Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: ETH_provisional_government_effect
Constructs: set_politics, set_party_name, set_rule
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_provisional_government_effect = {
	set_politics = {
		ruling_party = communism
		elections_allowed = no
	}
	set_party_name = {
		ideology = communism
		long_name = ETH_provisonal_government_long
		name = ETH_provisonal_government
	}
	set_rule = {
		can_generate_female_unit_leaders = yes
	} {
		can_generate_female_country_leaders = yes
	}
}
### Entity: State History
Component: 22
Constructs: add_core_of
Source: game
File: history/states/22-Roussillion.txt

Code:
state = {
	id = 22
	name = STATE_22
	manpower = 1691200
	state_category = town
	resources = {
		steel = 27
		aluminium = 50
	}
	history = {
		owner = FRA
		victory_points = {
			9898 1
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 2
			air_base = 2
		}
		add_core_of = OCC FRA
	}
	provinces = {
		752 760 3751 6770 6960 6962 9723 9898 11709 11711 11877
	}
	local_supplies = 12.0
}
### Entity: Event
Component: AFG_political_events.81
Constructs: is_triggered_only, ai_chance, add_to_faction
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.81
	title = AFG_political_events.81.t
	desc = AFG_political_events.81.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = AFG_political_events.81.a
		ai_chance = {
			base = 10
		}
		add_to_faction = FROM
	}
}
### Entity: State History
Component: 492
Constructs: add_core_of
Source: game
File: history/states/492-Piura.txt

Code:
state = {
	id = 492
	name = STATE_492
	manpower = 1601278
	resources = {
		tungsten = 6
	}
	state_category = rural
	history = {
		owner = PRU
		add_core_of = PRU
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 1
			13288 = {
				naval_base = 1
			}
		}
		victory_points = {
			2210 5
		} {
			13288 1
		} {
			13286 1
		}
	}
	provinces = {
		2182 2210 2225 5202 12953 13175 13286 13288
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Modifier Reference
Component: GDC_the_left_kuomintang_national_revolution
Constructs: research_speed_factor, remove_trigger, communism_drift, neutrality_drift, democratic_drift
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
GDC_the_left_kuomintang_national_revolution = {
	remove_trigger = {

	}
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_warlord_integration4
	communism_drift = GDC_lkmt_c
	neutrality_drift = GDC_lkmt_n
	democratic_drift = GDC_lkmt_d
	political_power_factor = GDC_lkmt_pp
	research_speed_factor = GDC_lkmt_r
	army_core_defence_factor = GDC_lkmt_cd
}
### Entity: National Focus
Tree: den_focus
Component: DEN_overthrow_the_government
Constructs: has_completed_focus, prerequisite, has_government, add_stability, completion_reward, add_political_power, is_subject, set_politics
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_overthrow_the_government
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	prerequisite = {
		focus = DEN_conservatives_support DEN_conspire_with_the_officer_corps
	}
	relative_position_id = DEN_unify_the_right
	x = 0
	y = 2
	cost = 5
	available = {
		OR = {
			neutrality = > 0.4
			fascism = > 0.4
			AND = {
				neutrality = > 0.2
				fascism = > 0.2
			}
		}
		is_subject = no
	}
	bypass = {
		has_completed_focus = DEN_unify_the_right
		OR = {
			has_government = neutrality fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		add_stability = -0.2
		set_politics = {
			ruling_party = neutrality
		}
		custom_effect_tooltip = DEN_increase_welfare_bop_cost_tt
		add_to_variable = {
			DEN_bop_decrease_low_cost = 25
		} {
			DEN_bop_decrease_medium_cost = 25
		} {
			DEN_bop_decrease_high_cost = 25
		} {
			DEN_bop_decrease_very_high_cost = 25
		}
		hidden_effect = {
			set_country_flag = DEN_banned_elections
		}
	}
}
### Entity: Character
Component: CYP_themistoklis_dervis
Constructs: has_country_leader
Source: game
File: common/characters/CYP.txt

Code:
CYP_themistoklis_dervis = {
	name = CYP_themistoklis_dervis
	portraits = {
		civilian = {
			large = gfx/leaders/CYP/r56_portrait_CYP_themistoklis_dervis.dds
			small = GFX_idea_r56_CYP_themistoklis_dervis
		}
	}
	country_leader = {
		ideology = ultranationalism
		traits = {
			doctor_kiki anti_communist_crusader
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CYP_themistoklis_dervis
		available = {
			NOT = {
				has_country_leader = {
					character = CYP_themistoklis_dervis
					ruling_only = yes
				}
			}
		}
		traits = {
			anti_communist_crusader
		}
	}
}
### Entity: Idea
Component: ITA_hidden_european_democracies_ns
Constructs: has_government, removal_cost, has_dlc
Source: game
File: common/ideas/italy.txt

Code:
ITA_hidden_european_democracies_ns = {
	name = ITA_european_democracies
	removal_cost = -1
	allowed = {
		has_dlc = By Blood Alone
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		democratic_acceptance = 50
	}
}
### Entity: Character
Component: USA_william_simpson
Source: game
File: common/characters/USA.txt

Code:
USA_william_simpson = {
	name = USA_william_simpson
	portraits = {
		army = {
			large = GFX_portrait_USA_william_simpson
			small = GFX_portrait_USA_william_simpson_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 2
		legacy_id = 0
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_persian_way_to_socialism
Constructs: prerequisite, limit, has_government, has_war_with, add_war_support, completion_reward, set_rule, is_faction_leader
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_persian_way_to_socialism
	icon = GFX_goal_support_fourth_int
	cost = 5
	prerequisite = {
		focus = PER_islamic_socialism_focus PER_promote_atheism
	}
	mutually_exclusive = {
		focus = PER_align_with_the_soviets
	}
	x = 11
	y = 5
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_war_support = 0.1
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				any_other_country = {
					NOT = {
						original_tag = SOV
					} {
						has_war_with = ROOT
					}
					is_faction_leader = yes
					has_government = communism
				}
			}
			r56_other_faction_invite_communism_NOT_SOV = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: USB_avions_fairey
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/USB.txt

Code:
USB_avions_fairey = {
	picture = generic_air_manufacturer_2
	allowed = {
		original_tag = USB
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: KMT_modern_army
Constructs: research_speed_factor, has_country_flag, removal_cost, is_ally_with
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_modern_army = {
	removal_cost = -1
	picture = General_Staff
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			tag = CUG
			is_ally_with = CUG
		}
		NOT = {
			has_country_flag = KMT_taiwan_perm
		}
	}
	modifier = {
		research_speed_factor = 0.05
		max_planning_factor = 0.1
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_cult_of_vytautas_the_great
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_cult_of_vytautas_the_great
	icon = GFX_goal_LIT_cult_of_vytautas_the_great
	relative_position_id = LIT_royal_legacy
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_royal_legacy
	}
	mutually_exclusive = {
		focus = LIT_gediminas_heritage
	} {
		focus = LIT_legacy_of_mindaugas
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {

	}
}
### Entity: Country History
Country: PON
Component: PON_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/PON - Pontus.txt

Code:
# Politics & Parties for PON
set_stability = 0.4
set_war_support = 0.6
set_politics = {
	ruling_party = democratic
	last_election = 1910.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	fascism = 2
	communism = 4
	democratic = 48
	neutrality = 46
}
add_ideas = {
	limited_conscription
}
### Entity: Country History
Country: BRA
Component: BRA_technology
Constructs: set_technology
Source: game
File: history/countries/BRA - Brazil.txt

Code:
# Starting Technologies for BRA
set_technology = {
	infantry_weapons = 1
	tech_support = 1
	tech_engineers = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
	basic_train = 1
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/COL_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 8056
	division_template = Brigada del Ejército
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Character
Component: GER_reichswerke_conglomerate
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_reichswerke_conglomerate = {
	random = no
	consumer_goods_factor = 0.05
	local_resources_factor = 0.1
	production_lack_of_resource_penalty_factor = -0.15
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
		artillery = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: CHI_secularism
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_secularism = {
	picture = generic_neutrality_drift_bonus
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	modifier = {
		stability_weekly = 0.001
		political_power_factor = 0.1
		drift_defence_factor = 0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Character
Component: king_of_kings
Constructs: mobilization_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
king_of_kings = {
	random = no
	drift_defence_factor = 0.1
	political_power_factor = 0.05
	mobilization_speed = 0.05
}
### Entity: Event
Component: new_ger.10
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_political_power, set_country_flag, set_variable, add_to_variable
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.10
	title = new_ger.10.t
	desc = new_ger.10.d
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_completed_focus = GER_hugenburgs_legacy
		}
	}
	option = {
		name = new_ger.10.a
		set_country_flag = GER_dvu_formed GER_catholic_autonomy_flag
		set_variable = {
			DVU_stability = 1
		} {
			DVU_bop = -1
		} {
			DVU_seats = Zentrum_seats
		} {
			DVU_seats_f = Zentrum_seats_f
		} {
			DNVP_seats = 0
		} {
			DNVP_seats_f = 0
		} {
			Zentrum_seats = 0
		} {
			Zentrum_seats_f = 0
		}
		add_to_variable = {
			DVU_seats = DNVP_seats
		} {
			DVU_seats_f = DNVP_seats_f
		} {
			pie_chart_dirty = 1
		}
		custom_effect_tooltip = GER_merge_parties_tt generic_skip_one_line_tt generic_skip_one_line_tt GER_dvu_warning_tt
		add_political_power = -50
		unlock_decision_category_tooltip = GER_state_of_the_union
		mark_focus_tree_layout_dirty = yes
		every_state = {
			limit = {
				OR = {
					state = 53 52 923 67 54 51 57
				}
			}
			add_dynamic_modifier = {
				modifier = GER_catholic_autonomy
			}
		}
		ai_chance = {
			base = 0
		}
	} {
		name = new_ger.10.b
	}
}
### Entity: Decision
Component: INS_leaders_cat
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/INS_decision_categories.txt

Code:
INS_leaders_cat = {
	priority = 19
	icon = GFX_decision_category_generic_democracy
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	visible = {
		has_completed_focus = INSHOL_democracy
		NOT = {
			has_completed_focus = INSHOL_netherlands_indonesia_union
		}
	}
}
### Entity: Name List
Component: PAL
Source: game
File: common/names/00_names.txt

Code:
PAL = {
	male = {
		names = {
			Abd Allah Abd al-Karim Abd al-Malik Abd al-Qadir Abd al-Rahman Abu Bakr Ahmad Ali Fawzi Fuad Halil Hasan Hisham Ibrahim Ishaq Iskandar Ja'far Jamal Kamil Khalid Muhammad Mustafa Nur al-Din Sa'd al-Din Salim Sa'ud Shukri Tawfiq Umar Uthman Yahya Yusuf Zafir
		}
		surnames = {
			ibn Abd Allah ibn Abd al-Qadir ibn Abu Bakr ibn Ahmad ibn Ali ibn Fuad ibn Halil ibn Hasan ibn Hisham ibn Ishaq ibn Ja'far ibm Kamil ibn Khalid ibn Muhammad ibn Mustafa ibn Salim ibn Umar ibn Uthman ibn Yusuf al-Najdi al-Hijazi
		}
	}
	female = {
		names = {
			Ihsan Marwa Aisha Aziza Duha Farida Golbahar Gulnar Gulnaz Gulpari Hafsa Hasti Huma Ibtisam Jalila Kamala Karima Khandan Khaterah Khatira Kinah Lala Madiha Mahdokht Nazy Neelab Negar Niki Nikoo Noushin Rabiya Mahsa Mahwash Marwa Mastana Mehri Mina Minoo Munawwar Muzhdah Nahal Najela Nasiba Nastaran Nazaneen Rajiya Sadiya Salma Sitara Thana Zahra Zahra Zuhayra
		}
		surnames = {
			bint Abd Allah bint Abd al-Qadir bint Abu Bakr bint Ahmad bint Ali bint Fuad bint Halil bint Hasan bint Hisham bint Ishaq bint Ja'far ibm Kamil bint Khalid bint Muhammad bint Mustafa bint Salim bint Umar bint Uthman bint Yusuf al-Najdi al-Hijazi
		}
	}
	callsigns = {

	}
}
### Entity: Decision
Component: CZE_bop_army_readiness_category
Constructs: is_debug, complete_effect, add_power_balance_value
Source: game
File: common/decisions/CZE.txt

Code:
CZE_bop_army_readiness_category = {
	QLOC_CZE_bop_end_bop_script = {
		name = DEBUG: END BOP
		priority = 106
		visible = {
			is_debug = yes
		}
		allowed = {
			tag = CZE
		}
		complete_effect = {
			CZE_bop_stop_the_bop_and_give_final_idea = yes
		}
	}
	QLOC_CZE_bop_decrease_max = {
		name = DEBUG: Minimize BOP
		priority = 105
		visible = {
			is_debug = yes
		}
		allowed = {
			tag = CZE
		}
		complete_effect = {
			add_power_balance_value = {
				id = CZE_bop_army_readiness
				value = -2
			}
		}
	}
	QLOC_CZE_bop_decrease_a_bit = {
		name = DEBUG: Slightly Decrease BOP
		priority = 104
		visible = {
			is_debug = yes
		}
		allowed = {
			tag = CZE
		}
		complete_effect = {
			add_power_balance_value = {
				id = CZE_bop_army_readiness
				value = -0.2
			}
		}
	}
	QLOC_CZE_bop_decrease = {
		name = DEBUG: Decrease BOP
		priority = 104
		visible = {
			is_debug = yes
		}
		allowed = {
			tag = CZE
		}
		complete_effect = {
			add_power_balance_value = {
				id = CZE_bop_army_readiness
				value = -0.5
			}
		}
	}
	QLOC_CZE_bop_balance = {
		name = DEBUG: Zero BOP
		priority = 103
		visible = {
			is_debug = yes
		}
		allowed = {
			tag = CZE
		}
		complete_effect = {
			add_power_balance_value = {
				id = CZE_bop_army_readiness
				value = -2
			} {
				id = CZE_bop_army_readiness
				value = 1
			}
		}
	}
	QLOC_CZE_bop_increase_a_bit = {
		name = DEBUG: Slightly Increase BOP
		priority = 102
		visible = {
			is_debug = yes
		}
		allowed = {
			tag = CZE
		}
		complete_effect = {
			add_power_balance_value = {
				id = CZE_bop_army_readiness
				value = 0.2
			}
		}
	}
	QLOC_CZE_bop_increase = {
		name = DEBUG: Increase BOP
		priority = 102
		visible = {
			is_debug = yes
		}
		allowed = {
			tag = CZE
		}
		complete_effect = {
			add_power_balance_value = {
				id = CZE_bop_army_readiness
				value = 0.2
			}
		}
	}
	QLOC_CZE_bop_increase_max = {
		name = DEBUG: Maximize BOP
		priority = 101
		visible = {
			is_debug = yes
		}
		allowed = {
			tag = CZE
		}
		complete_effect = {
			add_power_balance_value = {
				id = CZE_bop_army_readiness
				value = 2
			}
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_spanish_civil_war_involvement
Constructs: prerequisite, has_war, has_government, completion_reward, is_historical_focus_on, has_global_flag, set_rule, add_timed_idea
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_spanish_civil_war_involvement
	icon = GFX_goal_generic_spanish_civil_war_soldier
	prerequisite = {
		focus = VEN_crush_communists VEN_purge_disloyal_officers
	}
	relative_position_id = VEN_enforce_army_loyalty
	x = 5
	y = 3
	cost = 5
	ai_will_do = {
		factor = 2
		modifier = {
			is_historical_focus_on = no
			has_global_flag = scw_is_ai_driven
			ROOT = {
				has_war = no
				OR = {
					has_government = fascism communism
				}
			}
			add = 8
		}
	}
	available = {
		has_global_flag = spanish_civil_war
		has_war = no
		NOT = {
			has_global_flag = r56_scw_our_own_ending_check
		}
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_timed_idea = {
			idea = r56_CHL_spanish_civil_war_involvement
			days = 1100
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SPA_CIVIL_WAR
	}
}
### Entity: Idea
Component: r56_LUX_anti_french_sentiments3
Constructs: war_support_factor, democratic_drift
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_anti_french_sentiments3 = {
	picture = soviet_german_friendship
	name = r56_LUX_anti_french_sentiments
	modifier = {
		democratic_drift = -0.1
		war_support_factor = 0.1
	}
	targeted_modifier = {
		tag = FRA
		defense_bonus_against = 0.04
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/AST_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 7798
	division_template = Infantry Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_protect_czechoslovakia
Constructs: prerequisite, completion_reward, is_subject, has_global_flag, cancel_if_invalid
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_protect_czechoslovakia
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = HUN_proclaim_the_restoration_of_austria_hungary
	}
	x = 0
	y = 3
	relative_position_id = HUN_invite_the_habsburg_prince
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {
		is_subject = no
		country_exists = CZE
	}
	bypass = {
		OR = {
			CZE = {
				OR = {
					exists = no
					is_subject = yes
				}
			}
			has_global_flag = GER_reformed_austro_hungarian_empire
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		CZE = {
			country_event = {
				id = DOD_hungary.10
			}
		}
		custom_effect_tooltip = HUN_protect_czechoslovakia_tt
	}
}
### Entity: Event
Component: egypt.25
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.25
	picture = GFX_report_event_EGY_anglo_egyptian_conference_3
	title = egypt.25.t
	desc = egypt.25.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = egypt.25.a
	}
}
### Entity: AI Strategy
Component: EAI_JAP_china_INVASION_invasion_avoid
Constructs: has_completed_focus, has_war_with, is_major, has_global_flag, is_in_array
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_china_INVASION_invasion_avoid = {
	allowed = {
		tag = JAP
	}
	enable = {
		has_war_with = CHI
		NOT = {
			any_enemy_country = {
				NOT = {
					tag = CHI
				}
				is_major = yes
			}
		}
		OR = {
			has_war_with = USA
			has_global_flag = EAI_JAP_blitz_pacific_1000d
			AND = {
				focus_progress = {
					focus = JAP_strike_the_southern_road
					progress = > 0
				}
				NOT = {
					has_completed_focus = JAP_strike_the_southern_road
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invasion_unit_request
		value = -1000
		state_trigger = {
			NOT = {
				is_in_array = {
					global.EAI_MAP_china_coastal_theatre = THIS.id
				}
			}
		}
	}
}
### Entity: Event
Component: mtg_usa_foreign_support.15
Constructs: is_triggered_only, ai_chance, add_political_power, add_offsite_building
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_foreign_support.15
	title = mtg_usa_foreign_support.15.t
	desc = mtg_usa_foreign_support.15.desc
	picture = GFX_report_event_destroyers
	is_triggered_only = yes
	option = {
		name = mtg_usa_foreign_support.15.a
		ai_chance = {
			factor = 70
		}
		add_political_power = 25
		FROM = {
			country_event = mtg_usa_foreign_support.16
		}
		effect_tooltip = {
			FROM = {
				add_offsite_building = {
					type = dockyard
					level = 1
				}
			}
		}
	} {
		name = mtg_usa_foreign_support.15.b
		ai_chance = {
			factor = 30
		}
		add_political_power = -25
		FROM = {
			country_event = mtg_usa_foreign_support.17
		}
	}
}
### Entity: Joint Focus
Component: CONGO_jungle_fighting
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, set_technology, is_subject_of, has_global_flag
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_jungle_fighting
	dynamic = yes
	icon = GFX_focus_por_luso_tropicalism
	prerequisite = {
		focus = CONGO_modernize_force_publique
	}
	relative_position_id = CONGO_force_publique
	x = 2
	y = 3
	cost = 10
	text_icon = CONGO_BEL_COG_focus_style
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = CONGO_jungle_figthing_random_generals_tt generic_skip_one_line_tt SMB_jungle_pioneers_tt
			hidden_effect = {
				random_army_leader = {
					limit = {
						NOT = {
							has_trait = jungle_rat
						}
					}
					add_trait = {
						trait = jungle_rat
					}
				} {
					limit = {
						NOT = {
							has_trait = jungle_rat
						}
					}
					add_trait = {
						trait = jungle_rat
					}
				}
			} {
				set_technology = {
					TOA_jungle_pioneers_support_tech = 1
					popup = no
				}
			}
		} {
			limit = {
				original_tag = BEL
			}
			hidden_effect = {
				set_technology = {
					TOA_jungle_pioneers_support_tech = 1
					popup = no
				}
			}
			custom_effect_tooltip = SMB_jungle_pioneers_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = CONGO_jungle_figthing_random_generals_tt generic_skip_one_line_tt SMB_jungle_pioneers_tt
			hidden_effect = {
				random_army_leader = {
					limit = {
						NOT = {
							has_trait = jungle_rat
						}
					}
					add_trait = {
						trait = jungle_rat
					}
				} {
					limit = {
						NOT = {
							has_trait = jungle_rat
						}
					}
					add_trait = {
						trait = jungle_rat
					}
				}
			} {
				set_technology = {
					TOA_jungle_pioneers_support_tech = 1
					popup = no
				}
			}
		} {
			limit = {
				original_tag = BEL
			}
			hidden_effect = {
				set_technology = {
					TOA_jungle_pioneers_support
# ... (truncated)