Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: nagoya_arsenal
Constructs: has_completed_focus, limit, research_bonus
Source: game
File: common/ideas/japan.txt

Code:
nagoya_arsenal = {
	picture = JAP_nagoya_arsenal
	allowed = {
		OR = {
			original_tag = JAP
			PHI_SEA = yes
		}
	}
	available = {
		if = {
			limit = {
				original_tag = PHI
			}
			has_completed_focus = PHI_align_with_japan
			if = {
				limit = {
					has_completed_focus = PHI_declare_military_emergency
				}
				NOT = {
					has_completed_focus = PHI_declare_military_emergency
				}
			}
		}
	}
	cost = 150
	research_bonus = {
		support_tech = 0.1
	}
	traits = {
		support_equipment_manufacturer
	}
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.3
Constructs: is_triggered_only, create_wargoal, annex_everything
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.3
	title = NSB_soviet_fascist_tsarist.3.t
	desc = NSB_soviet_fascist_tsarist.3.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.3.a
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: Event
Component: himalaya_tibet.43
Constructs: is_triggered_only, add_war_support, fire_only_once, add_state_core, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.43
	title = himalaya_tibet.43.t
	desc = himalaya_tibet.43.desc
	picture = GFX_report_event_tibetan_army_3
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = himalaya_tibet.43.a
		add_war_support = -0.05
		effect_tooltip = {
			432 = {
				controller = {
					transfer_state = 434
					add_state_core = 434
					add_doctrine_cost_reduction = {
						uses = 2
						name = mountain
						category = cat_mountaineers_doctrine
						cost_reduction = 0.25
					}
					add_tech_bonus = {
						name = sov_jap_border_conflict_won
						category = mountaineers_tech
						bonus = 0.5
					}
				}
			}
		}
	}
}
### Entity: State History
Component: 830
Constructs: add_core_of
Source: game
File: history/states/830-Latgale.txt

Code:
state = {
	resources = {
		oil = 26.0
	}
	id = 830
	name = Bahrain
	history = {
		add_core_of = BHR
		owner = BHR
		victory_points = {
			1086 1
		}
		buildings = {
			industrial_complex = 1
			infrastructure = 1
			1086 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		1086
	}
	manpower = 89970
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_state_general_mobilization_law
Constructs: prerequisite, has_war, limit, has_government, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_state_general_mobilization_law
	icon = GFX_focus_ITA_generic_fascist_workers
	x = -1
	y = 1
	relative_position_id = JAP_sea_national_spiritual_mobliization_movement
	prerequisite = {
		focus = JAP_sea_national_spiritual_mobliization_movement
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		JAP_add_or_modify_showa_statism = yes
		add_to_variable = {
			JAP_showa_statism_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		} {
			JAP_showa_statism_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		}
		IF = {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt JAP_sea_state_general_mobilization_law_tt
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_extracting_more_from_our_soil
Constructs: prerequisite, completion_reward, add_resource
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_extracting_more_from_our_soil
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = GRE_lignite_liquefaction
	}
	x = 0
	y = 1
	relative_position_id = GRE_lignite_liquefaction
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		47 = {
			add_resource = {
				type = aluminium
				amount = 12
			}
		}
		186 = {
			add_resource = {
				type = aluminium
				amount = 8
			} {
				type = steel
				amount = 15
			} {
				type = tungsten
				amount = 5
			}
		}
		187 = {
			add_resource = {
				type = aluminium
				amount = 21
			} {
				type = steel
				amount = 9
			}
		}
	}
}
### Entity: Order of Battle
Component: Kure Kichi Kaiheidan
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = Kure Kichi Kaiheidan
	location = 1092
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Idea
Component: idea_CHI_national_registry_of_property
Constructs: removal_cost
Source: game
File: common/ideas/china.txt

Code:
idea_CHI_national_registry_of_property = {
	name = CHI_institute_a_national_registry_of_property
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		production_factory_efficiency_gain_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: ITA_bop_absurdly_high_increase_king_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_absurdly_high_increase_king_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 1
		tooltip_side = ITA_king_side
	}
}
### Entity: Country History
Country: ELS
Component: ELS_technology
Constructs: set_technology
Source: game
File: history/countries/ELS - El Salvador.txt

Code:
# Starting Technologies for ELS
set_technology = {
	infantry_weapons = 1
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_mechanized_25
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_mechanized_25 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 300
		EAI_DESIGN_ARMOR_mechanized_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 290
				EAI_DESIGN_ARMOR_mechanized_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = mechanized_equipment
		value = 5
	}
}
### Entity: AI Strategy
Component: DOCTRINE_MW_aifc_mobile_warfare
Constructs: has_doctrine, force_concentration_factor
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_MW_aifc_mobile_warfare = {
	enable = {
		has_doctrine = new_mobile_warfare
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_factor
		value = 15
	}
}
### Entity: Event
Component: belgium.104
Constructs: is_triggered_only, ai_chance, has_war, limit, add_relation_modifier, has_tech, create_production_license, cost_factor
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.104
	title = belgium.104.t
	desc = belgium.104.desc
	picture = GFX_report_event_fighters
	is_triggered_only = yes
	option = {
		name = belgium.104.a
		ai_chance = {
			factor = 90
			modifier = {
				has_war = yes
				factor = 0.5
			}
		}
		BEL = {
			country_event = belgium.106
		}
		add_relation_modifier = {
			target = BEL
			modifier = free_license
		}
		if = {
			limit = {
				has_tech = fighter1
				NOT = {
					has_tech = fighter2
				}
			}
			create_production_license = {
				target = BEL
				equipment = {
					type = fighter_equipment_1
				}
				cost_factor = 0
			}
		} {
			limit = {
				has_tech = fighter2
				NOT = {
					has_tech = fighter3
				}
			}
			create_production_license = {
				target = BEL
				equipment = {
					type = fighter_equipment_2
				}
				cost_factor = 0
			}
		} {
			limit = {
				has_tech = fighter3
			}
			create_production_license = {
				target = BEL
				equipment = {
					type = fighter_equipment_3
				}
				cost_factor = 0
			}
		}
	} {
		name = belgium.104.b
		ai_chance = {
			factor = 10
			modifier = {
				is_in_faction_with = BEL
				factor = 0
			}
		}
		if = {
			limit = {
				tag = GER
			}
			BEL = {
				set_country_flag = GER_fighter_refused
			}
		} {
			limit = {
				tag = ITA
			}
			BEL = {
				set_country_flag = ITA_fighter_refused
			}
		} {
			limit = {
				tag = FRA
			}
			BEL = {
				set_country_flag = FRA_fighter_refused
			}
		} {
			limit = {
				tag = ENG
			}
			BEL = {
				set_country_flag = ENG_fighter_refused
			}
		} {
			limit = {
				tag = USA
			}
			BEL = {
				set_country_flag = USA_fighter_refused
			}
		}
		BEL = {
			country_event = belgium.102
		}
		reverse_add_opinion_modifier = {
			target = BEL
			modifier = refused_help
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_supress_the_nacistas
Constructs: prerequisite, limit, has_country_flag, completion_reward, add_political_power, has_idea, set_country_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_supress_the_nacistas
	icon = GFX_focus_generic_anti_fascist_diplomacy
	prerequisite = {
		focus = CHL_the_popular_front CHL_consolidate_the_government
	}
	x = 2
	y = 1
	relative_position_id = CHL_consolidate_the_government
	cost = 10
	ai_will_do = {
		factor = 500
	}
	available = {
		if = {
			limit = {
				has_idea = CHL_dissident_activity_1
			}
			NOT = {
				has_idea = CHL_dissident_activity_1
			}
		} {
			limit = {
				has_idea = CHL_dissident_activity_2
			}
			NOT = {
				has_idea = CHL_dissident_activity_2
			}
		} {
			limit = {
				has_idea = CHL_dissident_activity_3
			}
			NOT = {
				has_idea = CHL_dissident_activity_3
			}
		}
		NOT = {
			has_country_flag = r56_chl_big_oof_cw
		}
	}
	completion_reward = {
		set_country_flag = r56_CHL_minor_uprising
		custom_effect_tooltip = CHL_suppress_the_nacistas_r56_tt
		unlock_decision_tooltip = r56_CHL_arrest_Jorge
		hidden_effect = {
			if = {
				limit = {
					is_ai = yes
				}
				activate_decision = r56_CHL_arrest_Jorge
				add_political_power = -125
			}
		}
	}
}
### Entity: Character
Component: CSA_fritz_conrad
Source: game
File: common/characters/CSA.txt

Code:
CSA_fritz_conrad = {
	advisor = {
		slot = navy_chief
		idea_token = CSA_fritz_conrad
		allowed = {
			original_tag = CSA
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_bimonthly_update
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_effects.txt

Code:
EAI_MILITARY_bimonthly_update = {
	EAI_MILITARY_defensive_front_strategy = yes
	EAI_MILITARY_track_submarine_losses = yes
	EAI_MILITARY_garrison_state_strategies = yes
}
### Entity: Idea
Component: AFG_imam
Constructs: has_completed_focus, has_war_with, has_global_flag, has_opinion, research_bonus
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_imam = {
	picture = ITA_imam
	allowed = {
		original_tag = AFG
	}
	visible = {
		NOT = {
			has_global_flag = afg_dlc_focus_tree
		}
	}
	available = {
		NOT = {
			has_war_with = ITA
		}
		has_completed_focus = AFG_import_italian_fighters
		ITA = {
			has_opinion = {
				target = ROOT
				value = > 59
			}
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
}
### Entity: Character
Component: CUB_carlos_prio
Source: game
File: common/characters/CUB.txt

Code:
CUB_carlos_prio = {
	advisor = {
		slot = political_advisor
		idea_token = CUB_carlos_prio
		allowed = {
			original_tag = CUB
		}
		traits = {
			smooth_talking_charmer
		}
	}
	name = Carlos Prio
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
}
### Entity: Trigger Reference
Construct: has_capitulated
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_capitulated

* Supported Scopes: COUNTRY
* Supported Targets: none

```
checks if the country has capitulated
```
### Entity: Order of Battle
Component: air_wing_327
Source: game
File: history/units/PHI_1936_air_bba.txt

Code:
air_wings = {
	327 = {
		small_plane_airframe_0 = {
			owner = PHI
			amount = 12
			creator = USA
			version_name = P-26A
		}
	}
}
### Entity: Idea
Component: ITA_mobilize_womens
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_mobilize_womens = {
	name = ITA_mobilize_womens
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_deal_with_the_devil2
	modifier = {
		industrial_capacity_factory = 0.05
		local_resources_factor = 0.05
	}
}
### Entity: Idea
Component: r56_LUX_benelux_customs_union
Constructs: has_government
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_benelux_customs_union = {
	picture = can_wartime_prices_and_trade_board
	cancel = {
		all_country = {
			OR = {
				original_tag = HOL BEL LUX
			} {
				exists = no
				NOT = {
					has_government = democratic
				}
			}
		}
	}
	modifier = {
		consumer_goods_factor = -0.05
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
	}
}
### Entity: Military Industrial Organization
Component: DEN_haerens_tekniske_korps_organization
Constructs: has_completed_focus, has_dlc, equipment_bonus, production_bonus, add_trait, remove_trait
Source: game
File: common/military_industrial_organization/organizations/DEN_organization.txt

Code:
DEN_haerens_tekniske_korps_organization = {
	include = generic_artillery_organization
	icon = GFX_idea_DEN_haerens_tekniske_korps_organization
	allowed = {
		tag = DEN
		has_dlc = Arms Against Tyranny
	}
	override_trait = {
		token = generic_mio_trait_improved_hydraulic_recoil_system
		position = {
			x = 1
			y = 2
		}
	} {
		token = generic_mio_trait_improved_direct_fire_targeting
		position = {
			x = -1
			y = 2
		}
	} {
		token = generic_mio_trait_rapid_fire
		name = DEN_mio_trait_fodfolkskanoner
		icon = GFX_generic_mio_department_icon_tank_general_weapons
		special_trait_background = yes
		position = {
			x = 4
			y = 0
		}
		equipment_bonus = {
			soft_attack = 0.1
			breakthrough = 0.05
			reliability = 0.03
		}
	} {
		token = generic_mio_trait_sliding_breech_block
		special_trait_background = yes
		position = {
			x = 0
			y = 3
		}
		all_parents = {
			generic_mio_trait_rapid_fire
		}
		equipment_bonus = {
			soft_attack = 0.03
			defense = 0.03
		}
	} {
		token = generic_mio_trait_gun_mass_production
		special_trait_background = yes
		position = {
			x = 2
			y = 1
		}
		relative_position_id = generic_mio_trait_rapid_fire
		any_parent = {
			generic_mio_trait_rapid_fire generic_mio_trait_big_guns
		}
		production_bonus = {
			production_efficiency_gain_factor = 0.05
			production_efficiency_cap_factor = 0.05
		}
	} {
		token = generic_mio_trait_big_guns
		name = DEN_mio_trait_feltkanoner
		icon = GFX_generic_mio_department_icon_artillery_production
		special_trait_background = yes
		position = {
			x = 4
			y = 0
		}
		relative_position_id = generic_mio_trait_rapid_fire
		equipment_bonus = {
			soft_attack = 0.02
			defense = 0.02
		}
	} {
		token = generic_mio_trait_light_weight_barrels
		icon = GFX_generic_mio_department_icon_tank_general_weapons
		special_trait_background = yes
		position = {
			x = 2
			y = 4
		}
		relative_position_id = generic_mio_trait_rapid_fire
		any_parent = {
			DEN_mio_trait_madsen_20_mm DEN_mio_trait_big_guns
		}
		all_parents = {
			generic_mio_trait_sliding_breech_block DEN_mio_trait_advanced_barrel_forging
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		equipment_bonus = {
			breakthrough = 0.06
			defense = 0.1
		}
	}
	add_trait = {
		token = DEN_mio_trait_madsen_20_mm
		name = DEN_mio_trait_madsen_20_mm
		icon = GFX_generic_mio_trait_icon_ap_attack
		special_trait_background = yes
		position =
# ... (truncated)
### Entity: Character
Component: GAB_nt
Source: game
File: common/characters/GAB.txt

Code:
GAB_nt = {
	advisor = {
		slot = theorist
		idea_token = GAB_nt
		ledger = navy
		allowed = {
			original_tag = GAB
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Unit Template
Component: GER_MIL_01
Constructs: has_government
Source: game
File: common/units/names_divisions/GER_names_divisions.txt

Code:
GER_MIL_01 = {
	name = Freikorps Divisions
	for_countries = {
		GER
	}
	can_use = {
		has_government = neutrality
	}
	division_types = {
		militia
	}
	fallback_name = %d. Freikorps-Division
	ordered = {
		1 = {
			%d. Freikorps-Division
		}
		2 = {
			%d Freikorps-Division
		}
		3 = {
			%d. Freikorps-Division
		}
		4 = {
			%d. Freikorps-Division
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/QAT_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 8051
	division_template = Alfurqat Almasha
	start_experience_factor = 0.1
	start_equipment_factor = 0.2
}
### Entity: Idea
Component: steel_wings_steel_hearts_spirit
Constructs: has_government, has_air_force_command, has_dlc
Source: game
File: common/ideas/air_spirits.txt

Code:
steel_wings_steel_hearts_spirit = {
	ledger = air
	visible = {
		AND = {
			has_air_force_command = yes
			has_government = communism
		}
	}
	modifier = {
		air_untrained_pilots_penalty_factor = -0.33
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = {
					has_dlc = No Step Back
				} {
					has_government = communism
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_the_new_curriculum
Constructs: prerequisite, add_stability, completion_reward, add_political_power, set_country_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_the_new_curriculum
	icon = GFX_goal_generic_military_research
	x = 0
	y = 1
	prerequisite = {
		focus = PAL_nashashbis_take_responsibility
	}
	cost = 5
	relative_position_id = PAL_nashashbis_take_responsibility
	completion_reward = {
		add_political_power = 75
		add_stability = -0.05
		set_country_flag = PAL_unlocks_school_liberal
		unlock_decision_tooltip = PAL_secularize_school_system
	}
}
### Entity: Idea
Component: FRI_tin_profits
Constructs: removal_cost
Source: game
File: common/ideas/french_indochina.txt

Code:
FRI_tin_profits = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = ast_all_in
	modifier = {
		consumer_goods_factor = -0.15
		local_resources_factor = 0.1
	}
}
### Entity: Idea
Component: CUF_analyzed_chinese_guns_combo
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CUF_analyzed_chinese_guns_combo = {
	picture = jap_ichi_go
	cancel = {
		tag = CUG
	}
	removal_cost = -1
	modifier = {
		planning_speed = 0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		attack_bonus_against = 0.075
	}
}
### Entity: Event
Component: SEA_PRC_faction_events.51
Constructs: is_triggered_only
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.51
	title = SEA_PRC_faction_events.51.t
	desc = SEA_PRC_faction_events.51.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_PRC_faction_events.51.a
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_pacts_for_damascus
Constructs: prerequisite, limit, completion_reward, every_other_country, is_subject_of
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_pacts_for_damascus
	icon = GFX_goal_generic_foreign_diplomacy2
	prerequisite = {
		focus = PAL_operation_crossing
	}
	x = -1
	y = 1
	relative_position_id = PAL_operation_crossing
	cost = 7.2
	ai_will_do = {
		factor = 1
	}
	bypass = {
		PAL = {
			controls_state = 554
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				any_owned_state = {
					state = 554
					CONTROLLER = {
						NOT = {
							is_subject_of = ROOT
						}
					}
				}
			}
			country_event = {
				id = palestine.16
			}
		}
	}
}
### Entity: AI Strategy
Component: build_intelligence_agency
Constructs: has_war, build_intelligence_agency
Source: game
File: common/ai_strategy/default.txt

Code:
build_intelligence_agency = {
	enable = {
		date = > 1940.1.1
		has_war = no
		num_of_civilian_factories = > 25
	}
	abort = {
		OR = {
			has_war = yes
			num_of_civilian_factories = < 25
		}
	}
	ai_strategy = {
		type = intelligence_agency_usable_factories
		value = 5
	}
}
### Entity: Event
Component: IRQ_political_events.74
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, give_resource_rights, random_hours
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.74
	title = IRQ_political_events.74.t
	desc = IRQ_political_events.74.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.74.a
		ai_chance = {
			base = 10
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -3000
		} {
			type = artillery_equipment
			amount = -300
		}
		effect_tooltip = {
			FROM = {
				give_resource_rights = {
					receiver = GER
					state = 676
				}
			}
		}
		FROM = {
			country_event = {
				id = IRQ_political_events.75
				hours = 12
				random_hours = 24
			}
		}
	} {
		name = IRQ_political_events.74.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = IRQ_political_events.76
				hours = 12
				random_hours = 24
			}
		}
	}
}
### Entity: Event
Component: belgium.32
Constructs: is_triggered_only, fire_only_once, set_global_flag
Source: game
File: events/BEL_events.txt

Code:
news_event = {
	id = belgium.32
	title = bel_cityfall.4.t
	desc = bel_cityfall.4.d
	picture = GFX_news_event_034
	major = yes
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_amsterdam_bel
	}
	option = {
		name = bel_cityfall.4.a
		trigger = {
			NOT = {
				TAG = HOL BEL
			}
		}
	} {
		name = bel_cityfall.4.b
		trigger = {
			TAG = BEL
		}
	} {
		name = bel_cityfall.4.c
		trigger = {
			TAG = HOL
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_destabilize_the_central_plain
Constructs: prerequisite, has_government, add_stability, completion_reward, is_subject_of, is_subject, unlock_decision_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_destabilize_the_central_plain
	icon = GFX_goal_CHI_defeat_the_warlords
	x = 1
	y = 1
	relative_position_id = MON_thinking_out_of_bounds
	cost = 5
	prerequisite = {
		focus = MON_thinking_out_of_bounds
	}
	available = {
		has_government = communism
		OR = {
			is_subject_of = SOV
			is_subject = no
		}
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_stability = -0.05
		unlock_decision_tooltip = MON_destabilize_neighbour MON_launch_an_uprising
		custom_effect_tooltip = MON_supporting_revolutionary_cause_tt
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}