Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: israel.2
Constructs: has_completed_focus, limit, has_country_flag, fire_only_once, has_country_leader, set_country_flag, add_popularity, complete_national_focus
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.2
	title = israel.2.t
	desc = israel.2.d
	picture = GFX_report_event_generic_funeral
	fire_only_once = yes
	trigger = {
		TAG = ISR
		if = {
			limit = {
				OR = {
					has_completed_focus = ISR_irgun_in_power ISR_gather_irgun ISR_revisionist_revolution
				}
			}
			has_country_flag = ISR_jabotinsky_died_mission
		}
		else = {
			date = > 1940.8.4
			NOT = {
				has_completed_focus = ISR_irgun_in_power ISR_gather_irgun
			}
			has_country_leader = {
				character = ISR_zeev_jabotinsky
				ruling_only = no
			}
		}
	}
	mean_time_to_happen = {
		days = 10
	}
	immediate = {
		set_country_flag = ISR_jabotinsky_died
	}
	option = {
		name = israel.2.a
		kill_ideology_leader = neutrality
		promote_character = ISR_menachem_begin
		add_popularity = {
			ideology = neutrality
			popularity = -0.01
		}
		if = {
			limit = {
				has_completed_focus = ISR_cement_five_mems
			}
			complete_national_focus = ISR_begin_takes_over
		} {
			limit = {
				has_completed_focus = ISR_consolidate_power
			}
			hidden_effect = {
				country_event = {
					id = israel.46
					days = 10
					random_days = 5
					random_hours = 24
				}
			}
			complete_national_focus = ISR_jabotinsky_death
		}
	}
}
### Entity: Modifier Reference
Component: AUS_garrisoned_state_modifier
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
AUS_garrisoned_state_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_defense
	army_core_defence_factor = 0.2
	local_supplies_for_controller = 0.1
	enemy_attrition = 0.2
	enemy_local_supplies = -0.2
	remove_trigger = {
		NOT = {
			OWNER = {
				original_tag = AUS
			}
		}
	}
}
### Entity: Character
Component: YUG_dimitrije_ljotic
Constructs: limit, has_dlc, has_autonomy_state
Source: game
File: common/characters/YUG.txt

Code:
YUG_dimitrije_ljotic = {
	advisor = {
		slot = political_advisor
		idea_token = YUG_dimitrije_ljotic
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				not = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		allowed = {
			original_tag = YUG
		}
		traits = {
			harsh_propagandist
		}
	}
	name = YUG_dimitrije_ljotic
	portraits = {
		army = {
			small = GFX_idea_YUG_dimitrije_ljotic
		}
	}
}
### Entity: Character
Component: RWA_acd2
Source: game
File: common/characters/RWA.txt

Code:
RWA_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = RWA_acd2
		allowed = {
			original_tag = RWA
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Character
Component: PRC_yang_zhicheng
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_yang_zhicheng = {
	name = PRC_yang_zhicheng
	portraits = {
		army = {
			small = GFX_portrait_PRC_yang_zhicheng
		}
	}
	advisor = {
		slot = high_command
		idea_token = PRC_yang_zhicheng
		ledger = army
		allowed = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			PRC_quartermaster
		}
		cost = 100
		ai_will_do = {
			base = 5
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_king_of_the_white_elephant
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_king_of_the_white_elephant
	icon = GFX_focus_SIA_the_king_of_the_white_elephant
	x = 1
	y = 1
	relative_position_id = SIA_the_peoples_day
	prerequisite = {
		focus = SIA_the_peoples_day SIA_hold_military_parades
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_stability = 0.08
		add_political_power = 80
		add_war_support = -0.03
		custom_effect_tooltip = newline_tt SIA_the_king_of_the_white_elephant_tt
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_modernize_the_mezzogiorno
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_building_construction, add_extra_state_shared_building_slots, add_resource, random_core_state
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_modernize_the_mezzogiorno
	icon = GFX_focus_ITA_southern_industry
	prerequisite = {
		focus = ITA_industria_della_gomma_sintetica
	}
	mutually_exclusive = {
		focus = ITA_strengthen_northern_industry
	}
	x = 1
	y = 1
	relative_position_id = ITA_industria_della_gomma_sintetica
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 117
				117 = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
			}
			117 = {
				if = {
					limit = {
						infrastructure = < 5
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				} {
					type = arms_factory
					level = 1
					instant_build = yes
				} {
					type = naval_base
					level = 2
					instant_build = yes
					province = 819
				}
			}
		} {
			limit = {
				has_full_control_of_state = 849
			}
			849 = {
				if = {
					limit = {
						infrastructure = < 5
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				} {
					type = naval_base
					level = 2
					instant_build = yes
					province = 9784
				}
			}
		} {
			limit = {
				has_full_control_of_state = 115
			}
			115 = {
				if = {
					limit = {
						infrastructure = < 5
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
				add_building_construction = {
					type = naval_base
					level = 1
					instant_build = yes
					province = 4159
				} {
					type = naval_base
					level = 1
					instant_build = yes
					province = 7059
				}
			}
		} {
			limit = {
				has_full_control_of_state = 114
			}
			114 = {
				if = {
					limit = {
						infrastructure = < 5
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					} {
						type = naval_base
						level = 2
						instant_build = yes
						province = 
# ... (truncated)
### Entity: AI Strategy
Component: EAI_SOV_dont_declare_war_on_SIK
Constructs: is_major, is_historical_focus_on
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_dont_declare_war_on_SIK = {
	allowed = {
		tag = SOV
	}
	enable = {
		is_historical_focus_on = yes
		OR = {
			any_enemy_country = {
				is_major = yes
			}
			NOT = {
				SIK = {
					EAI_THIS_is_threat_to_PREV = yes
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore_claim
		id = SIK
		value = 5000
	}
}
### Entity: Event
Component: germany.107
Constructs: is_triggered_only, has_completed_focus, limit, has_country_flag, set_country_flag, unlock_national_focus, clr_country_flag
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.107
	title = germany.107.t
	desc = germany.107.d
	picture = GFX_report_event_airplane_crash
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					OR = {
						has_completed_focus = GER_party_chancellor_hess
						focus_progress = {
							focus = GER_party_chancellor_hess
							progress = > 0
						}
					}
					NOT = {
						has_completed_focus = GER_rally_the_industrialists
					}
				}
				set_country_flag = GER_bye_bye_hess_flag
				if = {
					limit = {
						NOT = {
							has_completed_focus = GER_party_chancellor_hess
						}
					}
					unlock_national_focus = GER_party_chancellor_hess
				}
				uncomplete_national_focus = {
					focus = GER_party_chancellor_hess
					uncomplete_children = no
					refund_political_power = no
				}
				GER_remove_hess_effects = yes
			}
			set_country_flag = flight_of_hess
		}
	}
	option = {
		name = germany.107.a
		if = {
			limit = {
				has_country_flag = GER_bye_bye_hess_flag
			}
			effect_tooltip = {
				uncomplete_national_focus = {
					focus = GER_party_chancellor_hess
					uncomplete_children = no
					refund_political_power = no
				}
				custom_effect_tooltip = {
					localization_key = replace_ascended_advisor_tt
					CHARACTER = GER_rudolf_hess
					TRAIT = [GetHessTraitForFlight]
				}
				GER_remove_hess_effects = yes
			}
			clr_country_flag = GER_bye_bye_hess_flag
		}
	}
}
### Entity: Country History
Country: GOW
Component: GOW_characters
Constructs: recruit_character
Source: game
File: history/countries/GOW - Gowa.txt

Code:
# Leaders & Characters for GOW
recruit_character = INS_sultan_muhibuddin
### Entity: Unit Template
Component: BUL_PAR_01
Source: game
File: common/units/names_divisions/BUL_names_divisions.txt

Code:
BUL_PAR_01 = {
	name = Parachute Divisions
	for_countries = {
		BUL
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d-ta Parashutna Divizija
	ordered = {
		1 = {
			%d-va Parashutna Divizija
		}
		2 = {
			%d-ra Parashutna Divizija
		}
		3 = {
			%d-ta Parashutna Divizija
		}
		4 = {
			%d-ta Parashutna Divizija
		}
		5 = {
			%d-ta Parashutna Divizija
		}
		6 = {
			%d-ta Parashutna Divizija
		}
		7 = {
			%d-ma Parashutna Divizija
		}
		8 = {
			%d-a Parashutna Divizija
		}
		9 = {
			%d-ta Parashutna Divizija
		}
		10 = {
			%d-ta Parashutna Divizija
		}
		11 = {
			%d-va Parashutna Divizija
		}
		12 = {
			%d-ra Parashutna Divizija
		}
		14 = {
			%d-ta Parashutna Divizija
		}
		15 = {
			%d-ta Parashutna Divizija
		}
		16 = {
			%d-ta Parashutna Divizija
		}
		17 = {
			%d-ma Parashutna Divizija
		}
		18 = {
			%d-a Parashutna Divizija
		}
		19 = {
			%d-ta Parashutna Divizija
		}
		20 = {
			%d-ta Parashutna Divizija
		}
		21 = {
			%d-va Parashutna Divizija
		}
		22 = {
			%d-ra Parashutna Divizija
		}
		23 = {
			%d-ta Parashutna Divizija
		}
		24 = {
			%d-ta Parashutna Divizija
		}
		25 = {
			%d-ta Parashutna Divizija
		}
		26 = {
			%d-ta Parashutna Divizija
		}
		27 = {
			%d-ma Parashutna Divizija
		}
		28 = {
			%d-a Parashutna Divizija
		}
		29 = {
			%d-ta Parashutna Divizija
		}
		30 = {
			%d-va Parashutna Divizija
		}
		31 = {
			%d-ra Parashutna Divizija
		}
		32 = {
			%d-ta Parashutna Divizija
		}
		33 = {
			%d-ta Parashutna Divizija
		}
		34 = {
			%d-ta Parashutna Divizija
		}
		35 = {
			%d-ta Parashutna Divizija
		}
		36 = {
			%d-ma Parashutna Divizija
		}
		37 = {
			%d-a Parashutna Divizija
		}
		38 = {
			%d-ta Parashutna Divizija
		}
		39 = {
			%d-ta Parashutna Divizija
		}
		40 = {
			%d-va Parashutna Divizija
		}
		41 = {
			%d-ra Parashutna Divizija
		}
		42 = {
			%d-ta Parashutna Divizija
		}
		43 = {
			%d-ta Parashutna Divizija
		}
		44 = {
			%d-ta Parashutna Divizija
		}
		45 = {
			%d-ta Parashutna Divizija
		}
		46 = {
			%d-ma Parashutna Divizija
		}
		47 = {
			%d-a Parashutna Divizija
		}
		48 = {
			%d-ta Parashutna Divizija
		}
		49 = {
			%d-ta Parashutna Divizija
		}
		50 = {
			%d-ta Parashutna Divizija
		}
		51 = {
			%d-va Parashutna Divizija
		}
		52 = {
			%d-ra Parashutna Divizija
		}
		13 = {
			%d-ta Parashutna Divizija
		}
	}
}
### Entity: Character
Component: belligerent_viceroy
Constructs: stability_factor, industrial_capacity_factory, conscription_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
belligerent_viceroy = {
	stability_factor = -0.15
	industrial_capacity_factory = 0.1
	conscription_factor = 0.1
}
### Entity: National Focus
Tree: cog_focus
Component: COG_cracks_down_on_enemies
Constructs: has_completed_focus, prerequisite, has_war, add_ideas, has_government, add_war_support, completion_reward, is_subject
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_cracks_down_on_enemies
	icon = GFX_goal_crush_resistance2
	prerequisite = {
		focus = COG_reinforce_colonial_government
	}
	relative_position_id = COG_reinforce_colonial_government
	x = 2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			NOT = {
				OR = {
					has_completed_focus = COG_empower_congolese
					OVERLORD = {
						has_government = communism
					}
				}
			}
			COG = {
				is_subject = no
				NOT = {
					has_completed_focus = COG_empower_congolese
				}
			}
		}
		has_war = yes
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = COG_colonial_security
		add_war_support = 0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: reinderhoff
Constructs: has_government, is_subject_of
Source: game
File: common/ideas/r56_indonesia.txt

Code:
reinderhoff = {
	ledger = army
	allowed = {
		original_tag = INS
	}
	available = {
		OR = {
			is_subject_of = HOL
			has_government = democratic
		}
	}
	traits = {
		army_logistics_2
	}
}
### Entity: Decision
Component: GER_monroe_doctrine_cat
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, fire_only_once, check_variable, complete_effect, set_country_flag
Source: game
File: common/decisions/GER.txt

Code:
GER_monroe_doctrine_cat = {
	GER_destabilize_the_monroe_doctrine_decision = {
		priority = 100
		allowed = {
			original_tag = GER
		}
		icon = GFX_decision_generic_break_treaty
		visible = {
			has_completed_focus = GER_challenge_the_monroe_doctrine
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = GER_destabilize_the_monroe_doctrine_decision_tt
				check_variable = {
					global.monroe_countries_not_in_support^num = > 4
				}
			}
		}
		days_remove = 7
		cost = 100
		fire_only_once = yes
		ai_will_do = {
			base = 100
		}
		complete_effect = {
			set_country_flag = GER_has_completed_destabilization_flag
		}
		remove_effect = {
			for_each_scope_loop = {
				array = global.monroe_doctrine_countries_to_destabilize
				country_event = {
					id = wuw_GER_monroe.7
					hours = 6
				}
			}
			custom_effect_tooltip = GER_destabilize_the_monroe_doctrine_decision_effect_tt
			hidden_effect = {
				IF = {
					limit = {
						USA = {
							has_country_flag = USA_save_monroe_flag
						}
					}
					USA = {
						country_event = {
							id = wuw_GER_monroe.2
							days = 15
						}
					}
				}
				ELSE = {
					USA = {
						news_event = {
							id = wuw_GER_monroe_news.1
							hours = 12
						}
					}
					for_each_scope_loop = {
						array = global.monroe_doctrine_countries_to_destabilize
						news_event = {
							id = wuw_GER_monroe_news.1
							hours = 12
						}
					} {
						array = global.monroe_countries_in_support
						news_event = {
							id = wuw_GER_monroe_news.1
							hours = 12
						}
					} {
						array = global.monroe_countries_not_in_support
						news_event = {
							id = wuw_GER_monroe_news.1
							hours = 12
						}
					}
					ROOT = {
						news_event = {
							id = wuw_GER_monroe_news.1
							hours = 12
						}
					}
				}
			}
		}
	}
	GER_demand_abandon_of_doctrine_decision = {
		priority = 90
		icon = GFX_decision_generic_operation
		allowed = {
			original_tag = GER
		}
		visible = {

		}
		available = {
			NOT = {
				has_country_flag = GER_currently_demanding_abandonment_of_monroe_flag
			}
		}
		fire_only_once = yes
		cost = 50
		ai_will_do = {
			base = 20
		}
		days_remove = 14
		state_target = yes
		on_map_mode = map_only
		target_array = global.monroe_doctrine_capitals_to_destabilize
		target_trigger = {
			FROM = {
				OWNER = {
					NOT = {
						has_war_with = ROOT
					}
					has_idea = USA_mo
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_MAP_startup
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_startup = {
	EAI_MAP_set_state_province_ids = yes
	EAI_MAP_set_state_region_id = yes
	EAI_MAP_set_province_state_ids = yes
	EAI_MAP_set_province_pos = yes
	EAI_MAP_set_province_neighbors = yes
	EAI_MAP_set_province_adjacencies = yes
	EAI_MAP_set_province_terrain_types = yes
	EAI_MAP_set_province_terrain_type = yes
	EAI_MAP_set_province_river_connections = yes
	EAI_MAP_set_province_railway_connections = yes
	EAI_MAP_allied_invasion_theatres = yes
	EAI_MAP_axis_invasion_theatres = yes
	EAI_MAP_japan_invasion_theatres = yes
	EAI_MAP_japanese_homeland_theatre = yes
	EAI_MAP_spanish_cw_theatre = yes
	EAI_MAP_north_africa_theatre = yes
	EAI_MAP_china_theatre = yes
	EAI_MAP_britain_theatre = yes
	EAI_MAP_barbarossa_theatre = yes
	EAI_MAP_entire_pacific_theatre = yes
	EAI_MAP_pacific_islands_theatre = yes
	EAI_MAP_SOV_garrison_strategy_states = yes
	EAI_MAP_capital_defense_states = yes
	EAI_MAP_island_states = yes
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_annex_tuva
Constructs: shared_focus, prerequisite, is_major, completion_reward, is_in_faction_with, is_owned_by, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_annex_tuva
	icon = GFX_focus_generic_annex_country_2
	prerequisite = {
		focus = CHI_sea_demand_mongolia
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_demand_mongolia
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			any_country = {
				is_major = yes
				is_in_faction_with = TAN
			}
			factor = 0
		}
	}
	available = {
		NOT = {
			is_in_faction_with = TAN
		}
		329 = {
			NOT = {
				is_owned_by = ROOT
			}
		}
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		329 = {
			OWNER = {
				ROOT = {
					create_wargoal = {
						type = take_state
						target = PREV
						generator = {
							329
						}
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: LIT_military_idea_1
Constructs: has_government, removal_cost
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_military_idea_1 = {
	allowed = {
		original_tag = LIT
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = tfv_can_conscription_crisis
	modifier = {
		command_power_gain_mult = -0.5
		army_leader_cost_factor = 0.5
		land_doctrine_cost_factor = 0.25
	}
}
### Entity: Trigger Reference
Construct: any_scientist
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_scientist

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Checks if at least one scientist of the Country in scope matches the triggers. 
tooltip=key can be defined to override title.
ex: GER = {
  any_scientist = {
	tooltip = my_loc_key # Optional
    ... Character scope triggers ...
  }
}
```
### Entity: Country History
Country: BHU
Component: BHU_army
Source: game
File: history/countries/BHU - Bhutan.txt

Code:
# OOB & Army Setup for BHU
oob = BHU_1936
### Entity: Idea
Component: POR_king_duarte_nuno
Constructs: has_government, removal_cost, neutrality_drift, communism_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_king_duarte_nuno = {
	picture = GFX_idea_POR_king_duarte_nuno
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism neutrality
		}
	}
	cancel = {
		OR = {
			has_government = communism neutrality
		}
	}
	removal_cost = -1
	modifier = {
		neutrality_drift = -0.01
		communism_drift = -0.01
	}
	targeted_modifier = {
		tag = BRA
		compliance_growth = 0.25
	}
}
### Entity: Scripted Trigger
Component: frloc_capital_autourde_de_audessusde
Constructs: is_capital
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_capital_autourde_de_audessusde = {
	is_capital = yes
	OR = {
		state = 10 11 40 41 48 85 86 87 88 89 90 91 92 95 96 97 98 112 116 118 147 148 163 167 168 169 173 175 176 179 180 181 188 189 191 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 217 218 219 220 221 223 224 225 226 227 228 232 234 235 238 239 240 241 242 243 244 245 246 247 248 249 251 252 254 255 256 257 258 259 260 262 263 264 265 266 267 277 279 291 295 302 303 321 326 327 336 340 345 346 348 349 350 351 352 354 355 356 358 397 398 400 403 404 405 406 408 409 414 417 418 419 422 423 424 425 429 436 438 439 442 445 448 450 451 452 460 461 462 493 499 500 501 511 513 551 554 560 563 565 567 568 569 570 572 573 574 575 576 577 578 579 580 582 583 588 592 594 608 613 640 653 654 662 665 676 680 686 718 722 742 743 744 745 746 747 748 749 750 751 752 753 755 756 757 758 760 761 762 763 782 783 784 788 789 791 793 795 446 681
	}
}
### Entity: Event
Component: mtg_britain.69
Constructs: is_triggered_only, ai_chance, remove_ideas, remove_decision, set_country_flag
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.69
	title = mtg_britain.69.t
	desc = mtg_britain.69.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_britain.69.a
		ai_chance = {
			factor = 34
		}
		FROM = {
			country_event = {
				id = mtg_britain.70
				hours = 6
			}
		}
	} {
		name = mtg_britain.69.b
		ai_chance = {
			factor = 66
		}
		custom_effect_tooltip = mtg_britain.68_tt
		FROM = {
			country_event = {
				id = mtg_britain.71
				hours = 6
			}
		}
		remove_decision = ENG_propaganda_campaigns_in_canada
		set_country_flag = ENG_secure_the_dominions_backed_down_against_USA
		CAN = {
			remove_ideas = ENG_dominion_communist_propaganda
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_TRNS_aircraft_production
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_TRNS_aircraft_production = {
	num_of_military_factories = > 5
	OR = {
		EAI_FTR_aircraft_production = yes
		check_variable = {
			num_equipment@transport_plane_equipment = < 20
		}
	} {
		EAI_major_country = yes
		num_of_factories = > 100
		check_variable = {
			num_equipment@transport_plane_equipment = < 20
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_local_cooperatives
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_local_cooperatives
	icon = GFX_focus_RAJ_issue_bonds_on_the_stock_market
	available = {

	}
	prerequisite = {
		focus = INS_vice_presidential_edict
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = INS_vice_presidential_edict
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = INS_republican_government_modifier_tt
		add_to_variable = {
			var = INS_republican_government_modifier_production_speed_industrial_complex_factor
			value = 0.1
			tooltip = production_speed_industrial_complex_factor_tt
		} {
			var = INS_republican_government_modifier_production_speed_infrastructure_factor
			value = 0.1
			tooltip = production_speed_infrastructure_factor_tt
		} {
			var = INS_republican_government_modifier_production_speed_arms_factory_factor
			value = -0.1
			tooltip = production_speed_arms_factory_factor_tt
		}
	}
}
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_OFFENSIVE_sector_SOUTH_DEBUG
Constructs: has_country_flag, has_variable, check_variable
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_OFFENSIVE_sector_SOUTH_DEBUG = {
	allowed = {
		tag = SOV
	}
	enable = {
		NOT = {
			has_country_flag = {
				flag = EAI_barbarossa_defensive
				days = < 135
			}
		}
		has_variable = EAI_MILITARY_SECTOR_id
		check_variable = {
			EAI_MILITARY_SECTOR_id = 2
		}
	}
	abort_when_not_enabled = yes
}