skill = 4
			planning_skill = 3
			logistics_skill = 3
			legacy_id = -1
		}
	}
}
### Entity: Event
Component: AAT_finland_diplomacy.14
Constructs: is_triggered_only, ai_chance, annex_country
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_diplomacy.14
	title = AAT_finland_diplomacy.14.t
	desc = AAT_finland_diplomacy.14.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = AAT_finland_diplomacy.14.a
		ai_chance = {
			base = 1
		}
		effect_tooltip = {
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AAT_finland_diplomacy.15
					hours = 1
				}
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
	} {
		name = AAT_finland_diplomacy.14.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AAT_finland_diplomacy.16
					hours = 1
				}
			}
		}
	}
}
### Entity: Name List
Component: SIN
Source: game
File: common/names/00_names.txt

Code:
SIN = {
	male = {
		names = {
			Mohandas Narenda Dalbir Bipin Subrata Amarjeet Sanijv Ravi Praveen Surinder Balwant Sarath Amit Bimal Kumar Ranbir Manoj Suresh Sunil Sushila Meena Velu Aniruddha Shokin Ashwani Ashok Abhay Devraj Rudramurti Punita Anand Dipankar Ramnath Bahadur Atan Syed Kesur Bana Chain Ganga Gian Jadunath Mukund Surinder Triveni Varinder Sonam Ram Yogendra
		}
	}
	female = {
		names = {
			Indira Aditi Amita Anasuya Kavita Puja Rani Rashmi Sania Dusha Neha Neetu Deepti Deepa Bipasha Preeti Padmavati Uma Vibha
		}
	}
	surnames = {
		Neru Gandhi Modi Singh Suhag Rawat Hira Saha Sharma Nimbhorkar Talwar Thoge Hooda Bakshi Negi Hariz Chand Soni Verma Reddy Gupta Cheema Prasad Bharali Shivane Unni Sarin Patyal Chakravarty Bali Datta Naravane Chavan Chandra Bandyopadhyay Krishna Pannu Ambre Ahir Varadarajan Wangchuk Yadav
	}
	callsigns = {

	}
}
### Entity: Idea
Component: PRC_red_army_weakened
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_red_army_weakened = {
	picture = chi_army_corruption
	allowed = {
		original_tag = PRC
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	removal_cost = -1
	modifier = {
		army_org_regain = -0.1
		training_time_factor = 0.2
		land_reinforce_rate = -0.01
	}
}
### Entity: Character
Component: JAP_marxist_writer
Constructs: research_speed_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_marxist_writer = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	research_speed_factor = 0.05
	communism_drift = 0.1
}
### Entity: Event
Component: rt56.rom_stab_ger.3
Constructs: is_triggered_only, limit, has_war_with, set_country_flag, is_subject_of, add_to_war, set_autonomy, set_politics
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_stab_ger.3
	title = rt56.rom_stab_ger.3.t
	desc = rt56.rom_stab_ger.3.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = rt56.rom_stab_ger.3.a
		custom_effect_tooltip = ROM_unlock_focus_tisza_river_tt
		promote_character = {
			character = ROM_king_michael
			ideology = despotism
		}
		set_country_flag = ROM_SOV_agreed_to_peace
		if = {
			limit = {
				GER = {
					gives_military_access_to = ROM
				}
			}
			GER = {
				diplomatic_relation = {
					country = ROM
					relation = military_access
					active = no
				}
			}
		} {
			limit = {
				ROM = {
					is_subject_of = GER
				}
			}
			GER = {
				end_puppet = PREV
			}
		} {
			limit = {
				GER = {
					has_war_with = SOV
				}
			}
			add_to_war = {
				targeted_alliance = SOV
				enemy = GER
				hostility_reason = asked_to_join
			}
		}
		SOV = {
			set_autonomy = {
				target = ROM
				autonomy_state = autonomy_dominion
				end_wars = yes
			}
		}
		ROM = {
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
		}
		hidden_effect = {
			add_ai_strategy = {
				type = antagonize
				id = ROM
				value = 300
			} {
				type = declare_war
				id = ROM
				value = 500
			}
			GER = {
				add_ai_strategy = {
					type = antagonize
					id = ROM
					value = 300
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_prototype_weapons
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_prototype_weapons
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = BEL_equipement_modernization
	}
	relative_position_id = BEL_equipement_modernization
	x = -1
	y = 2
	cost = 10
	ai_will_do = {
		base = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 1
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.31
Constructs: is_triggered_only, limit, add_opinion_modifier
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.31
	title = NSB_soviet_foreign_politics_events.31.t
	desc = NSB_soviet_foreign_politics_events.31.desc
	picture = GFX_report_event_generic_usa_treaty
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			add_opinion_modifier = {
				target = FROM
				modifier = SOV_complied_with_our_demands
			}
		}
	}
	option = {
		name = NSB_soviet_foreign_politics_events.31.a
		if = {
			limit = {
				FROM = {
					controls_state = 463
				}
			}
			transfer_state = 463
		} {
			limit = {
				FROM = {
					controls_state = 650
				}
			}
			transfer_state = 650
		}
		effect_tooltip = {
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SOV_pressured_our_government
				}
			}
		}
	}
}
### Entity: Idea
Component: CAN_conscription_crisis_mended
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/canada.txt

Code:
CAN_conscription_crisis_mended = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = tfv_can_conscription_crisis
	modifier = {
		conscription_factor = -0.1
	}
}
### Entity: Idea
Component: CZE_CKD_plzen_improved
Constructs: has_completed_focus, has_dlc, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_CKD_plzen_improved = {
	name = CZE_CKD_plzen_organization
	picture = CZE_ckd_plzen
	allowed = {
		original_tag = CZE
		has_dlc = Peace For Our Time
	}
	available = {
		has_completed_focus = CZE_the_slovak_arrow
	}
	visible = {
		has_completed_focus = CZE_the_slovak_arrow
	}
	research_bonus = {
		train_tech = 0.3
		support_tech = 0.1
	}
	equipment_bonus = {
		train_equipment = {
			build_cost_ic = -0.15
			armor_value = 0.15
			air_attack = 0.15
			instant = yes
		}
		support_equipment = {
			build_cost_ic = -0.01
		}
	}
	traits = {
		train_equipment_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_520
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_520 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 520
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 520
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_demand_spanish_compensation
Constructs: prerequisite, owns_state, has_country_flag, completion_reward, has_global_flag, has_capitulated
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_demand_spanish_compensation
	icon = GFX_focus_ARG_demand_spanish_compensation
	prerequisite = {
		focus = ARG_support_the_spanish_coup
	}
	x = 0
	y = 1
	relative_position_id = ARG_support_the_spanish_coup
	cost = 10
	available = {
		has_global_flag = scw_over
		SPA = {
			has_capitulated = no
			owns_state = 297
		}
		custom_trigger_tooltip = {
			tooltip = ARG_argentinian_volunteers_in_spain_flag
			has_country_flag = ARG_argentinian_volunteers_in_spain
		}
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		hidden_effect = {
			SPA = {
				country_event = {
					id = ARG_political_events.38
					days = 1
				}
			}
		}
		custom_effect_tooltip = ARG_demand_spanish_compensation_tt
	}
}