Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: SWI_etienne_primault
Constructs: has_dlc
Source: game
File: common/characters/SWI.txt

Code:
SWI_etienne_primault = {
	instance = {
		allowed = {
			has_dlc = By Blood Alone
		}
		advisor = {
			slot = high_command
			idea_token = SWI_etienne_primault
			ledger = air
			allowed = {
				original_tag = SWI
			}
			visible = {

			}
			available = {

			}
			traits = {
				air_air_superiority_2
			}
			cost = 100
			ai_will_do = {
				base = 100
			}
		}
		name = SWI_etienne_primault
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_2
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		advisor = {
			slot = high_command
			idea_token = SWI_etienne_primault
			ledger = air
			allowed = {
				original_tag = SWI
			}
			traits = {
				air_air_superiority_2
			}
			cost = 100
			ai_will_do = {
				base = 200
			}
		}
		name = SWI_etienne_primault
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_2
			}
		}
	}
}
### Entity: Idea
Component: UKR_neutrality_drift
Constructs: has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/ukraine.txt

Code:
UKR_neutrality_drift = {
	allowed = {
		OR = {
			original_tag = UKR DOU
		}
		always = no
	}
	available = {
		has_government = neutrality
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = DOU_Directorate_Drift
	modifier = {
		neutrality_drift = 0.03
		drift_defence_factor = 0.1
	}
}
### Entity: Idea
Component: ITA_resume_food_importation
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_resume_food_importation = {
	name = ITA_resume_food_importation
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_agrarian_society
	modifier = {
		MONTHLY_POPULATION = 0.2
		stability_factor = 0.05
	}
}
### Entity: Shared Focus
Component: GUAY_wool_makers
Constructs: shared_focus, prerequisite, limit, completion_reward, every_core_state, random_select_amount, is_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_wool_makers
	icon = GFX_goal_generic_construct_infrastructure
	x = 0
	y = 1
	relative_position_id = GUAY_beef_and_hide_industry
	prerequisite = {
		focus = GUAY_beef_and_hide_industry
	}
	cost = 5
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_core_state = {
			random_select_amount = 2
			limit = {
				is_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Country History
Country: OVO
Component: OVO_technology
Constructs: set_technology
Source: game
File: history/countries/OVO - Ostyakia Vogulia.txt

Code:
# Starting Technologies for OVO
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_workers_4
Constructs: prerequisite, remove_ideas, has_war_with, completion_reward, has_added_tension_amount, set_autonomy, retire_country_leader, set_party_name
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_workers_4
	icon = GFX_goal_generic_uprising
	ai_will_do = {
		factor = 2
	}
	x = 25
	y = 5
	prerequisite = {
		focus = MAL_the_workers_3 MAL_the_workers_2
	}
	available = {
		JAP = {
			OR = {
				has_added_tension_amount = > 25
				has_war_with = MAL
				controls_state = 600
			}
		}
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		ENG = {
			set_autonomy = {
				target = MAL
				autonomy_state = autonomy_free
			}
			country_event = {
				id = malaysia.10
			}
		}
		retire_country_leader = yes
		drop_cosmetic_tag = yes
		set_party_name = {
			ideology = neutrality
			long_name = MAL_neutrality_party
			name = MAL_neutrality_party
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		leave_faction = yes
		remove_ideas = MAL_government_idea_2
		swap_ideas = {
			remove_idea = MAL_political_idea_communism_1
			add_idea = MAL_political_idea_communism_2
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Faction
Component: faction_template_comintern
Constructs: change_leader_rule_manpower, change_leader_rule_industry
Source: game
File: common/factions/templates/soviet_factions.txt

Code:
faction_template_comintern = {
	name = Comintern
	manifest = faction_manifest_security_through_expansion
	icon = GFX_faction_logo_comintern
	goals = {
		faction_goal_indifference_is_a_threat faction_goal_the_red_tide
	}
	default_rules = {
		joining_rule_communist_only faction_peace_rule_puppeting_focus change_leader_rule_manpower change_leader_rule_industry war_declaration_rule_major_only
	}
}
### Entity: Event
Component: SEA_japan_popup_events.1
Constructs: ai_chance, limit, has_government, add_opinion_modifier, fire_only_once, add_political_power, has_dlc, has_civil_war
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.1
	title = SEA_japan_popup_events.1.t
	desc = SEA_japan_popup_events.1.desc
	picture = GFX_report_event_japanese_reply
	trigger = {
		has_dlc = No Compromise, No Surrender
		original_tag = JAP
		date = > 1938.6.10 < 1938.8.10
		has_civil_war = no
		is_subject = no
		SOV = {
			has_civil_war = no
			has_government = communism
			has_country_leader = {
				ruling_only = yes
				character = SOV_iosif_stalin
			}
		}
		328 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	mean_time_to_happen = {
		days = 3
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.1.a
		ai_chance = {
			base = 100
		}
		IF = {
			limit = {
				has_intelligence_agency = yes
				has_done_agency_upgrade = upgrade_form_department
			}
			add_decryption = {
				target = SOV
				ratio = 0.5
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_intel = {
			target = SOV
			civilian_intel = 30
			army_intel = 50
			navy_intel = 20
			airforce_intel = 20
		}
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = JAP_hosting_genrikh_lyushkov_opm
			}
		}
	} {
		name = SEA_japan_popup_events.1.b
		ai_chance = {
			base = 0
			modifier = {
				add = 50
				is_historical_focus_on = no
			}
		}
		add_political_power = 50
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = JAP_sent_back_genrikh_lyushkov_opm
			}
		}
	}
}
### Entity: State History
Component: 774
Constructs: add_core_of
Source: game
File: history/states/774-Chad.txt

Code:
state = {
	id = 774
	name = STATE_774
	history = {
		owner = FRA
		add_core_of = CHA
		victory_points = {
			2081 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1473 1883 1993 2081 3123 3181 4897 4978 7919 9152 13138 13211
	}
	manpower = 1442456
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 3.0
}
### Entity: Order of Battle
Component: 1. Panzer Division
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/PRE_1936_nsb.txt

Code:
division = {
	name = 1. Panzer Division
	location = 6521
	division_template = Panzer-Division
	start_experience_factor = 0.3
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = PRE
		}
	}
}
### Entity: Event
Component: r56.lootbox.event.25
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.25
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.25.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.legendary
		add_timed_idea = {
			idea = r56_lootbox_research_speed_idea
			days = 120
		}
	}
}
### Entity: Character
Component: DOM_diego_trabajo_ruiz
Source: game
File: common/characters/DOM.txt

Code:
DOM_diego_trabajo_ruiz = {
	advisor = {
		slot = high_command
		idea_token = DOM_diego_trabajo_ruiz
		ledger = air
		allowed = {
			original_tag = DOM
		}
		traits = {
			air_strategic_bombing_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Diego Trabajo Rúiz
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_2
		}
	}
}
### Entity: Idea
Component: JAP_first_strike_principle_3
Constructs: removal_cost, clear_variable
Source: game
File: common/ideas/japan.txt

Code:
JAP_first_strike_principle_3 = {
	picture = jap_militarism_shogun
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	on_remove = {
		clear_variable = JAP_first_strike_principle_target_3
	}
	targeted_modifier = {
		tag = JAP.JAP_first_strike_principle_target_3
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: AI Strategy
Component: ai_focus_military_advancements_ITA
Source: game
File: common/ai_focuses/ITA.txt

Code:
ai_focus_military_advancements_ITA = {
	research = {
		armor = 15.0
		jet_technology = 5.0
		land_doctrine = 100.0
		rocketry = 7.5
		radar_tech = 3.0
		encryption_tech = 7.5
		decryption_tech = 7.5
		synth_resources = 3.0
		motorized_equipment = 4.0
		nuclear = 5.0
		night_vision = 5.0
		train_tech = 2.0
	}
}
### Entity: AI Strategy
Component: R56_SOV_no_GER_naval_invasion_yet
Constructs: has_war_with
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
R56_SOV_no_GER_naval_invasion_yet = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		ROOT = {
			exists = yes
			surrender_progress = > 0.01
		}
		GER = {
			exists = yes
			has_war_with = ROOT
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = GER
		value = -750
	}
}
### Entity: Idea
Component: EAI_DD_5/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Decision
Component: FRI_inevitable_uprising_3
Constructs: has_government, fire_only_once, has_civil_war, cancel_if_not_visible, is_good
Source: game
File: common/decisions/vietnam_decisions.txt

Code:
FRI_inevitable_uprising_3 = {
	r56_FRI_nationist_uprising_2 = {
		icon = generic_ignite_civil_war
		available = {
			hidden_trigger = {
				always = no
			}
		}
		priority = 10
		days_mission_timeout = 3185
		fire_only_once = yes
		activation = {
			tag = FRI
			NOT = {
				has_government = communism
			} {
				VIN = {
					exists = yes
				}
			}
		}
		visible = {
			tag = FRI
			has_civil_war = no
			VIN = {
				exists = no
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			hidden_effect = {
				country_event = {
					id = frenchindochina.8
					hours = 1
				}
			}
			custom_effect_tooltip = FRI_the_second_yen_bai_mutiny_tt
		}
	}
	r56_FRI_strikes = {
		icon = eng_trade_unions_demand
		available = {
			hidden_trigger = {
				always = no
			}
		}
		priority = 1
		days_mission_timeout = 153
		fire_only_once = yes
		activation = {
			tag = FRI
		}
		visible = {
			tag = FRI
			has_civil_war = no
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			country_event = {
				id = frenchindochina.2
				hours = 4
			}
		}
	}
}
### Entity: Idea
Component: r56_CAN_reduced_tariffs
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_reduced_tariffs = {
	name = r56_CAN_reduced_tariffs
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	picture = generic_flexible_foreign_policy
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.08
		faction_trade_opinion_factor = 0.25
	}
}
### Entity: Idea
Component: RAJ_the_great_recovery
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
RAJ_the_great_recovery = {
	picture = GER_recovering_economy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		trade_opinion_factor = -0.15
		consumer_goods_factor = -0.15
		economy_cost_factor = -0.2
		production_factory_efficiency_gain_factor = 0.05
		production_factory_max_efficiency_factor = 0.1
		industrial_capacity_factory = 0.1
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/large_plane_maritime_patrol_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/large_plane_maritime_patrol_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_maritime_patrol_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: SPR_antonio_cordon_garcia
Source: game
File: common/characters/SPR.txt

Code:
SPR_antonio_cordon_garcia = {
	name = SPR_antonio_cordon_garcia
	portraits = {
		army = {
			large = GFX_portrait_SPR_antonio_cordon_garcia
			small = GFX_portrait_SPR_antonio_cordon_garcia_small
		}
	}
	corps_commander = {
		traits = {
			infantry_leader
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 1
		legacy_id = 1106
	}
}
### Entity: Wiki Documentation
Construct: with
Source: wiki
File: wiki/Template%3AExpand.html

Doc:
with
|
explain what issues need to be addressed
|
–
|
### Entity: National Focus
Tree: jap_focus
Component: JAP_launch_the_suiyuan_campaign
Constructs: prerequisite, has_war, owns_state, has_country_flag, completion_reward, has_subject, is_in_faction, is_subject
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_launch_the_suiyuan_campaign
	icon = GFX_focus_generic_attack_kuomintang
	x = 1
	y = 1
	relative_position_id = JAP_establish_mongol_military_government
	prerequisite = {
		focus = JAP_establish_mongol_military_government
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_subject = MEN
		SHX = {
			exists = yes
			is_in_faction = no
			is_subject = no
			has_war = no
			AND = {
				owns_state = 621 746
			}
		}
		NOT = {
			has_country_flag = JAP_suiyuan_campaign_has_started_flag JAP_suiyuan_campaign_has_ended_flag
		}
	}
	bypass = {

	}
	will_lead_to_war_with = SHX
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = JAP_launch_the_suiyuan_campaign_tt generic_skip_one_line_tt
		declare_war_on = {
			target = SHX
			type = take_state_focus
		}
		MEN = {
			add_to_war = {
				targeted_alliance = ROOT
				enemy = SHX
				hostility_reason = asked_to_join
			}
		}
		add_named_threat = {
			threat = 1
			name = JAP_began_the_suiyuan_campaign
		}
		SHX = {
			country_event = {
				id = SEA_japan_foreign_policy.31
				hours = 1
			}
		}
		hidden_effect = {
			activate_mission = JAP_the_suiyuan_offensive_mission
			set_country_flag = JAP_suiyuan_campaign_has_started_flag
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_reuniting_thrace_through_force
Constructs: prerequisite, limit, has_government, completion_reward, add_state_core, add_state_claim, has_global_flag, is_in_faction_with
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_reuniting_thrace_through_force
	icon = GFX_focus_generic_attack_greece
	prerequisite = {
		focus = TUR_recover_the_kardzhali_vilayet
	}
	x = 1
	y = 1
	relative_position_id = TUR_recover_the_kardzhali_vilayet
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_state_core = 184
		add_state_claim = 230 187 731
		if = {
			limit = {
				has_global_flag = TUR_soviets_keeping_eye_on_turkey
				TUR = {
					is_in_faction_with = SOV
					is_faction_leader = no
				}
				SOV = {
					any_allied_country = {
						NOT = {
							tag = TUR
						}
						OR = {
							controls_state = 184 230 187 731
						}
					}
				}
			}
			SOV = {
				country_event = {
					id = bftb_turkey.138
				}
			}
		}
		else_if = {
			limit = {
				has_global_flag = TUR_soviets_faction_warning
				TUR = {
					is_in_faction_with = SOV
					is_faction_leader = no
				}
				SOV = {
					any_allied_country = {
						NOT = {
							tag = TUR
						}
						OR = {
							controls_state = 184 230 187 731
						}
					}
				}
			}
			SOV = {
				country_event = {
					id = bftb_turkey.139
				}
			}
		} {
			limit = {
				has_global_flag = TUR_fascist_faction_leader_keeping_eye_on_turkey
				var:faction_leader = {
					has_government = fascism
				}
				TUR = {
					is_in_faction = yes
					is_faction_leader = no
					any_allied_country = {
						NOT = {
							tag = TUR
						}
						OR = {
							controls_state = 184 230 187 731
						}
					}
				}
			}
			var:faction_leader = {
				country_event = {
					id = bftb_turkey.138
				}
			}
		} {
			limit = {
				has_global_flag = TUR_fascist_faction_leader_warned_turkey
				var:faction_leader = {
					has_government = fascism
				}
				TUR = {
					is_in_faction = yes
					is_faction_leader = no
					any_allied_country = {
						NOT = {
							tag = TUR
						}
						OR = {
							controls_state = 184 230 187 731
						}
					}
				}
			}
			var:faction_leader = {
				country_event = {
					id = bftb_turkey.139
				}
			}
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_food_processing_plant
Constructs: limit, completion_reward, set_technology, is_owned_by, add_extra_state_shared_building_slots, add_building_construction, has_tech
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_food_processing_plant
	icon = GFX_goal_generic_construct_civ_factory
	x = 31
	y = 0
	cost = 10
	available_if_capitulated = yes
	available = {
		RUT = {
			controls_state = 73
		}
		73 = {
			is_owned_by = RUT
		}
	}
	completion_reward = {
		73 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				NOT = {
					has_tech = basic_machine_tools
				}
				date = > 1937.06.01
			}
			set_technology = {
				basic_machine_tools = 1
			} {
				improved_machine_tools = 1
			} {
				dispersed_industry = 1
			} {
				construction1 = 1
			} {
				support_weapons = 1
			} {
				electronic_mechanical_engineering = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 3
	}
}
### Entity: Event
Component: czech.26
Constructs: is_triggered_only, limit, has_country_flag, set_country_flag
Source: game
File: events/DOD_Czechoslovakia.txt

Code:
country_event = {
	id = czech.26
	title = czech.25.t
	desc = czech.26.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = excellent
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_country_flag = CZE_entente_announced
					}
				}
				set_country_flag = CZE_entente_announced
				news_event = {
					days = 1
					id = dod_news.1
				}
			}
		}
	}
}
### Entity: Joint Focus
Component: INSHOL_domestic_ship_production
Constructs: prerequisite, limit, joint_focus, is_subject_of, random_owned_controlled_state, is_coastal, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_domestic_ship_production
	icon = GFX_goal_generic_construct_naval_dockyard
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
		is_subject_of = HOL
	}
	prerequisite = {
		focus = INSHOL_east_indies_navy
	}
	mutually_exclusive = {

	}
	x = 3
	y = 1
	relative_position_id = INSHOL_east_indies_navy
	cost = 10
	search_filters = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			random_owned_controlled_state = {
				limit = {
					impassable = no
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					1058
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
			navy_experience = 25
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			random_owned_controlled_state = {
				limit = {
					impassable = no
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					1058
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
			navy_experience = 25
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
}
### Entity: Event
Component: DOD_romania.1
Constructs: is_triggered_only, ai_chance, give_guarantee
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.1
	title = DOD_romania.1.t
	desc = DOD_romania.1.desc
	picture = GFX_report_event_romania_poland_visit
	is_triggered_only = yes
	option = {
		name = DOD_romania.1.a
		ai_chance = {
			factor = 70
			modifier = {
				threat = > 0.2
				factor = 2
			} {
				threat = > 0.4
				factor = 2
			}
		}
		ROM = {
			country_event = DOD_romania.2
		}
		give_guarantee = ROM
	} {
		name = DOD_romania.1.b
		ai_chance = {
			factor = 30
		}
		ROM = {
			country_event = DOD_romania.3
		}
	}
}
### Entity: Operation
Component: phase_3
Source: game
File: common/operation_phases/00_operation_phases.txt

Code:
phase_3 = {
	name = Collapse the tunnels!
	desc = After a successful mission executions operation protocols dictate that tunnels be collapsed to not leave behind any evidence or give the enemy a way into our HQ
	icon = GFX_dead_operatives
	picture = GFX_report_event_generic_croatia_handshake
}
### Entity: National Focus
Tree: ins_focus
Component: INS_liberate_the_northern_muslims
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, has_army_manpower, is_subject, has_war_with_major, is_in_faction_with
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_liberate_the_northern_muslims
	icon = GFX_goal_vietnam_strike_malaysia
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			has_army_manpower = {
				size = > 199999
			}
			MAL = {
				OR = {
					is_subject = no
					has_war_with_major = yes
				}
			}
		}
	}
	relative_position_id = INS_implement_the_sharia
	x = 0
	y = 2
	prerequisite = {
		focus = INS_implement_the_sharia
	}
	cost = 5
	available = {
		is_subject = no
		MAL = {
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		MAL = {
			OR = {
				exists = no
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	will_lead_to_war_with = MAL
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			target = MAL
			type = liberate_wargoal
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
}
### Entity: Scripted Trigger
Component: HABSBURG_joint_trigger
Constructs: is_in_faction_with, is_subject_of
Source: game
File: common/scripted_triggers/HUN_scripted_triggers.txt

Code:
HABSBURG_joint_trigger = {
	HABSBURG_is_a_habsburg_viable_nation = yes
	OR = {
		tag = global.AH_originator_country
		is_in_faction_with = global.AH_originator_country
		is_subject_of = global.AH_originator_country
	}
}