Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: PRC_hsia_tian
Source: game
File: common/characters/PRC.txt

Code:
PRC_hsia_tian = {
	name = PRC_hsia_tian
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = PRC_hsia_tian
		ledger = air
		allowed = {
			original_tag = PRC
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.13
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.13
	title = NSB_soviet_foreign_politics_events.13.t
	desc = NSB_soviet_foreign_politics_events.13.desc
	picture = GFX_report_event_stalin_meeting
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.13.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = SOV_refused_to_follow_our_guidelines
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_5/large_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/large_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Character
Component: CHI_li_huang
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_li_huang = {
	name = CHI_li_huang
	portraits = {
		civilian = {
			small = GFX_portrait_CHI_li_huang_small
		}
	}
	gender = male
	advisor = {
		slot = political_advisor
		idea_token = CHI_li_huang
		allowed = {
			original_tag = CHI
			has_dlc = No Compromise, No Surrender
		}
		available = {
			has_completed_focus = CHI_ally_the_young_china_party
		}
		traits = {
			CHI_the_third_force_trait
		}
	}
}
### Entity: Event
Component: mandate_palestine.106
Constructs: is_triggered_only, limit, set_country_flag, set_politics
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.106
	picture = GFX_report_event_generic_battle
	title = mandate_palestine.106.t
	desc = mandate_palestine.106.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.106.a
		set_country_flag = {
			flag = MPL_recently_puppeted_JOR
			days = 180
			value = 1
		}
		if = {
			limit = {
				JOR = {
					exists = yes
					controls_state = 455
				}
			}
			JOR = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
			}
			MPL = {
				puppet = JOR
			}
		}
		else = {
			JOR = {
				transfer_state = 455
			}
			MPL = {
				JOR = {
					set_politics = {
						ruling_party = communism
						elections_allowed = no
					}
				}
				MPL = {
					puppet = JOR
				}
			}
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_stock
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_stock
	icon = GFX_goal_generic_consumer_goods
	cost = 10
	ai_will_do = {
		factor = 7
		modifier = {
			factor = 10
			threat = > 0.35
		}
	}
	prerequisite = {
		focus = SWI_prepare
	}
	available = {
		threat = > 0.25
	}
	x = 39
	y = 3
	completion_reward = {
		if = {
			limit = {
				has_idea = SWI_shadow_org
			}
			swap_ideas = {
				remove_idea = SWI_shadow_org
				add_idea = SWI_shadow_org_5
			}
		}
		else_if = {
			limit = {
				has_idea = SWI_shadow_org_2
			}
			swap_ideas = {
				remove_idea = SWI_shadow_org_2
				add_idea = SWI_shadow_org_6
			}
		} {
			limit = {
				has_idea = SWI_shadow_org_3
			}
			swap_ideas = {
				remove_idea = SWI_shadow_org_3
				add_idea = SWI_shadow_org_7
			}
		} {
			limit = {
				has_idea = SWI_shadow_org_4
			}
			swap_ideas = {
				remove_idea = SWI_shadow_org_4
				add_idea = SWI_shadow_org_8
			}
		}
		else = {
			add_ideas = SWI_stockpiles
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: SOV_support_greece
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_support_greece = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = gre_political_instability_communism
	modifier = {
		offensive_war_stability_factor = 0.2
		army_morale_factor = 0.1
		political_power_gain = -0.1
	}
}
### Entity: Game Rule
Component: sov_fragmentation_status
Source: game
File: common/game_rules/00_game_rules.txt

Code:
sov_fragmentation_status = {
	name = SOV_FRAGMENTATION_STATUS
	required_dlc = Man the Guns
	group = RULE_GROUP_GAME_SETUP
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_FRAGMENTATION_DESC
	}
	option = {
		name = SOV_FRAGMENTED
		text = RULE_OPTION_SOV_FRAGMENTED
		desc = RULE_OPTION_SOV_FRAGMENTED_DESC
	} {
		name = SOV_UTTERLY_FRAGMENTED
		text = RULE_OPTION_SOV_UTTERLY_FRAGMENTED
		desc = RULE_OPTION_SOV_UTTERLY_FRAGMENTED_DESC
	}
}
### Entity: Country History
Country: XIC
Component: XIC_technology
Constructs: set_technology
Source: game
File: history/countries/XIC - Xi'An.txt

Code:
# Starting Technologies for XIC
set_technology = {
	infantry_weapons = 1
}
### Entity: Event
Component: INS_revolution_events.35
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.35
	title = INS_revolution_events.35.t
	desc = INS_revolution_events.35.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.35.a
		activate_mission = INS_renville_timer_mission_HOL
	}
}
### Entity: AI Strategy
Component: BEL_communist_plan
Constructs: has_country_flag, has_game_rule, has_dlc, is_subject
Source: game
File: common/ai_strategy_plans/BEL_alternate_strategy_plan.txt

Code:
BEL_communist_plan = {
	name = Belgian Communist Plan
	desc = 
	allowed = {
		original_tag = BEL
	}
	enable = {
		OR = {
			has_country_flag = BEL_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = BEL_AI_BEHAVIOR
				option = COMMUNIST
			}
		}
		has_dlc = Gotterdammerung
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		BEL_government_resigns BEL_problem_of_language BEL_trade_union_support BEL_aid_for_spain BEL_spanish_intervention BEL_cooperative_cooperation BEL_monetary_reconstruction BEL_rebuild_wallonian_industry BEL_gold_reserves BEL_investigate_bribery_charges CONGO_congo_investments CONGO_societe_generale_de_belgique BEL_social_partners BEL_perpetual_neutrality BEL_independent_neutral_and_loyal BEL_defense_bill BEL_fn_herstal BEL_repudiate_treaty_with_france BEL_dyle_plan BEL_the_grand_place BEL_growing_threat_of_fascism BEL_international_socialist_bureau BEL_raise_the_red_flag BEL_soviet_guarantee BEL_defensive_neutrality BEL_national_redoubt_at_antwerp BEL_fortify_liege BEL_eben_emael_fortress BEL_belgian_gates BEL_iron_wall BEL_belgian_maginot BEL_koningshooikt_wavre_line
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_italia_libera
Constructs: prerequisite, limit, completion_reward, add_political_power, is_subject, create_faction_from_template, every_other_country, random_hours
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_italia_libera
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = ITA_social_stability
	}
	mutually_exclusive = {
		focus = ITA_reestablish_old_alliances
	}
	x = -1
	y = 2
	relative_position_id = ITA_social_stability
	cost = 5
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		create_faction_from_template = {
			template = faction_template_european_unity
			name = ITA_free_states_of_europe
			icon = GFX_faction_logo_generic_12
		}
		add_political_power = 50
		custom_effect_tooltip = ITA_italia_libera_invite_tt
		if = {
			limit = {
				any_other_country = {
					ITA_is_valid_free_states_of_europe_target = yes
				}
			}
			custom_effect_tooltip = generic_current_effects
			every_other_country = {
				limit = {
					ITA_is_valid_free_states_of_europe_target = yes
				}
				hidden_effect = {
					country_event = {
						id = generic.5
						hours = 4
						random_hours = 4
					}
				}
				custom_effect_tooltip = ITA_italia_libera_faction_tt
			}
		}
		ITA_bop_low_increase_democratic_side_effect = yes
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_nationalize_the_zaibatsus
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_nationalize_the_zaibatsus
	icon = GFX_focus_JAP_nationalize_zaibatsus
	x = 0
	y = 1
	relative_position_id = JAP_overhaul_the_education_system
	prerequisite = {
		focus = JAP_overhaul_the_education_system
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_IMPERIAL_INFLUENCE FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = JAP_can_no_longer_manually_promote_zaibatsus_tt generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		random_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 3
					include_locked = yes
				}
			}
			prioritize = {
				532 531 282 529 528
			}
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = industrial_complex
				level = 4
				instant_build = yes
			}
		}
		JAP_big_zaibatsu_faction_loss = yes
		show_ideas_tooltip = JAP_minoru_takano
		hidden_effect = {
			set_country_flag = JAP_blocked_from_favoring_the_zaibatsus_flag
		}
	}
}
### Entity: Order of Battle
Component: Comando Navale Libia
Source: game
File: history/units/ITA_1936_naval_mtg.txt

Code:
fleet = {
	name = Comando Navale Libia
	naval_base = 1130
	task_force = {
		name = Squadra di Libia
		location = 1130
		ship = {
			name = RCT Aquilone
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Euro
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Nembo
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Turbine
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		}
	} {
		name = V Gruppo Sommergibili
		location = 1130
		ship = {
			name = RSmg Delfino
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Bandiera Class
				}
			}
		} {
			name = RSmg Narvalo
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Bandiera Class
				}
			}
		} {
			name = RSmg Squalo
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Bandiera Class
				}
			}
		} {
			name = RSmg Tricheco
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Bandiera Class
				}
			}
		}
	}
}
### Entity: Country History
Country: KOR
Component: KOR_army
Source: game
File: history/countries/KOR - Korea.txt

Code:
# OOB & Army Setup for KOR
oob = KOR_1936
### Entity: National Focus
Tree: cog_focus
Component: COG_central_bank_of_congo_ruanda_urundi
Constructs: prerequisite, owns_state, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_central_bank_of_congo_ruanda_urundi
	icon = GFX_focus_hol_the_foundations_of_defense
	x = 0
	y = 1
	prerequisite = {
		focus = COG_invest_in_geomines
	}
	relative_position_id = COG_invest_in_geomines
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	cost = 10
	bypass = {

	}
	available = {
		AND = {
			owns_state = 768 769
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = COG_banque_du_congo_belge_idea
			add_idea = COG_banque_du_congo_belge_idea_2
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_balance_of_power_events.23
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_balance_of_power_events.23
	title = BBA_ethiopia_balance_of_power_events.23.t
	desc = BBA_ethiopia_balance_of_power_events.23.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_balance_of_power_events.23.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Decision
Component: CZE_invest_in_the_balkans
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/CZE_decision_categories.txt

Code:
CZE_invest_in_the_balkans = {
	allowed = {
		original_tag = CZE
		has_dlc = Peace For Our Time
	}
	icon = GFX_decision_category_generic_trade
	priority = 11
	visible = {
		has_completed_focus = CZE_improve_balkan_trade_relations
	}
}
### Entity: Character
Component: POL_cossack_king
Source: game
File: common/country_leader/00_traits.txt

Code:
POL_cossack_king = {
	random = no
	sprite = 13
	justify_war_goal_time = -0.25
	cavalry_attack_factor = 0.15
	cavalry_defence_factor = 0.15
}
### Entity: Decision
Component: MEX_category_military_issues
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, remove_ideas, has_government, owns_state, has_war_with, add_opinion_modifier
Source: game
File: common/decisions/MEX.txt

Code:
MEX_category_military_issues = {
	MEX_mission_cedillos_rebellion = {
		icon = generic_civil_support
		allowed = {
			original_tag = MEX
		}
		available = {
			OR = {
				has_completed_focus = MEX_focus_support_general_cedillo MEX_focus_arrest_general_cedillo
			}
		}
		days_mission_timeout = 150
		activation = {
			OR = {
				has_idea = MEX_cedillo_tension MEX_cedillo_tension_2 MEX_cedillo_tension_3 MEX_cedillo_tension_4
			}
			hidden_trigger = {
				NOT = {
					has_global_flag = flag_mexico_cedillo_has_revolted
				}
			}
		}
		fixed_random_seed = no
		fire_only_once = no
		is_good = no
		timeout_effect = {
			if = {
				limit = {
					has_idea = MEX_cedillo_tension_4
				}
				remove_ideas = MEX_cedillo_tension_4
				country_event = {
					id = mexico.1
				}
			}
			else_if = {
				limit = {
					has_idea = MEX_cedillo_tension_3
				}
				swap_ideas = {
					remove_idea = MEX_cedillo_tension_3
					add_idea = MEX_cedillo_tension_4
				}
			} {
				limit = {
					has_idea = MEX_cedillo_tension_2
				}
				swap_ideas = {
					remove_idea = MEX_cedillo_tension_2
					add_idea = MEX_cedillo_tension_3
				}
			} {
				limit = {
					has_idea = MEX_cedillo_tension
				}
				swap_ideas = {
					remove_idea = MEX_cedillo_tension
					add_idea = MEX_cedillo_tension_2
				}
			}
		}
	}
	MEX_mission_second_cristiada = {
		icon = generic_civil_support
		available = {
			OR = {
				NOT = {
					has_idea = MEX_church_power_1
				}
				has_stability = > 0.6
				has_government = democratic
				has_global_flag = flag_second_mexican_civil_war
				has_civil_war = yes
			}
		}
		days_mission_timeout = 150
		activation = {
			has_idea = MEX_church_power_1
			has_stability = < 0.6
			NOT = {
				has_global_flag = flag_second_mexican_civil_war
			} {
				has_government = democratic
			}
			has_civil_war = no
			OR = {
				has_completed_focus = MEX_focus_triumph_over_the_cristeros MEX_focus_the_red_shirts MEX_focus_international_proletarianism MEX_focus_ejido_worker_militias MEX_focus_bolivarian_alliance
			}
		}
		allowed = {
			original_tag = MEX
		}
		fixed_random_seed = no
		fire_only_once = no
		is_good = no
		timeout_effect = {
			set_global_flag = flag_second_mexican_civil_war
			country_event = {
				id = mexico.28
			}
		}
	}
	MEX_mission_second_cristiada_dummy = {
		icon = generic_civil_support
		available = {
			has_idea = MEX_church_power_1
			has_stability = < 0.6
# ... (truncated)
### Entity: Shared Focus
Component: GUYANA_UNIFIED_guianese_unification
Constructs: shared_focus, prerequisite, limit, every_country, add_stability, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/r56_guyana_shared.txt

Code:
shared_focus = {
	id = GUYANA_UNIFIED_guianese_unification
	icon = GFX_focus_generic_attack_the_guyanas
	cost = 5
	prerequisite = {

	}
	allow_branch = {
		OR = {
			original_tag = CAY GYA SUR
		}
	}
	x = 56
	y = 0
	ai_will_do = {
		factor = 500
	}
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = is_guianan_tt
			has_cosmetic_tag = united_guiana
		}
		controls_state = 687 309 310
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 75
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			every_country = {
				every_operative = {
					limit = {
						OR = {
							has_nationality = CAY GYA SUR
						}
						NOT = {
							has_nationality = ROOT
						}
					}
					add_nationality = ROOT
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_approach_semyonov
Constructs: prerequisite, completion_reward, add_command_power
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_approach_semyonov
	icon = GFX_focus_SOV_approach_semyonov
	prerequisite = {
		focus = SOV_embrace_the_black_hundreds
	}
	x = 3
	y = 1
	relative_position_id = SOV_embrace_the_black_hundreds
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	bypass = {

	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SOV_approach_semyonov_tt
		add_command_power = 25
	}
}
### Entity: Event
Component: CHL_political_events.45
Constructs: is_triggered_only, ai_chance, has_government, fire_only_once, random_days
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.45
	title = CHL_political_events.45.t
	desc = CHL_political_events.45.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.45.a
		ai_chance = {
			base = 80
			modifier = {
				factor = 0.05
				has_government = communism democratic
			}
		}
		GER = {
			country_event = {
				id = CHL_political_events.47
				days = 4
				random_days = 6
			}
		}
	} {
		name = CHL_political_events.45.b
		ai_chance = {
			base = 20
		}
		FROM = {
			country_event = {
				id = CHL_political_events.48
				days = 2
				random_days = 5
			}
		}
	}
}
### Entity: Order of Battle
Component: Di 1 Jiandui
Source: game
File: history/units/CHI_1936_naval_mtg.txt

Code:
fleet = {
	name = Di 1 Jiandui
	naval_base = 7014
	task_force = {
		name = Di 1 Jiandui
		location = 7014
		ship = {
			name = Ninghai
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = CHI
					version_name = Ninghai Class
				}
			}
		} {
			name = Hairong
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = CHI
					version_name = Hai Yung Class
				}
			}
		} {
			name = Haichen
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = CHI
					version_name = Hai Yung Class
				}
			}
		} {
			name = Haichou
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = CHI
					version_name = Hai Yung Class
				}
			}
		} {
			name = Zhaohe
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = CHI
					version_name = Chao Ho Class
				}
			}
		} {
			name = Yingrui
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = CHI
					version_name = Chao Ho Class
				}
			}
		} {
			name = Yu Chang
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CHI
					version_name = Chiang Feng Class
				}
			}
		} {
			name = Chien kang
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CHI
					version_name = Chiang Feng Class
				}
			}
		} {
			name = Tung An
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CHI
					version_name = Chiang Feng Class
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_bombing_war_support
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### has_bombing_war_support
* description: check value of bombing malus to war support 0-1: Example has_bombing_war_support < 0.1
* (Auto generated using the trigger with same name)
### Entity: State History
Component: 890
Constructs: limit, add_core_of, has_dlc, add_dynamic_modifier
Source: game
File: history/states/890-Costermansville.txt

Code:
state = {
	id = 890
	name = STATE_890
	manpower = 710035
	state_category = pastoral
	resources = {
		rubber = 3.0
	}
	history = {
		owner = BEL
		add_core_of = COG
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			transfer_state_to = COG
			add_dynamic_modifier = {
				modifier = COG_state_loyal_to_free_congo_modifier
			}
		}
		victory_points = {
			4941 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1181 4201 4941 7161 10766 12783 13176
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: National Focus
Tree: est_focus
Component: EST_finno_estonian_supremacy_league
Constructs: prerequisite, limit, random_country, has_government, completion_reward, is_subject, is_subject_of, is_in_faction
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_finno_estonian_supremacy_league
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = EST_national_pride_in_finland
	}
	mutually_exclusive = {
		focus = EST_unite_our_nations
	}
	x = 0
	y = 1
	relative_position_id = EST_national_pride_in_finland
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		FIN = {
			exists = yes
			has_government = fascism
			OR = {
				is_subject_of = ROOT
				is_subject = no
			}
			is_in_faction = no
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				is_in_faction = no
			}
			set_rule = {
				can_create_factions = yes
			}
			if = {
				limit = {
					NOT = {
						FIN = {
							has_idea = FIN_the_lone_wolf
						}
					}
				}
				create_faction_from_template = {
					template = faction_template_european_dominance
					name = FINNO_ESTONIAN_SUPREMACY_LEAGUE
					icon = GFX_faction_logo_generic_8
				}
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					FIN = {
						has_idea = FIN_the_lone_wolf
					}
				}
				custom_effect_tooltip = FIN_the_lone_wolf_no_faction_tt
			}
			else = {
				FIN = {
					custom_effect_tooltip = invite_to_faction_tt
				}
			}
		}
		hidden_effect = {
			if = {
				limit = {
					is_in_faction = yes
					is_faction_leader = no
				}
				random_country = {
					limit = {
						is_in_faction_with = ROOT
						is_faction_leader = yes
					}
					country_event = EST_events.6
				}
			}
			else_if = {
				limit = {
					NOT = {
						FIN = {
							has_idea = FIN_the_lone_wolf
						}
					}
				}
				FIN = {
					country_event = generic.5
				}
			}
		}
	}
}