Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_lion_and_the_sun
Constructs: prerequisite, limit, completion_reward, add_political_power, allow_branch, check_variable, has_legitimacy, is_government_in_exile
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_lion_and_the_sun
	icon = GFX_focus_ETH_the_lion_and_the_sun
	prerequisite = {
		focus = ETH_boarding_the_train
	}
	allow_branch = {
		check_variable = {
			ETH.host_nation = JAP
		}
	}
	x = 7
	y = 1
	relative_position_id = ETH_boarding_the_train
	cost = 10
	ai_will_do = {
		base = 2
	}
	available = {
		has_legitimacy = > 40
		IF = {
			limit = {
				is_government_in_exile = yes
			}
			var:ETH.host_nation = {
				has_opinion = {
					target = ROOT
					value = > 59
				}
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		add_legitimacy = 10
		add_political_power = 100
		custom_effect_tooltip = ETH_japanese_investments_tt
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_solidify_the_pan_islam_unity
Constructs: every_owned_state, prerequisite, limit, add_ideas, remove_ideas, add_stability, completion_reward, has_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_solidify_the_pan_islam_unity
	icon = GFX_goal_AFG_pillars_of_islam
	prerequisite = {
		focus = TUR_restore_the_imperial_divan TUR_continue_military_rule
	}
	x = 1
	y = 1
	relative_position_id = TUR_restore_the_imperial_divan
	cost = 12.9
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = TUR_sectarianism
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism
				add_idea = TUR_sectarianism1
			}
		}
		else_if = {
			limit = {
				has_idea = TUR_sectarianism1
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism1
				add_idea = TUR_sectarianism2
			}
		} {
			limit = {
				has_idea = TUR_sectarianism2
			}
			remove_ideas = TUR_sectarianism2
		} {
			limit = {
				has_idea = TUR_sectarianism_1
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism_1
				add_idea = TUR_sectarianism
			}
		} {
			limit = {
				has_idea = TUR_sectarianism_2
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism_2
				add_idea = TUR_sectarianism_1
			}
		}
		else = {
			add_stability = 0.075
		}
		add_ideas = TUR_solidify_the_pan_islam_unity_idea
		every_owned_state = {
			limit = {
				OR = {
					state = 353 800 350 352
				}
			}
			add_core_of = ROOT
			remove_dynamic_modifier = {
				modifier = r56tree_limited_kurdish_separatism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: Event
Component: belgium.65
Constructs: is_triggered_only, create_country_leader
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.65
	title = belgium.65.t
	desc = belgium.65.d
	picture = GFX_report_event_Van_Zeeland_government
	is_triggered_only = yes
	trigger = {
		tag = WLL
	}
	option = {
		name = belgium.65.a
		create_country_leader = {
			name = Jules Mahieu
			desc = Jules Mahieu
			picture = gfx/leaders/WLL/portrait_jules_mahieu.dds
			expire = 1965.1.1
			ideology = conservatism
			traits = {
				tenacious_negotiator devouted_anti_fascist
			}
		}
	} {
		name = belgium.65.b
		trigger = {
			BEL = {
				exists = no
			}
		}
		create_country_leader = {
			name = Hubert Pierlot
			desc = POLITICS_HUBERT_PIERLOT_DESC
			picture = gfx/leaders/BEL/Portrait_Belgium_Hubert_Pierlot.dds
			expire = 1965.1.1
			ideology = conservatism
			traits = {
				tenacious_negotiator devouted_anti_fascist
			}
		}
	}
}
### Entity: Character
Component: PER_mahmud_jam
Source: game
File: common/characters/PER.txt

Code:
PER_mahmud_jam = {
	advisor = {
		slot = political_advisor
		idea_token = PER_mahmud_jam
		allowed = {
			original_tag = PER
		}
		traits = {
			silent_workhorse
		}
	}
	name = PER_mahmud_jam
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_2
		}
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_professionalize_the_military
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_professionalize_the_military
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = GUA_a_broken_promise
	}
	relative_position_id = GUA_a_broken_promise
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		army_experience = 15
		swap_ideas = {
			remove_idea = GUA_indigenous_military
			add_idea = GUA_indigenous_military_1
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_revisit_custom_union_talks
Constructs: has_completed_focus, prerequisite, limit, has_war_with, has_country_flag, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_revisit_custom_union_talks
	icon = GFX_focus_GER_customs_union
	prerequisite = {
		focus = CZE_reintegrate_cross_border_rail_connections
	}
	relative_position_id = CZE_reintegrate_cross_border_rail_connections
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		any_neighbor_country = {
			OR = {
				original_tag = AUS HUN
			}
			has_country_flag = CZE_reintegrate_cross_border_rail_connections_flag
			NOT = {
				has_war_with = ROOT
			}
		}
		any_core_state = {
			is_controlled_by = ROOT
		}
		hidden_trigger = {
			OR = {
				AUS = {
					exists = yes
				}
				HUN = {
					exists = yes
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = CZE_reintegrate_cross_border_rail_connections
				}
			}
			effect_tooltip = {
				every_neighbor_country = {
					limit = {
						OR = {
							original_tag = AUS HUN
						}
						NOT = {
							has_country_flag = CZE_reintegrate_cross_border_rail_connections_flag
						}
					}
					country_event = {
						id = MUN_czech.1040
						hours = 2
					}
				}
			}
		} {
			limit = {
				NOT = {
					is_neighbor_of = HUN
				}
				SLO = {
					is_subject_of = ROOT
					is_neighbor_of = HUN
				}
				HUN = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			HUN = {
				country_event = {
					id = MUN_czech.1040
					hours = 2
				}
			}
		}
		every_neighbor_country = {
			limit = {
				has_country_flag = CZE_reintegrate_cross_border_rail_connections_flag
				OR = {
					original_tag = AUS HUN
				}
				NOT = {
					has_war_with = ROOT
				}
			}
			country_event = {
				id = MUN_czech.1040
				hours = 2
			}
			custom_effect_tooltip = if_they_accept_tt CZE_revisit_custom_union_talks_2_tt
			effect_tooltip = {
				add_opinion_modifier = {
					target = ROOT
					modifier = CZE_customs_union_member
				}
			}
		}
		custom_effect_tooltip = if_they_refuse_tt generic_skip_one_line_tt CZE_revisit_custom_union_talks_tt
		event_option_tooltip = MUN_czech.1040.b
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_european_focus
Constructs: prerequisite, completion_reward, add_political_power, add_offsite_building
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_european_focus
	icon = GFX_focus_usa_focus_on_europe
	relative_position_id = MPL_looking_outwards
	x = 3
	y = 1
	prerequisite = {
		focus = MPL_looking_outwards
	}
	cost = 6
	completion_reward = {
		add_political_power = 50
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
	}
}
### Entity: Wiki Documentation
Construct: savecheck
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
savecheck
|
Makes a save file (Test_01), loads the save file, makes a new savegame (Test_02). Those save files should look the same.
|

|

IP
|
Shows your IP
|

|
### Entity: Decision
Component: POR_restore_valiance_to_the_nation_category
Constructs: has_completed_focus, add_war_support, add_stability, fire_only_once, add_political_power, remove_effect, add_popularity, fascism_drift
Source: game
File: common/decisions/r56_POR_decisions.txt

Code:
POR_restore_valiance_to_the_nation_category = {
	POR_antagonize_socialist_organizations = {
		icon = GFX_decision_eng_blackshirt_march
		fire_only_once = no
		ai_will_do = {
			base = 10
		}
		visible = {
			has_completed_focus = POR_center_stage_against_communism
		}
		days_remove = 14
		remove_effect = {
			add_political_power = 35
			add_stability = -0.05
			custom_effect_tooltip = CHL_skip_one_line_tt
			add_popularity = {
				ideology = fascism
				popularity = 0.06
			} {
				ideology = communism
				popularity = 0.02
			}
		}
	}
	POR_incite_fearmongering_FAS = {
		name = POR_incite_fearmongering
		desc = POR_incite_fearmongering_desc
		icon = GFX_decision_SWI_consolidate_council_power
		fire_only_once = no
		ai_will_do = {
			base = 15
		}
		days_remove = 28
		visible = {
			has_completed_focus = POR_center_stage_against_communism
		}
		remove_effect = {
			add_political_power = 25
			add_stability = -0.04
			custom_effect_tooltip = CHL_skip_one_line_tt
			add_popularity = {
				ideology = neutrality
				popularity = -0.04
			} {
				ideology = fascism
				popularity = 0.04
			}
		}
	}
	POR_tap_monarchist_organizations = {
		icon = GFX_decision_eng_ally_imperialist_coup
		fire_only_once = no
		visible = {
			has_completed_focus = POR_integrate_the_monarchist_opposition
		}
		days_remove = 28
		modifier = {
			political_power_factor = 0.2
			fascism_drift = 0.3
		}
		days_re_enable = 56
		remove_effect = {
			add_stability = -0.03
			add_war_support = 0.03
		}
		ai_will_do = {
			base = 10
		}
	}
	POR_arm_fascist_trade_unions = {
		cost = 50
		icon = GFX_decision_generic_industry
		fire_only_once = no
		visible = {
			has_completed_focus = POR_utilize_fascist_labor_organizations
		}
		days_remove = 70
		modifier = {
			neutrality_drift = -0.2
			communism_drift = -0.2
		}
		remove_effect = {
			add_stability = -0.04
			add_war_support = 0.04
		}
		ai_will_do = {
			base = 1
		}
	}
	POR_affirm_support_for_land_reform = {
		icon = GFX_decision_POL_looming_peasants_strike
		fire_only_once = yes
		cost = 60
		ai_will_do = {
			base = 15
		}
		visible = {
			has_completed_focus = POR_mobilize_countryside_support
		}
		days_remove = 56
		modifier = {
			stability_weekly = 0.005
			fascism_drift = 0.4
		}
		days_re_enable = 112
	}
	POR_sway_leftist_factory_workers = {
		cost = 75
		icon = GFX_decision_SWI_support_humanitarian_efforts
		fire_only_once = no
		v
# ... (truncated)
### Entity: Idea
Component: EAI_DD_5/light_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/light_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_aa_chassis = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_proclaim_greater_finland
Constructs: prerequisite, limit, completion_reward, is_subject, set_cosmetic_tag, add_core_of, has_resistance, every_controlled_state
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_proclaim_greater_finland
	icon = GFX_focus_FIN_a_cry_for_help_2
	prerequisite = {
		focus = FIN_control_the_flux_of_iron_ore
	} {
		focus = FIN_aid_for_entrepreneurs
	}
	x = 0
	y = 3
	relative_position_id = FIN_approach_major_democracies
	cost = 10
	available = {
		is_subject = no
		count_triggers = {
			amount = 6
			controls_state = 666 918 144 924 925 213 215 216 812 813 811 13 191
		}
	}
	search_filters = {

	}
	completion_reward = {
		set_cosmetic_tag = FIN_grand_finnish_federation
		213 = {
			add_core_of = ROOT
		}
		215 = {
			add_core_of = ROOT
		}
		216 = {
			add_core_of = ROOT
		}
		666 = {
			add_core_of = ROOT
		}
		925 = {
			add_core_of = ROOT
		}
		if = {
			limit = {
				any_controlled_state = {
					OR = {
						state = 666 918 144 924 925 213 215 216 812 813 811 13 191
					}
					has_resistance = yes
				}
			}
			every_controlled_state = {
				limit = {
					OR = {
						state = 666 918 144 924 925 213 215 216 812 813 811 13 191
					}
					has_resistance = yes
				}
				add_compliance = 50
			}
		} {
			limit = {
				208 = {
					NOT = {
						is_controlled_by = ROOT
						is_claimed_by = ROOT
					}
				}
			}
			add_state_claim = 208
		} {
			limit = {
				195 = {
					NOT = {
						is_controlled_by = ROOT
						is_claimed_by = ROOT
					}
				}
			}
			add_state_claim = 195
		} {
			limit = {
				244 = {
					NOT = {
						is_controlled_by = ROOT
						is_claimed_by = ROOT
					}
				}
			}
			add_state_claim = 244
		} {
			limit = {
				264 = {
					NOT = {
						is_controlled_by = ROOT
						is_claimed_by = ROOT
					}
				}
			}
			add_state_claim = 264
		}
		else = {
			custom_effect_tooltip = FIN_proclaim_greater_finland_compliance_tt
		}
		FIN_bop_medium_increase_effect = yes
	}
}
### Entity: Country History
Country: PRC
Component: PRC_characters
Constructs: recruit_character
Source: game
File: history/countries/PRC - ComChina.txt

Code:
# Leaders & Characters for PRC
recruit_character = PRC_mao_zedong PRC_zhu_de PRC_chen_yi PRC_peng_dehuai PRC_lin_biao PRC_kwong_hu PRC_luo_zhao PRC_liang_ma PRC_ziao_jingguang PRC_fang_zeyi PRC_ye_jianying PRC_chen_geng PRC_liu_bocheng PRC_otto_braun PRC_xu_xiangqian PRC_nie_rongzhen PRC_su_yu PRC_gao_gang PRC_zhou_enlai PRC_liu_shaoqi PRC_dong_biwu PRC_deng_xiaoping PRC_luo_ruiqing PRC_kang_sheng
### Entity: Event
Component: mongol.51
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, add_stability, fire_only_once, random_days, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.51
	title = mongol.51.t
	desc = mongol.51.d
	picture = GFX_report_event_MON_mongolian_politician_speech
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			country_event = {
				id = mongol.52
				days = 30
				random_days = 10
			}
		}
	}
	option = {
		ai_chance = {
			base = 70
		}
		name = mongol.51.a
		set_country_flag = mon_purged_party_flag
		custom_effect_tooltip = mongol.50_tt remove_political_advisor
		show_ideas_tooltip = Mon_party_purged MON_khas_ochiryn_luvsandorj MON_jamtsangiin_damdinsueren MON_peljidiin_genden_advisor
		if = {
			limit = {
				has_idea = MON_khas_ochiryn_luvsandorj
			}
			remove_ideas = MON_khas_ochiryn_luvsandorj
		} {
			limit = {
				has_idea = MON_jamtsangiin_damdinsueren
			}
			remove_ideas = MON_jamtsangiin_damdinsueren
		} {
			limit = {
				has_idea = MON_peljidiin_genden_advisor
			}
			remove_ideas = MON_peljidiin_genden_advisor
		}
	} {
		ai_chance = {
			base = 30
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		name = mongol.51.b
		add_stability = -0.1
		add_popularity = {
			ideology = communism
			popularity = -0.2
		}
		MON_soviet_medium_influence_decrease_effect = yes
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_de_jeugdstorm
Constructs: prerequisite, add_ideas, has_government, add_war_support, completion_reward, add_popularity
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_de_jeugdstorm
	available = {
		has_government = fascism
	}
	prerequisite = {
		focus = HOL_volk_en_vaderland
	}
	icon = GFX_goal_generic_more_territorial_claims
	x = 1
	y = 1
	relative_position_id = HOL_volk_en_vaderland
	cost = 10
	ai_will_do = {
		base = 5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = HOL_de_jeugdstorm
	}
}
### Entity: Idea
Component: POL_Sanacja_Influence
Constructs: has_government, is_in_faction_with, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Sanacja_Influence = {
	picture = POL_Sanacja_Government
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	available = {
		has_government = neutrality
		POL = {
			has_government = neutrality
		}
		is_in_faction_with = POL
	}
	removal_cost = -1
	modifier = {
		neutrality_drift = 0.05
		communism_acceptance = -25
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_purchase_audax_fighters
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, has_dlc
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_purchase_audax_fighters
	icon = GFX_goal_fighters_uk
	relative_position_id = EGY_reestablish_control_of_the_EAAF
	x = 2
	y = 2
	cost = 5
	available = {
		ENG = {
			exists = yes
			NOT = {
				has_war_with = EGY
			}
		}
	}
	prerequisite = {
		focus = EGY_victor_taits_legacy
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_0
				amount = 40
				producer = ENG
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = small_plane_airframe
				amount = 40
				producer = ENG
			}
		}
	}
}
### Entity: Event
Component: tfv_australia.41
Constructs: is_triggered_only, limit, random_country, has_government, white_peace
Source: game
File: events/TFV_Australia.txt

Code:
country_event = {
	id = tfv_australia.41
	title = tfv_australia.41.t
	desc = tfv_australia.41.d
	picture = GFX_report_event_ast_troops_landing
	is_triggered_only = yes
	option = {
		name = tfv_australia.41.a
		random_country = {
			limit = {
				original_tag = INS
				has_government = fascism
			}
			white_peace = HOL
		}
		puppet = INS
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_religious_freedom
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_religious_freedom
	icon = GFX_focus_TUR_loosen_the_laws_on_secularism
	x = 22
	y = 5
	cost = 10
	prerequisite = {
		focus = ALG_crack_down_on_extremist_groups
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_ideas = ALG_religious_freedom_buff
	}
}
### Entity: Idea
Component: KMT_beacon_of_democracy
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_beacon_of_democracy = {
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	on_remove = {

	}
	modifier = {
		democratic_drift = 0.05
		industrial_capacity_factory = 0.035
		stability_factor = 0.05
	}
}
### Entity: Game Rule
Component: NOR_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
NOR_ai_behavior = {
	name = NOR_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Arms Against Tyranny
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_HISTORICAL_NOR_AI_DESC
		allow_achievements = yes
	} {
		name = NOR_STALINIST
		text = RULE_OPTION_NOR_STALINIST
		desc = RULE_OPTION_NOR_STALINIST_AI_DESC
		allow_achievements = no
	} {
		name = NOR_TROSTSKYIST
		text = RULE_OPTION_NOR_TROSTSKYIST
		desc = RULE_OPTION_NOR_TROSTSKYIST_AI_DESC
		allow_achievements = no
	} {
		name = NOR_FASCIST
		text = RULE_OPTION_NOR_FASCIST
		desc = RULE_OPTION_NOR_FASCIST_AI_DESC
		allow_achievements = no
	} {
		name = NOR_MONARCHIST
		text = RULE_OPTION_NOR_MONARCHIST
		desc = RULE_OPTION_NOR_MONARCHIST_AI_DESC
		allow_achievements = no
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
		allow_achievements = no
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_modern_destroyers
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_modern_destroyers
	icon = GFX_goal_generic_navy_anti_submarine
	prerequisite = {
		focus = SER_contest_the_adriatic
	}
	x = -1
	y = 2
	relative_position_id = SER_expand_the_split_shipyards
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_modern_destroyers
			bonus = 1
			uses = 1
			category = dd_tech
		} {
			name = dd_bonus
			bonus = 1.0
			uses = 1
			category = asw_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: AAT_germany.2
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = AAT_germany.2
	title = AAT_germany.2.t
	desc = AAT_germany.2.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = AAT_germany.2.a
		create_wargoal = {
			type = take_state_focus
			target = FROM
			expire = 0
			generator = {
				918 666
			}
		}
	}
}
### Entity: Achievement
Component: the_dragon_swallowed_the_sun
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
the_dragon_swallowed_the_sun = {
	id = 62
	possible = {
		tag = MAN
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_country_flag = achievement_the_dragon_swallowed_the_sun
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_march_on_managua
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, is_historical_focus_on, is_subject, has_army_manpower, is_in_faction_with
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_march_on_managua
	icon = GFX_goal_generic_attack_nicaragua
	prerequisite = {
		focus = COS_dreams_of_a_union
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	x = 1
	y = 1
	relative_position_id = COS_dreams_of_a_union
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 34999
		}
		NIC = {
			NOT = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		NIC = {
			OR = {
				exists = no
				has_war_with = ROOT ROOT
				is_subject_of = ROOT
			}
		}
	}
	will_lead_to_war_with = NIC
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			type = annex_everything
			target = NIC
			expire = 0
		}
	}
}
### Entity: Event
Component: lar_france_vichy_reunification.3
Constructs: is_triggered_only, ai_chance, create_wargoal, annex_everything
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_france_vichy_reunification.3
	title = lar_france_vichy_reunification.3.t
	desc = lar_france_vichy_reunification.3.desc
	picture = GFX_report_event_degaulle_churchill
	is_triggered_only = yes
	option = {
		name = lar_france_vichy_reunification.3.a
		ai_chance = {
			factor = 80
		}
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: Idea
Component: CZE_unify_the_fascist_parties_idea
Constructs: has_government, removal_cost, fascism_drift, neutrality_drift
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_unify_the_fascist_parties_idea = {
	name = CZE_unify_the_fascist_parties
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_fascism_drift_2
	modifier = {
		fascism_drift = 0.03
		neutrality_drift = -0.03
		drift_defence_factor = -0.05
	}
}