Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: andorra.1
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once, give_guarantee
Source: game
File: events/Andorra.txt

Code:
country_event = {
	id = andorra.1
	picture = GFX_report_event_generic_conference
	title = andorra.1.t
	desc = andorra.1.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = andorra.1.a
		ai_chance = {
			base = 10
		}
		give_guarantee = ADR
		ADR = {
			country_event = {
				id = andorra.2
				hours = 12
			}
		}
	} {
		name = andorra.1.b
		ai_chance = {
			base = 0
		}
		add_opinion_modifier = {
			target = ROOT
			modifier = SWI_refused_guarantee
		}
		ADR = {
			country_event = {
				id = andorra.3
				hours = 12
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: POL_pws_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/POL_organization.txt

Code:
POL_pws_organization = {
	include = generic_light_aircraft_organization
	icon = GFX_idea_POL_pws
	allowed = {
		tag = POL
		OR = {
			has_dlc = Poland: United and Ready No Step Back
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_Collectivize_the_land
Constructs: prerequisite, add_ideas, completion_reward, set_variable
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_Collectivize_the_land
	prerequisite = {
		focus = PRU_red_pachamama
	}
	icon = GFX_goal_generic_communist_pride
	x = 5
	y = 7
	relative_position_id = PRU_look_to_the_past
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = HON_collective_agriculture
		set_variable = {
			PRU_oli_loyalty = -2
		}
		PRU_partidos_update_update_effect = yes
		custom_effect_tooltip = PRU_oli_loyalty_hostile_status_text
	}
}
### Entity: AI Strategy
Component: FRA_modern_tank_destroyer
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/FRA_tank.txt

Code:
FRA_modern_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		land_modern_tank_destroyer
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_modern_tank_destroyer_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = modern_tank_destroyer_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_3 tank_heavy_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_modern_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_gas_turbine_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = smoke_launchers
				special_type_slot_3 = auto_loader
				special_type_slot_4 = sloped_armor
			}
			upgrades = {
				tank_nsb_engine_upgrade = 14
				tank_nsb_armor_upgrade = {
					base = 4
					modifier = {
						add = 4
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 2
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_modern_tank_turret tank_torsion_bar_suspension tank_cast_armor tank_gas_turbine_engine sloped_armor smoke_launchers auto_loader tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
}
### Entity: Idea
Component: AST_invasion_planning
Constructs: add_ideas, create_wargoal, annex_everything, removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_invasion_planning = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	on_remove = {
		add_ideas = {
			AST_war_plan_japan
		}
		create_wargoal = {
			type = annex_everything
			target = JAP
		}
	}
	removal_cost = -1
	picture = CZE_planning_bonus
	modifier = {
		political_power_cost = 1.0
		command_power_gain = -0.2
	}
}
### Entity: AI Strategy
Component: SWI_strat_avoid_silo_jura
Constructs: has_dlc, build_building
Source: game
File: common/ai_strategy/SWI.txt

Code:
SWI_strat_avoid_silo_jura = {
	allowed = {
		has_dlc = By Blood Alone
	}
	enable = {
		original_tag = SWI
		num_of_civilian_factories = < 10
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = fuel_silo
		value = -200
		target = 845
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.81
Constructs: is_triggered_only, ai_chance, limit, is_claimed_by, remove_state_claim, add_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.81
	title = AAT_Sweden_flashpoints.81.t
	desc = AAT_Sweden_flashpoints.81.desc
	picture = GFX_report_event_generic_funeral
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.81.a
		ai_chance = {
			factor = 8
		}
		if = {
			limit = {
				145 = {
					is_claimed_by = FROM
				}
			}
			FROM = {
				remove_state_claim = 145
			}
		}
		transfer_state = 145
		145 = {
			add_core_of = ROOT
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = SWE_aland_agreement_swe
			days = 365
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.82
				hours = 4
			}
		}
		effect_tooltip = {
			FROM = {
				add_timed_idea = {
					idea = SWE_aland_agreement_fin
					days = 365
				}
			}
		}
	} {
		name = AAT_Sweden_flashpoints.81.b
		ai_chance = {
			factor = 1
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.83
				hours = 4
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Colombia.html

Doc:
This article is considered accurate for the current version of the game.

Colombia

Capital provinceBogota D.C.

Government typeDemocratic Republic

FactionAllies

After the attack on Pearl Harbor, Colombia broke diplomatic relations with the Axis powers. Colombia provided the Allies with petroleum products. In 1943, the German submarine U-505 destroyed a Colombian schooner, which caused Colombia to declare a "status of belligerency" against Germany on 26 November 1943.

The German ambassador left the country, and measures of control were implemented, including internment of German citizens in designated areas. Photographs and reconnaissance airplanes belonging to the Colombian-German company Scadta, which used to take aerial shots of Colombian and German cities, were also handed to the United States. During the recovery years, Colombia sent Nestle products (coffee, baby food, etc.) and carbon for heating all over Europe.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Character
Component: IRQ_bakr_sidqi
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_bakr_sidqi = {
	instance = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = IRQ_bakr_sidqi
		portraits = {
			army = {
				large = GFX_portrait_IRQ_bakr_sidqi
				small = GFX_portrait_IRQ_bakr_sidqi_small
			}
		}
		corps_commander = {
			traits = {
				harsh_leader
			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 1
			legacy_id = -1
		}
		advisor = {
			slot = political_advisor
			idea_token = IRQ_bakr_sidqi_pm
			can_be_fired = no
			allowed = {
				original_tag = IRQ
			}
			visible = {
				has_completed_focus = IRQ_bakr_sidqi_coup
				NOT = {
					OR = {
						has_completed_focus = IRQ_assasination_of_sidqi IRQ_curtail_arabism
					}
				}
			}
			available = {

			}
			traits = {
				IRQ_nationalist
			}
		} {
			slot = theorist
			idea_token = IRQ_bakr_sidqi_th
			ledger = army
			traits = {
				military_theorist
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
			allowed = {
				original_tag = IRQ
				has_dlc = Graveyard of Empires
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = IRQ_bakr_sidqi
		portraits = {
			army = {
				small = GFX_idea_generic_army_arab_1
			}
		}
		advisor = {
			slot = high_command
			idea_token = IRQ_bakr_sidqi
			traits = {
				army_entrenchment_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Character
Component: BAN_democratic_guy
Constructs: has_government
Source: game
File: common/characters/BAN.txt

Code:
BAN_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = BAN_democratic_guy
		allowed = {
			original_tag = BAN
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
}
### Entity: Idea
Component: idea_CHI_expropriate_industrialists
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/china.txt

Code:
idea_CHI_expropriate_industrialists = {
	picture = ARG_resource_extration_focus
	allowed = {
		always = no
	} {
		always = no
	}
	allowed_civil_war = {
		always = yes
	} {
		always = yes
	}
	removal_cost = -1 -1
	modifier = {
		party_popularity_stability_factor = 0.15
		neutrality_drift = 0.05
		drift_defence_factor = 0.15
		army_intel_to_others = -15
		civilian_intel_to_others = -15
	}
}
### Entity: Character
Component: VNZ_giovanni_ponti
Source: game
File: common/characters/VNZ.txt

Code:
VNZ_giovanni_ponti = {
	name = VNZ_giovanni_ponti
	portraits = {
		civilian = {
			large = GFX_kr_portrait_europe_generic_11
			small = GFX_kr_portrait_europe_generic_11_small
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1.1
		id = -1
		traits = {
			tenacious_negotiator
		}
	}
}
### Entity: Event
Component: hon.70
Constructs: is_triggered_only, add_stability, add_political_power
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.70
	title = hon.70.t
	desc = hon.70.desc
	picture = GFX_news_event_royal_visit
	is_triggered_only = yes
	option = {
		name = hon.70.a
		add_political_power = 120
		add_stability = 0.05
		effect_tooltip = {
			diplomatic_relation = {
				country = FROM
				relation = non_aggression_pact
				active = yes
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_left_eliminate_right
Constructs: prerequisite, completion_reward, add_to_variable, set_character_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_left_eliminate_right
	icon = GFX_focus_SOV_purge_bukharinists
	prerequisite = {
		focus = SOV_the_left_opposition
	}
	mutually_exclusive = {
		focus = SOV_cooperation_against_stalin
	}
	x = 2
	y = 2
	relative_position_id = SOV_the_left_opposition
	cost = 5
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		SOV_paranoia_high_increase_effect = yes
		custom_effect_tooltip = SOV_left_eliminate_right_tt SOV_eliminate_opposition_factionalism_tt
		add_to_variable = {
			SOV_factionalism_political_power_factor = 0.05
		}
		SOV_nikolay_bukharin = {
			set_character_flag = SOV_potential_target_flag
		}
		SOV_mikhail_tomsky = {
			set_character_flag = SOV_potential_target_flag
		}
		SOV_aleksey_rykov = {
			set_character_flag = SOV_potential_target_flag
		}
	}
}
### Entity: Unit Template
Component: equipments
Constructs: is_archetype, is_buildable, maximum_speed, build_cost_ic
Source: game
File: common/units/equipment/motorized.txt

Code:
equipments = {
	motorized_equipment = {
		year = 1936
		is_archetype = yes
		picture = archetype_motorized_equipment
		is_buildable = no
		type = {
			motorized
		}
		group_by = archetype
		interface_category = interface_category_land
		maximum_speed = 12
		reliability = 0.8
		hardness = 0.1
		breakthrough = 5
		lend_lease_cost = 5
		build_cost_ic = 2.5
		resources = {
			rubber = 1
			steel = 1
		}
		fuel_consumption = 1.2
		supply_truck = yes
	}
	motorized_equipment_0 = {
		year = 1936
		archetype = motorized_equipment
		priority = 30
		maximum_speed = 10
		reliability = 0.65
		breakthrough = 2
	}
	motorized_equipment_1 = {
		year = 1936
		archetype = motorized_equipment
		parent = motorized_equipment_0
		priority = 30
	}
	motorbike_equipment = {
		year = 1938
		is_archetype = yes
		picture = archetype_motorized_equipment
		is_buildable = no
		type = {
			motorized support
		}
		group_by = archetype
		interface_category = interface_category_land
		maximum_speed = 12
		reliability = 0.9
		breakthrough = 1
		lend_lease_cost = 2
		build_cost_ic = 1.5
		resources = {
			rubber = 1
			steel = 1
		}
		fuel_consumption = 0.5
	}
	motorbike_equipment_1 = {
		archetype = motorbike_equipment
		priority = 1
	}
}
### Entity: Idea
Component: PHI_bourgeoisie_purged
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/philipines.txt

Code:
PHI_bourgeoisie_purged = {
	picture = SPR_class_war
	allowed = {
		original_tag = PHI
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.1
		stability_factor = -0.05
		political_advisor_cost_factor = 0.25
		consumer_goods_factor = -0.15
	}
}
### Entity: Country History
Country: RKG
Component: RKG_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/RKG - Reichskommisariat Norwegen.txt

Code:
# Politics & Parties for RKG
set_stability = 0.4
set_war_support = 0.7
set_politics = {
	ruling_party = fascism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 0
	democratic = 15
	fascism = 80
	communism = 5
}
add_ideas = {
	war_economy extensive_conscription
}
### Entity: Event
Component: greece.5
Constructs: is_triggered_only, ai_chance, create_country_leader, limit, add_ideas, remove_ideas, has_government, fire_only_once
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.5
	title = greece.5.t
	desc = greece.5.d
	picture = GFX_report_GRE_demertzis_funeral
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			retire_character = GRE_konstantinos_demertzis GRE_konstantinos_demertzis_r56
		}
	}
	option = {
		name = greece.5.a
		ai_chance = {
			base = 60
			modifier = {
				is_historical_focus_on = yes
				factor = 1000
			}
		}
		set_country_flag = pmd_over GRE_metaxas_pm
		custom_effect_tooltip = GRE_4
		set_party_name = {
			ideology = democratic
			long_name = GRE_democratic_metaxas_long
			name = GRE_democratic_metaxas
		}
		promote_character = {
			character = GRE_ioannis_metaxas
			ideology = despotism
		}
		if = {
			limit = {
				has_idea = GRE_ioannis_metaxas
			}
			remove_ideas = GRE_ioannis_metaxas
			add_ideas = GRE_kostas_kotzias
		}
		else = {
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = GRE_kostas_kotzias
		}
	} {
		name = greece.5.b
		ai_chance = {
			base = 20
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		set_country_flag = pmd_over GRE_royal_dictatorship
		custom_effect_tooltip = GRE_5 available_political_advisor
		add_ideas = low_economic_mobilisation
		add_popularity = {
			ideology = neutrality
			popularity = 0.15
		}
		if = {
			limit = {
				NOT = {
					has_government = neutrality
				}
			}
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
		} {
			limit = {
				NOT = {
					has_country_leader = {
						character = GRE_king_george_ii
						ruling_only = no
					}
				}
			}
			promote_character = GRE_king_george_ii
		}
		show_ideas_tooltip = GRE_georgios_merkouris
	} {
		name = greece.5.c
		ai_chance = {
			base = 20
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		set_country_flag = pmd_over GRE_fascist_path
		custom_effect_tooltip = GRE_1
		add_ideas = low_economic_mobilisation
		country_event = {
			id = greece.33
		}
		if = {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
		}
	} {
		name = greece.5.e
		ai_chance = {
			base = 20
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		set_country_flag = GRE_democratic_party_appointed
		create_country_leader = {
			name = Panagis Tsaldaris
			picture = r56
# ... (truncated)
### Entity: Idea
Component: bio_pharma
Constructs: research_bonus
Source: game
File: common/ideas/indonesia.txt

Code:
bio_pharma = {
	picture = INS_bio_pharma
	allowed = {
		original_tag = INS
	}
	research_bonus = {
		support_tech = 0.15
	}
	traits = {
		support_equipment_manufacturer
	}
}
### Entity: Joint Focus
Tree: ssb_focus
Component: SSB_expand_irans_military_infrastructure
Constructs: prerequisite, joint_focus, cancel_if_invalid, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/goe_shared_saadabad_branch.txt

Code:
joint_focus = {
	id = SSB_expand_irans_military_infrastructure
	icon = GFX_focus_generic_military_industry
	prerequisite = {
		focus = SSB_joint_military_exercises SSB_integration_of_our_infrastructure
	}
	relative_position_id = SSB_joint_military_exercises
	x = 4
	y = 2
	cost = 5
	text_icon = SSB_PER_focus_style
	available = {
		tag = PER
		SSB_basic_available_trigger = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {
		PER = {
			NOT = {
				has_dynamic_modifier = {
					modifier = SSB_saadabad_pact
				}
			}
		}
	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward_joint_originator = {
		PER = {
			custom_effect_tooltip = SSB_spirit_tooltip
			add_to_variable = {
				var = SSB_production_speed_arms_factory_factor
				value = 0.1
				tooltip = production_speed_arms_factory_factor_tt
			}
		}
	}
	completion_reward_joint_member = {
		custom_effect_tooltip = SSB_spirit_tooltip
		add_to_variable = {
			var = SSB_production_speed_arms_factory_factor
			value = 0.075
			tooltip = production_speed_arms_factory_factor_tt
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_control_the_medias
Constructs: prerequisite, has_government, add_war_support, add_stability, completion_reward, add_political_power, is_subject, add_popularity
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_control_the_medias
	icon = GFX_goal_fire_paper_peoples
	prerequisite = {
		focus = QUE_the_padlock_law
	} {
		focus = QUE_use_the_quebecois_nationalists
	}
	relative_position_id = QUE_the_union_nationale_wins
	x = 2
	y = 3
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	available = {
		has_government = democratic
		OR = {
			is_subject = no
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	completion_reward = {
		add_political_power = 50
		add_stability = 0.075
		add_war_support = 0.05
		add_popularity = {
			ideology = democratic
			popularity = -0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: State History
Component: 307
Constructs: add_core_of
Source: game
File: history/states/307-Venezuela.txt

Code:
state = {
	id = 307
	name = STATE_307
	state_category = city
	manpower = 1335010
	resources = {
		oil = 41
	}
	history = {
		owner = VEN
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 5
			air_base = 2
			8113 = {
				naval_base = 3
			}
			10912 = {
				naval_base = 2
			}
		}
		add_core_of = VEN
		victory_points = {
			8113 5
		}
	}
	provinces = {
		4942 7968 8024 8080 8113 10767 10823 10912 5056 4892 5000
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: CZE_machine_tools
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_machine_tools = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = man_five_year_plan_industry
	modifier = {
		production_speed_industrial_complex_factor = 0.05
		production_speed_arms_factory_factor = 0.1
	}
}
### Entity: Event
Component: yugoslavia.1
Constructs: ai_chance, has_completed_focus, remove_ideas, owns_state, has_country_flag, fire_only_once, add_political_power, has_dlc
Source: game
File: events/Yugoslavia.txt

Code:
country_event = {
	id = yugoslavia.1
	title = yugoslavia.1.t
	desc = yugoslavia.1.d
	picture = GFX_report_event_yugoslavian_king_peter
	fire_only_once = yes
	trigger = {
		tag = ENG
		NOT = {
			has_dlc = Death or Dishonor
		}
		YUG = {
			OR = {
				is_in_faction_with = GER
				gives_military_access_to = GER
			}
		}
		HUN = {
			owns_state = 76
		}
		GER = {
			OR = {
				AND = {
					is_in_faction_with = ITA HUN
				} {
					is_in_faction_with = ITA BUL
				} {
					is_in_faction_with = HUN BUL
				}
			}
		}
		ENG = {
			has_completed_focus = uk_balkan_strategy
		} {
			NOT = {
				is_in_faction_with = GER
			}
		} {
			NOT = {
				has_country_flag = has_already_decided_yugo_coup_flag
			}
		}
	}
	immediate = {
		hidden_effect = {
			remove_ideas = anti_german_military
			ENG = {
				set_country_flag = has_already_decided_yugo_coup_flag
			}
			YUG = {
				set_country_flag = has_already_decided_yugo_coup_flag
			}
		}
	}
	mean_time_to_happen = {
		days = 14
	}
	option = {
		name = yugoslavia.1.a
		add_political_power = -50
		YUG = {
			country_event = {
				id = yugoslavia.2
			}
		}
	} {
		name = yugoslavia.1.b
		ai_chance = {
			factor = 0
		}
		YUG = {
			remove_opinion_modifier = {
				target = ENG
				modifier = balkan_strategy_good
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_further_air_plans
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_further_air_plans
	icon = GFX_goal_generic_air_doctrine
	text = GRE_further_air_plans
	prerequisite = {
		focus = GRE_fighter_focus GRE_cas_focus
	}
	x = 13
	y = 4
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		air_experience = 10
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modding Documentation
Construct: set_weather
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## set_weather
* Arguments: <weather_type>

Sets the weather for the selected province (and corresponding region)
### Entity: Idea
Component: SRL_ncs
Source: game
File: common/ideas/sri_lanka.txt

Code:
SRL_ncs = {
	ledger = navy
	picture = generic_navy_asia_2
	allowed = {
		original_tag = SRL
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: kmt.136
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_political_power, create_wargoal, take_state_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.136
	title = kmt.136.t
	desc = kmt.136.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 30
			modifier = {
				strength_ratio = {
					tag = CHI
					ratio = > 0.6
				}
				factor = 95
			}
		}
		name = kmt.136.a
		CHI = {
			transfer_state = 729
			country_event = {
				id = kmt.140
			}
		}
		add_political_power = -100
	} {
		ai_chance = {
			base = 70
		}
		name = kmt.136.b
		CHI = {
			country_event = {
				id = kmt.141
			}
		}
		effect_tooltip = {
			CHI = {
				create_wargoal = {
					target = ROOT
					type = take_state_focus
					generator = {
						729
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = mc_kept_tp
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_4/heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}