Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: hun_focus
Component: HUN_reintegrate_the_railroads
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_reintegrate_the_railroads
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = HUN_industrial_revitalization
	}
	x = 0
	y = 1
	relative_position_id = HUN_industrial_revitalization
	cost = 10
	ai_will_do = {
		factor = 70
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = HUN_reintegrate_the_railroads_Inf
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = HUN_reintegrate_the_railroads_Inf_2
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = HUN_reintegrate_the_railroads_Inf_3
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				country_exists = AUS
			}
			reverse_add_opinion_modifier = {
				target = AUS
				modifier = HUN_reintegrate_the_railroads
			}
		} {
			limit = {
				country_exists = CZE
			}
			reverse_add_opinion_modifier = {
				target = CZE
				modifier = HUN_reintegrate_the_railroads
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				155
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			set_state_flag = HUN_reintegrate_the_railroads_Inf
		} {
			prioritize = {
				43
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			set_state_flag = HUN_reintegrate_the_railroads_Inf_2
		} {
			prioritize = {
				664
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			set_state_flag = HUN_reintegrate_the_railroads_Inf_3
		}
		if = {
			limit = {
				country_exists = AUS
			}
			reverse_add_opinion_modifier = {
				target = AUS
				modifier = HUN_reinteg
# ... (truncated)
### Entity: Unit Template
Component: DEN_INF_01
Source: game
File: common/units/names_divisions/DEN_names_divisions.txt

Code:
DEN_INF_01 = {
	name = Infantry Division
	for_countries = {
		DEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Infanteri Division
	ordered = {
		1 = {
			%d. Jydske Division
		}
		2 = {
			%d. Sjællandske Division
		}
		3 = {
			%d. Fynske Division
		}
		21 = {
			Prinsens Division
		}
		27 = {
			Livgarden
		}
		22 = {
			Dronningens Livgardedivision
		}
		4 = {
			%d. Sønderjydske Division
		}
		5 = {
			%d. Nørrejydske Division
		}
		6 = {
			%d. Slesvigske Division
		}
		7 = {
			%d. Bornholmske Forsvars Div.
		}
		8 = {
			%d. Infanteri Division
		}
		9 = {
			%d. Infanteri Division
		}
		10 = {
			%d. Infanteri Division
		}
		11 = {
			%d. Infanteri Division
		}
		12 = {
			%d. Infanteri Division
		}
		13 = {
			%d. Infanteri Division
		}
		14 = {
			%d. Infanteri Division
		}
		15 = {
			%d. Infanteri Division
		}
		16 = {
			%d. Infanteri Division
		}
		17 = {
			%d. Infanteri Division
		}
		18 = {
			%d. Infanteri Division
		}
		19 = {
			%d. Infanteri Division
		}
		20 = {
			%d. Infanteri Division
		}
	}
}
### Entity: Character
Component: CHL_oscar_reeves_leiva
Source: game
File: common/characters/CHL.txt

Code:
CHL_oscar_reeves_leiva = {
	name = CHL_oscar_reeves_leiva
	portraits = {
		army = {
			large = GFX_portrait_CHL_oscar_reeves_leiva
			small = GFX_portrait_CHL_oscar_reeves_leiva_small
		}
	}
	corps_commander = {
		traits = {
			trickster militias_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_naval_foreign_advisors
Constructs: shared_focus, prerequisite, completion_reward, is_coastal
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_naval_foreign_advisors
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = SMB_naval_academy SMB_construct_naval_bases
	}
	relative_position_id = SMB_naval_academy
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 20
		modifier = {
			any_controlled_state = {
				is_coastal = no
			}
			factor = 0
		}
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		custom_effect_tooltip = SMB_navy_foreign_advisors_tt
	}
}
### Entity: Idea
Component: GER_himmler_chief_of_german_police
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_himmler_chief_of_german_police = {
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_gain = -0.1
		resistance_damage_to_garrison = -0.25
		foreign_subversive_activites = -0.3
		non_core_manpower = 0.02
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_get_best_target_on_isolated_states_VS_COUNTRY
Constructs: add_to_temp_array, clear_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_get_best_target_on_isolated_states_VS_COUNTRY = {
	add_to_temp_array = {
		_AIRBASE_get_best_target_on_TARGET_COUNTRIES = THIS.id
	}
	ROOT = {
		EAI_PC_AIRBASE_get_best_target_on_isolated_states = yes
	}
	clear_temp_array = _AIRBASE_get_best_target_on_TARGET_COUNTRIES
}
### Entity: Idea
Component: SPR_improve_military_infrastructure
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_improve_military_infrastructure = {
	picture = generic_build_infrastructure
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_infrastructure_factor = 0.1
	}
}
### Entity: Character
Component: TOG_acgs
Source: game
File: common/characters/TOG.txt

Code:
TOG_acgs = {
	advisor = {
		slot = air_chief
		idea_token = TOG_acgs
		allowed = {
			original_tag = TOG
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Character
Component: YUG_vladimir_Cukavac
Source: game
File: common/characters/YUG.txt

Code:
YUG_vladimir_Cukavac = {
	name = YUG_vladimir_Cukavac
	portraits = {
		army = {
			large = GFX_Portrait_yugoslavia_vladimir_cukavac
			small = GFX_portrait_YUG_vladimir_Cukavac_small
		}
	}
	corps_commander = {
		traits = {
			trickster
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AItaly_political.jpeg.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:Italy political.jpeg:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Italy (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Italy_political.jpeg"
### Entity: Event
Component: r56_iraq.7
Constructs: is_triggered_only, limit, owns_state, every_other_country, create_wargoal, annex_everything
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = r56_iraq.7
	title = r56_iraq.7.t
	desc = r56_iraq.7.d
	picture = GFX_event_turkey_alexandretta_march
	is_triggered_only = yes
	option = {
		name = r56_iraq.7.a
		every_other_country = {
			limit = {
				OR = {
					owns_state = 454 1016 1017 949 966 455 1021 1022 453 656
				}
			}
			IRQ = {
				create_wargoal = {
					type = annex_everything
					target = PREV
					expire = 0
				}
			}
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_polymer_corporation
Constructs: prerequisite, limit, has_country_flag, completion_reward, set_technology, cancel_if_invalid, complete_tooltip, add_tech_bonus
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_polymer_corporation
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = CAN_victory_aircraft_limited CAN_fund_the_national_research_council
	}
	x = -1
	y = 4
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = synth_oil_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = synthetic_refinery
					size = < 0
					include_locked = yes
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	complete_tooltip = {
		if = {
			limit = {
				has_country_flag = CAN_polymer_corporation_unlock
			}
			set_technology = {
				synth_oil_experiments = 1
			}
			else = {
				add_tech_bonus = {
					name = CAN_polymer_corporation
					ahead_reduction = 2
					bonus = 1.0
					uses = 1
					category = synth_resources
				}
			}
		}
		random_state = {
			limit = {
				has_state_flag = CAN_polymer_corporation_1
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = CAN_polymer_corporation_2
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = synth_oil_experiments
				}
			}
			set_technology = {
				synth_oil_experiments = 1
			}
			set_country_flag = CAN_polymer_corporation_unlock
			effect_tooltip = {
				random_owned_controlled_state = {
					prioritize = {
						682
					}
					limit = {

					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = synthetic_refinery
						level = 1
						instant_build = yes
					}
					set_state_flag = CAN_polymer_corporation_1
				} {
					prioritize = {
						276
					}
					limit = {

					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = synthetic_refinery
						level = 1
						instant_build = yes
					}
					set_state_flag = CAN_polymer_corporation_2
				}
			}
			else = {
				add_tech_bonus = {
					name = CAN_polymer_corporation
					ahea
# ... (truncated)
### Entity: National Focus
Tree: raj_focus
Component: RAJ_eastern_pakistan
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, complete_tooltip, add_autonomy_ratio
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_eastern_pakistan
	icon = GFX_focus_RAJ_the_pakistan_movement
	prerequisite = {
		focus = RAJ_lahore_resolution
	}
	x = 2
	y = 0
	relative_position_id = RAJ_united_bengal
	mutually_exclusive = {
		focus = RAJ_united_bengal
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		OR = {
			is_subject = no
			PAK = {
				exists = yes
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	complete_tooltip = {

	}
	completion_reward = {
		custom_effect_tooltip = RAJ_eastern_pakistan_tt
		add_autonomy_ratio = {
			value = 0.5
			localization = RAJ_eastern_pakistan
		}
	}
}
### Entity: Unit Template
Component: BRENGL_MEC_01
Source: game
File: common/units/names_divisions/ENGL_names_divisions.txt

Code:
BRENGL_MEC_01 = {
	name = Mechanised Division
	for_countries = {
		BAH BAN BAS BLZ BOT BRM CYP FIJ GAM GHA GYA JAM KEN MAL MLD MLT MLW NGA NIR NMB PAK PNG SCO SIE SRL TRI TZN UGA WLS ZAM ZIM
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		BRENGL_INF_01
	}
	fallback_name = %dth Mechanised Division
	ordered = {
		1 = {
			%dst Mechanised Division
		}
		2 = {
			%dnd Mechanised Division
		}
		3 = {
			%drd Mechanised Division
		}
		4 = {
			%dth Mechanised Division
		}
		5 = {
			%dth Mechanised Division
		}
		6 = {
			%dth Mechanised Division
		}
		7 = {
			%dth Mechanised Division
		}
		8 = {
			%dth Mechanised Division
		}
		9 = {
			%dth Mechanised Division
		}
		10 = {
			%dth Mechanised Division
		}
	}
}
### Entity: Event
Component: arabia.22
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Saudi.txt

Code:
country_event = {
	id = arabia.22
	title = arabia.22.t
	desc = arabia.22.d
	picture = GFX_report_event_polish_politics
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = arabia.22.a
	}
}
### Entity: Military Industrial Organization
Component: SIA_makkasan_train_depot_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_SIA_organization.txt

Code:
SIA_makkasan_train_depot_organization = {
	name = Makkasan Train Depot
	include = generic_train_organization_r56_NSB
	icon = GFX_idea_generic_railroads
	allowed = {
		original_tag = SIA
	}
	initial_trait = {
		name = generic_train_organization_r56_NSB_initial_trait
		limit_to_equipment_type = {
			train_equipment railway_gun_equipment
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_utilize_fey
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, add_trait, set_can_be_fired_in_advisor_role, has_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_utilize_fey
	icon = GFX_goal_AUS_work_with_fey
	relative_position_id = AUS_empower_the_heimatblock
	x = 2
	y = 1
	prerequisite = {
		focus = AUS_empower_the_heimatblock
	}
	cost = 5
	completion_reward = {
		AUS_emil_fey = {
			add_trait = {
				trait = AUS_useful_rival
				slot = political_advisor
			}
			set_can_be_fired_in_advisor_role = {
				value = no
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					has_idea = AUS_emil_fey
				}
			}
			add_ideas = AUS_emil_fey
			custom_effect_tooltip = generic_skip_one_line_tt
			effect_tooltip = {
				add_power_balance_value = {
					id = AUS_heimwehr_power_balance
					value = 0.1
				}
			}
		}
		else = {
			add_political_power = 50
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_liberalization_of_trade_policies
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_liberalization_of_trade_policies
	icon = GFX_goal_generic_positive_trade_relations
	relative_position_id = EGY_mansoura_agreement
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = EGY_mansoura_agreement
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = free_trade
				}
			}
			add_ideas = free_trade
		}
		add_ideas = BUL_liberal_trade_policies
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_air_base_expansion
Constructs: add_equipment_to_stockpile, limit, completion_reward, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_air_base_expansion
	icon = GFX_goal_PHI_coa_air_force
	x = 15
	y = 0
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		air_experience = 25
		random_owned_controlled_state = {
			prioritize = {
				327
			}
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_equipment_to_stockpile = {
			type = transport_plane_equipment
			amount = 10
			producer = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_AIR_XP
	}
}
### Entity: Event
Component: news.140
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.140
	title = news.128.t
	desc = news.140.d
	picture = GFX_news_event_german_reichstag_graffiti_ruins
	major = yes
	trigger = {
		64 = {
			is_controlled_by = SOV
		} {
			is_owned_by = GER
		}
		GER = {
			has_war_with = SOV
		}
		NOT = {
			has_global_flag = fall_of_berlin_sov
		}
	}
	immediate = {
		set_global_flag = fall_of_berlin_sov
		play_victory_parade_effect = yes
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.140.a
		trigger = {
			NOT = {
				TAG = SOV GER
			}
		}
	} {
		name = news.140.b
		trigger = {
			TAG = SOV
		}
	} {
		name = news.100.c
		trigger = {
			TAG = GER
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AChromium.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
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Template talk
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The following pages link to File:Chromium.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)United States (file link) ‎ (← links | edit)

Production (file link) ‎ (← links | edit)

Turkey (file link) ‎ (← links | edit)

Template:Icon/doc (file link) ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Chromium.png"
### Entity: Idea
Component: fonderie_royale_de_canons_leopoldville
Constructs: research_bonus
Source: game
File: common/ideas/congo.txt

Code:
fonderie_royale_de_canons_leopoldville = {
	picture = BEL_fonderie_royale_de_canons_liege
	allowed = {
		original_tag = COG
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
}
### Entity: Idea
Component: AST_mount_isa_mines_ic
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_mount_isa_mines_ic = {
	picture = AST_mount_isa_mines_ic
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {
		NOT = {
			has_completed_focus = AST_planned_extraction
		}
	}
	research_bonus = {
		excavation_tech = 0.2
	}
	traits = {
		AST_mount_isa
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_fight_tyranny
Constructs: prerequisite, limit, random_country, add_ideas, has_government, every_country, add_war_support, is_major
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_fight_tyranny
	select_effect = {
		random_neighbor_country = {
			limit = {
				is_major = yes
				has_government = fascism
				capital_scope = {
					is_on_continent = europe
				}
				NOT = {
					is_in_faction_with = ROOT
				}
			}
			ROOT = {
				add_ai_strategy = {
					type = prepare_for_war
					id = PREV
					value = 100
				}
			}
		}
	}
	prerequisite = {
		focus = BUL_consolidate_the_third_bulgarian_state
	}
	icon = GFX_focus_generic_anti_fascist_diplomacy
	relative_position_id = BUL_consolidate_the_third_bulgarian_state
	x = 1
	y = 1
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		}
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		add_ideas = BUL_the_fight_against_tyranny
		hidden_effect = {
			every_country = {
				limit = {
					is_major = yes
					has_government = fascism
					capital_scope = {
						is_on_continent = europe
					}
					NOT = {
						is_in_faction_with = ROOT
					}
				}
				ROOT = {
					create_wargoal = {
						type = topple_government
						target = PREV
					}
				}
			}
		}
		custom_effect_tooltip = BUL_fight_tyranny_wargoals_tt
		if = {
			limit = {
				any_country = {
					is_major = yes
					has_government = fascism
					capital_scope = {
						is_on_continent = europe
					}
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			custom_effect_tooltip = BUL_fight_tyranny_wargoals_current_tt
			every_country = {
				limit = {
					is_major = yes
					has_government = fascism
					capital_scope = {
						is_on_continent = europe
					}
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
		}
		random_country = {
			limit = {
				is_major = yes
				has_government = fascism
				capital_scope = {
					is_on_continent = europe
				}
				NOT = {
					is_in_faction_with = ROOT
				}
				is_neighbor_of = ROOT
			}
			ROOT = {
				add_ai_strategy = {
					type = declare_war
					id = PREV
					value = 100
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: career_profile_check_points
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## career_profile_check_points

* Supported Scopes: any
* Supported Targets: any

```
Compares a career points value to a number
```
### Entity: National Focus
Tree: cub_focus
Component: CUB_falangist_ideas_in_schools
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_research_slot
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_falangist_ideas_in_schools
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = CUB_subvert_american_influence
	}
	x = -2
	y = 1
	relative_position_id = CUB_subvert_american_influence
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = fascism
	}
	completion_reward = {
		add_research_slot = 1
		add_ideas = CUB_falangist_youth_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: ITA_ferdinando_umberto_filippo_adalberto
Constructs: has_completed_focus
Source: game
File: common/characters/TUR.txt

Code:
ITA_ferdinando_umberto_filippo_adalberto = {
	name = ITA_ferdinando_umberto_filippo_adalberto
	portraits = {
		army = {
			large = GFX_portrait_ITA_ferdinando_adalberto
			small = GFX_portrait_ITA_ferdinando_umberto_filippo_adalberto_small
		}
	}
	navy_leader = {
		traits = {
			gentlemanly navy_media_personality navy_career_officer superior_tactician
		}
		skill = 4
		legacy_id = 77
		attack_skill = 3
		defense_skill = 3
		maneuvering_skill = 4
		coordination_skill = 3
		visible = {
			has_completed_focus = TUR_the_italo_turkish_naval_academy
		}
	}
}