Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cos_focus
Component: COS_join_the_allies
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_subject
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_join_the_allies
	icon = GFX_allies
	prerequisite = {
		focus = COS_carry_the_torch
	} {
		focus = COS_nationalize_ufc_assets
	}
	mutually_exclusive = {
		focus = COS_maintain_our_neutrality COS_central_american_cooperation
	}
	available = {
		is_subject = no
		is_in_faction = no
		any_other_country = {
			is_major = yes
			has_government = democratic
			is_faction_leader = yes
			has_capitulated = no
			NOT = {
				has_war_with = ROOT
			} {
				any_other_country = {
					is_in_faction_with = PREV
					has_war_with = ROOT
				}
			}
		}
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	x = 2
	y = 3
	relative_position_id = COS_strengthen_democratic_institutions
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_completed_focus = ENG_a_change_in_course ENG_visit_germany
					} {
						has_war_with = ROOT
					}
					has_capitulated = no
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ENG
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = {
					id = generic.2
				}
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_embrace_national_front
Constructs: prerequisite, completion_reward, allow_branch, add_to_variable, set_variable
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_embrace_national_front
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = PER_rally_behind_mosaddegh
	}
	mutually_exclusive = {
		focus = PER_constitutional_monarchy
	}
	x = 1
	y = 1
	relative_position_id = PER_rally_behind_mosaddegh
	cost = 5
	available = {

	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = PER_modify_opposition_tt
		add_to_variable = {
			var = PER_opposition_democratic_drift
			value = 0.05
			tooltip = democratic_drift_tt
		}
		set_variable = {
			var = PER_opposition_research_speed_factor
			value = 0.02
			tooltip = research_speed_factor_tt
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_new_research_centres
Constructs: prerequisite, completion_reward, has_idea, add_research_slot
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_new_research_centres
	icon = GFX_focus_research2
	x = -3
	y = 1
	cost = 10
	relative_position_id = MON_armament_expansion
	prerequisite = {
		focus = MON_armament_expansion MON_new_veterinary_facilities
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_idea = Mongolbank_bankrupt
		}
		num_of_factories = > 50
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		MON_mongol_bank_funds_decrease = yes
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_remove_miklas
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_remove_miklas
	icon = GFX_goal_AUS_remove_miklas
	relative_position_id = AUS_compromise_miklas
	x = -4
	y = 0
	prerequisite = {
		focus = AUS_national_unity_government AUS_restart_linz_program
	}
	mutually_exclusive = {
		focus = AUS_compromise_miklas
	}
	cost = 10
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_president_miklas
			add_idea = AUS_president_seitz
		}
	}
}
### Entity: Modding Documentation
Construct: prevent_operative_detection
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## prevent_operative_detection

Prevent a country from detecting and harming foreign operatives
### Entity: Idea
Component: AST_R56_womens_auxiliary_australian_air_force_idea
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_womens_auxiliary_australian_air_force_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_women_in_the_army
	modifier = {
		conscription_factor = 0.08
	}
}
### Entity: Joint Focus
Component: HABSBURG_discounted_licenses
Constructs: prerequisite, joint_focus, completion_reward, is_in_faction_with, is_subject_of, is_subject, add_to_variable
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_discounted_licenses
	dynamic = yes
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = HABSBURG_securing_the_consumer_rights
	} {
		focus = HABSBURG_simplify_economic_lawmaking
	}
	relative_position_id = HABSBURG_securing_the_consumer_rights
	x = -1
	y = 1
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_originator_country
			tag = global.AH_originator_country
		}
		any_other_country = {
			OR = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
		is_subject = no
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {

	}
	completion_reward = {
		effect_tooltip = {
			custom_effect_tooltip = HABSBURG_modify_economy_ns_intro
			add_to_variable = {
				global.HABSBURG_economy_license_purchase_cost = -0.5
				tooltip = license_purchase_cost_tt
			} {
				global.HABSBURG_economy_license_production_speed = 0.2
				tooltip = license_production_speed_tt
			}
		}
	}
	completion_reward_joint_originator = {
		hidden_effect = {
			custom_effect_tooltip = HABSBURG_modify_economy_ns_intro
			add_to_variable = {
				global.HABSBURG_economy_license_purchase_cost = -0.5
				tooltip = license_purchase_cost_tt
			} {
				global.HABSBURG_economy_license_production_speed = 0.2
				tooltip = license_production_speed_tt
			}
		}
	}
}
### Entity: Achievement
Component: not_much_fun_in_stalingrad
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
not_much_fun_in_stalingrad = {
	id = 135
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = GER
	}
	happened = {
		GER = {
			has_country_flag = achievement_not_much_fun_in_stalingrad
		}
	}
}
### Entity: Event
Component: venezuela.9
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.9
	picture = GFX_report_event_generic_read_write
	title = venezuela.9.t
	desc = venezuela.9.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.9.a
		ai_chance = {
			base = 90
		}
		VEN = {
			transfer_state = 687
		}
	}
}
### Entity: Character
Component: MON_fu_shangzhi
Source: game
File: common/characters/MON.txt

Code:
MON_fu_shangzhi = {
	name = MON_fu_shangzhi
	portraits = {
		civilian = {
			large = GFX_portrait_Fu_Shangzhi
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1947.1.1.12
		id = -1
	}
}
### Entity: Character
Component: SER_aa2
Source: game
File: common/characters/SER.txt

Code:
SER_aa2 = {
	advisor = {
		slot = high_command
		idea_token = SER_aa2
		ledger = army
		allowed = {
			original_tag = SER
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_2
		}
	}
}
### Entity: Military Industrial Organization
Component: VEN_CAVIM_organization
Constructs: has_completed_focus, limit, production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/VEN_organization.txt

Code:
VEN_CAVIM_organization = {
	name = VEN_CAVIM
	include = generic_infantry_equipment_organization
	icon = GFX_idea_generic_electronics_concern_3
	allowed = {
		original_tag = VEN
	}
	available = {
		if = {
			limit = {
				FROM = {
					original_tag = VEN
				}
			}
			VEN = {
				has_completed_focus = VEN_fund_independent_arms_industries
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
		}
		equipment_bonus = {
			soft_attack = 0.03
		}
	}
}
### Entity: Idea
Component: EAI_DD_8/modern_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/modern_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_artillery_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: GER_can_delay_mefo_payment
Constructs: has_idea
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_can_delay_mefo_payment = {
	custom_trigger_tooltip = {
		tooltip = GER_can_delay_mefo_payment
		NOT = {
			has_idea = GER_mefo_bills_18
		}
	}
}
### Entity: Music Config
Component: eastern_front/lilimarlenesolo
Constructs: has_war
Source: game
File: music/eastern_front.txt

Code:
music = {
	song = lilimarlenesolo
	chance = {
		factor = 1
		modifier = {
			TAG = GER
			factor = 3
		} {
			has_war = yes
			factor = 2
		}
	}
}
### Entity: Character
Component: AUS_eugen_sanger
Constructs: has_completed_focus
Source: game
File: common/characters/AUS.txt

Code:
AUS_eugen_sanger = {
	name = AUS_eugen_sanger
	portraits = {
		army = {
			large = GFX_portrait_AUS_eugen_sanger
		}
	}
	scientist = {
		traits = {
			scientist_trait_jet_expert
		}
		skills = {
			specialization_air = 2
		}
		visible = {
			owner = {
				has_completed_focus = AUS_recruiting_the_graduates
			}
		}
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_heavy_fighter
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_heavy_fighter
* description: Total produced equipment of typeheavy_fighter
### Entity: Modding Documentation
Construct: num_battle_plans
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_battle_plans
* description: number of battle plans of unit leader
### Entity: National Focus
Tree: kor_focus
Component: KOR_establish_a_military_academy
Constructs: prerequisite, add_ideas, completion_reward, every_army_leader, add_planning
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_establish_a_military_academy
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = KOR_army_reform
	}
	x = 0
	y = 2
	relative_position_id = KOR_army_reform
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		every_army_leader = {
			add_planning = 1
		}
		add_ideas = ABC_establish_a_military_academy_idea
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Scripted Effect
Component: SWI_show_president_decisions
Constructs: limit, has_government, set_variable, has_trait, unlock_decision_tooltip
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_show_president_decisions = {
	SWI = {
		set_variable = {
			temp_character_president = PREV
		}
	}
	if = {
		limit = {
			OR = {
				has_trait = SWI_pragmatic_democrat SWI_democratic_capitalist
			}
		}
		SWI = {
			unlock_decision_tooltip = {
				decision = SWI_defense_fund_drive
				show_effect_tooltip = yes
				show_modifiers = yes
			}
		}
	} {
		limit = {
			SWI = {
				has_government = democratic
			}
		}
		SWI = {
			custom_effect_tooltip = SWI_promoting_to_president_TT
		}
	}
	else_if = {
		limit = {
			OR = {
				has_trait = SWI_cantonal_conservative SWI_radical_democrat
			}
		}
		SWI = {
			unlock_decision_tooltip = {
				decision = SWI_swiss_democratic_tradition_campaign
				show_effect_tooltip = yes
				show_modifiers = yes
			}
		}
	} {
		limit = {
			OR = {
				has_trait = SWI_trade_unionist SWI_corporatist
			}
		}
		SWI = {
			unlock_decision_tooltip = {
				decision = SWI_rally_workers
				show_effect_tooltip = yes
				show_modifiers = yes
			}
		}
	} {
		limit = {
			OR = {
				has_trait = SWI_fascist_recruiter SWI_fascist_propagandist
			}
		}
		SWI = {
			unlock_decision_tooltip = {
				decision = SWI_spouse_fascism
				show_effect_tooltip = yes
				show_modifiers = yes
			}
		}
	} {
		limit = {
			OR = {
				has_trait = SWI_fascist SWI_fascist_appeaser
			}
		}
		SWI = {
			unlock_decision_tooltip = {
				decision = SWI_appease_fascists
				show_effect_tooltip = yes
				show_modifiers = yes
			}
		}
	} {
		limit = {
			OR = {
				has_trait = SWI_social_democrat SWI_socialist_pacifist
			}
		}
		SWI = {
			unlock_decision_tooltip = {
				decision = SWI_focus_on_swiss_unity
				show_effect_tooltip = yes
				show_modifiers = yes
			}
		}
	} {
		limit = {
			OR = {
				has_trait = SWI_conservative_democrat
			}
		}
		SWI = {
			unlock_decision_tooltip = {
				decision = SWI_isolate_switzerland
				show_effect_tooltip = yes
				show_modifiers = yes
			}
		}
	} {
		limit = {
			OR = {
				has_trait = SWI_militaristic_democrat SWI_militaristic_nationalist
			}
		}
		SWI = {
			unlock_decision_tooltip = {
				decision = SWI_militarization_drive
				show_effect_tooltip = yes
				show_modifiers = yes
			}
		}
	} {
		limit = {
			OR = {
				has_trait = SWI_intelligence_officer
			}
		}
		SWI = {
			unlock_decision_tooltip = {
				decision = SWI_expand_covert_operations
				show_effect_tooltip = yes
				show_modifiers = yes
			}
		}
	} {
		limi
# ... (truncated)
### Entity: Special Project
Component: sp_nuclear_reactor_radioactive_leak_stabilized_reward
Constructs: has_country_flag, fire_only_once, add_project_progress_ratio, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_nuclear_prototype_rewards.txt

Code:
sp_nuclear_reactor_radioactive_leak_stabilized_reward = {
	fire_only_once = yes
	threshold = {
		min = 40
		max = 60
	}
	weight = {
		base = 0.75
		modifier = {
			factor = 5
			FROM = {
				has_country_flag = no_filters_for_reactors_flag
			}
		}
	}
	option = {
		token = sp_nuclear_reactor_radioactive_leak_stabilized_reward_option
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.gain.low
				}
			}
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.medium
					specialization = specialization_nuclear
				}
			}
			facility_state_effects = {
				damage_building = {
					tags = facility
					damage = 0.1
					province = var:facility_province_id
				}
			}
		}
	}
}
### Entity: Idea
Component: PHI_masbate_consolidated_mining_company
Constructs: owns_state, research_bonus
Source: game
File: common/ideas/philipines.txt

Code:
PHI_masbate_consolidated_mining_company = {
	picture = generic_motorized_equipment_manufacturer_1
	allowed = {
		original_tag = PHI
	}
	available = {
		OR = {
			owns_state = 624 628
		}
	}
	research_bonus = {
		industry = 0.05
		excavation_tech = 0.15
	}
	modifier = {
		country_resource_steel = 8
	}
	traits = {
		mining_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: EAI_DD_14/medium_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/medium_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_aa_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_renounce_the_treaties
Constructs: prerequisite, remove_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_renounce_the_treaties
	icon = GFX_focus_renounce_the_treaty_of_trianon
	prerequisite = {
		focus = AUS_rally_the_people
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = AUS_rally_the_people
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {
		NOT = {
			has_idea = AUS_treaty_of_saint_germain_en_laye
		}
	}
	available_if_capitulated = no
	completion_reward = {
		remove_ideas = AUS_treaty_of_saint_germain_en_laye
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt AUS_rearmament_and_guarantees_tt
		ITA = {
			country_event = {
				id = AUS_political_events.30
				days = 1
			}
		}
		FRA = {
			country_event = {
				id = AUS_political_events.30
				days = 1
			}
		}
		ENG = {
			country_event = {
				id = AUS_political_events.30
				days = 1
			}
		}
		USA = {
			country_event = {
				id = AUS_political_events.30
				days = 1
			}
		}
		hidden_effect = {
			news_event = {
				id = AUS_news_events.5
				days = 2
			}
		}
	}
}
### Entity: Idea
Component: CHI_absolutely_obedient_pla
Constructs: army_defence_factor, has_government, army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_absolutely_obedient_pla = {
	picture = SOV_war_heroes
	removal_cost = -1
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		army_attack_factor = 0.05
		army_defence_factor = 0.1
		army_org_factor = 0.1
		army_morale_factor = 0.1
		weekly_manpower = 200
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Country History
Country: GHA
Component: GHA_characters
Constructs: recruit_character
Source: game
File: history/countries/GHA - Ghana.txt

Code:
# Leaders & Characters for GHA
recruit_character = GHA_kwame_nkrumah GHA_acd2 GHA_communist_guy GHA_acr GHA_fascist_guy GHA_aa2 GHA_democratic_guy GHA_ncm GHA_nt GHA_awt GHA_ar GHA_stc GHA_ai2 GHA_aco2 GHA_ncs GHA_coi GHA_acgs GHA_acas GHA_pot GHA_nccr GHA_mt
### Entity: Event
Component: liechtenstein.3
Constructs: is_triggered_only, fire_only_once, add_ai_strategy
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.3
	picture = GFX_report_event_LIE_liechtenstein_switzerland_relations
	title = liechtenstein.3.t
	desc = liechtenstein.3.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.3.a
		add_ai_strategy = {
			type = befriend
			id = SWI
			value = 200
		}
	}
}
### Entity: Technology
Component: NOR_rikstanken_tech
Constructs: enable_equipment_modules, research_cost
Source: game
File: common/technologies/NSB_armor.txt

Code:
technology = {
	allow = {
		always = no
	}
	enable_equipment_modules = {
		NOR_rikstanken_turret NOR_tank_rikstanken_armor
	}
	path = {

	}
	on_research_complete = {

	}
	show_effect_as_desc = no
	research_cost = 1
	start_year = 1936
	categories = {
		armor
	}
}
### Entity: AI Strategy
Component: SWE_r56_sweden_and_germany_best_buds
Constructs: has_completed_focus, has_government, has_country_flag, is_faction_leader, has_global_flag, is_historical_focus_on, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_sweden_and_germany_best_buds = {
	name = Germans and Swedes are giga friends
	desc = Let us peacefully unify europe, through force
	allowed = {
		original_tag = SWE
	}
	enable = {
		has_completed_focus = SWE_bring_finland_back
		GER = {
			has_government = fascism
			is_faction_leader = yes
		}
		NOT = {
			has_global_flag = SWE_use_DLC_tree
		}
		OR = {
			AND = {
				is_historical_focus_on = no
				has_game_rule = {
					rule = R56_SWE_ai_behavior
					option = FASCIST_COUP
				}
			}
			has_country_flag = SWE_AI_RANDOM_FASCIST_COUP
			has_game_rule = {
				rule = R56_SWE_ai_behavior
				option = FASCIST_COUP
			}
		}
	}
	abort = {
		is_subject = yes
		OR = {
			has_government = communism neutrality
			is_subject = yes
		}
	}
	ai_strategy = {
		type = befriend
		id = GER
		value = 100
	}
	ai_national_focuses = {
		SWE_approach_germany SWE_divide_denmark SWE_proclaim_greater_sweden SWE_rationing_r56 SWE_lottorna SWE_hemvarnet_r56 SWE_return_to_livonia SWE_reclaim_ingermanland
	}
}
### Entity: National Focus
Tree: jor_focus
Component: JOR_operation_hashem
Constructs: prerequisite, completion_reward, has_civil_war
Source: game
File: common/national_focus/jordan.txt

Code:
focus = {
	id = JOR_operation_hashem
	icon = GFX_goal_generic_hit_the_superstructure
	x = 0
	y = 1
	available = {
		has_civil_war = no
	}
	prerequisite = {
		focus = JOR_revolt
	}
	cost = 10
	relative_position_id = JOR_revolt
	completion_reward = {
		country_event = jordan.10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_support_macedonian_organizations
Constructs: prerequisite, limit, every_country, add_opinion_modifier, completion_reward, add_threat, is_fully_controlled_by, set_country_flag
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_support_macedonian_organizations
	prerequisite = {
		focus = BUL_power_to_the_tsar BUL_oppose_the_royal_dictatorship
	}
	icon = GFX_focus_BUL_support_macedonian_organizations
	relative_position_id = BUL_condemn_macedonian_organizations
	x = 2
	y = 0
	cost = 5
	mutually_exclusive = {
		focus = BUL_condemn_macedonian_organizations
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_threat = 1
		BUL_zveno_low_loyalty_decrease_effect = yes
		BUL_bs_low_loyalty_decrease_effect = yes
		BUL_bzns_low_loyalty_decrease_effect = yes
		BUL_nsm_low_loyalty_increase_effect = yes
		custom_effect_tooltip = BUL_support_macedonian_organizations_tt
		every_country = {
			limit = {
				BUL_country_seeks_macedonian_stability = yes
			}
			add_opinion_modifier = {
				target = BUL
				modifier = BUL_supported_imro
			}
		}
		if = {
			limit = {
				NOT = {
					any_state = {
						BUL_is_macedonian_state = yes
						NOT = {
							is_fully_controlled_by = ROOT
						}
					}
				}
			}
			hidden_effect = {
				set_country_flag = {
					flag = BUL_support_imro_flag
					value = 3
				}
			}
			if = {
				limit = {
					has_idea = BUL_imro_01
				}
				swap_ideas = {
					remove_idea = BUL_imro_01
					add_idea = BUL_imro_05
				}
			}
			else_if = {
				limit = {
					has_idea = BUL_imro_04
				}
				swap_ideas = {
					remove_idea = BUL_imro_04
					add_idea = BUL_imro_05
				}
			}
		} {
			limit = {
				OR = {
					has_idea = BUL_army_restrictions_aat BUL_army_restrictions
				}
			}
			custom_effect_tooltip = BUL_support_macedonian_organizations_rearmament_tt
		}
		set_country_flag = {
			flag = BUL_rearmament_flag
			value = 2
		}
		hidden_effect = {
			news_event = {
				id = bftb_news.2
				hours = 8
				random_hours = 4
			}
		}
	}
}
### Entity: Modding Documentation
Construct: round
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
## round
Rounds the accumulator to the nearest integer.
### Entity: Order of Battle
Component: Johnston Island Garrison
Constructs: division_template
Source: game
File: history/units/USA_1936_nsb.txt

Code:
division = {
	name = Johnston Island Garrison
	location = 13051
	division_template = Army Garrison Brigade
	start_experience_factor = 0.1
	start_equipment_factor = 0.15
}
### Entity: Idea
Component: SIA_rama_viii_reconciliation_1_r56
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_rama_viii_reconciliation_1_r56 = {
	name = SIA_rama_viii_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = SIA_rama_viii
	traits = {
		SIA_absent_monarch_reconciliation_1_r56
	}
}
### Entity: Order of Battle
Component: 44th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 44th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}