Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: AAT_norway_communist.6
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_communist.6
	title = AAT_norway_communist.6.t
	desc = AAT_norway_communist.6.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = AAT_norway_communist.6.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = NOR_rejected_our_offer
		}
	}
}
### Entity: Military Industrial Organization
Component: JAP_osaka_army_arsenal_organization
Constructs: has_completed_focus, has_country_flag, has_dlc, add_trait, production_bonus, set_country_flag
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_osaka_army_arsenal_organization = {
	include = generic_tank_organization
	icon = GFX_idea_osaka_army_arsenal
	allowed = {
		original_tag = JAP
		has_dlc = Arms Against Tyranny
	}
	add_trait = {
		token = JAP_mio_trait_military_arsenal_trait
		name = JAP_mio_trait_military_arsenal_trait
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		relative_position_id = generic_mio_trait_simplified_suspension
		position = {
			x = -1
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				JAP_army_faction_is_not_subdued = yes
			}
		}
		on_complete = {

		}
		organization_modifier = {

		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_foreign_research_and_development_cooperation
		name = JAP_mio_trait_foreign_research_and_development_cooperation
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		relative_position_id = generic_mio_trait_defensive_equipment
		position = {
			x = 2
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				has_completed_focus = JAP_foreign_tank_modernization_cooperation
				NOT = {
					has_country_flag = JAP_mio_trait_foreign_research_and_development_cooperation_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = JAP_mio_trait_foreign_research_and_development_cooperation_taken_flag
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.15
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SLO_independence.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 3550
	division_template = Pesi Divize
	start_experience_factor = 0.2
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_officer_training
Constructs: prerequisite, limit, has_war_with, completion_reward, has_idea, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_officer_training
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = AFG_alternative_partnerships
	}
	x = 1
	y = 1
	relative_position_id = AFG_alternative_partnerships
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_idea = neutrality_idea
		} {
			has_war_with = GER
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = AFG_nufus_modifier
				}
			}
			custom_effect_tooltip = AFG_nufus_intro_tt
			add_to_variable = {
				AFG_experience_gain_army_factor = 0.05
				tooltip = experience_gain_army_factor_tt
			} {
				AFG_training_time_factor = -0.1
				tooltip = training_time_factor_tt
			} {
				AFG_max_planning_factor = 0.15
				tooltip = max_planning_factor_tt
			} {
				AFG_planning_speed = 0.1
				tooltip = planning_speed_factor_tt
			}
		} {
			limit = {
				has_dynamic_modifier = {
					modifier = AFG_quami_modifier
				}
			}
			custom_effect_tooltip = AFG_quami_intro_tt
			add_to_variable = {
				AFG_experience_gain_army_factor = 0.05
				tooltip = experience_gain_army_factor_tt
			} {
				AFG_training_time_factor = -0.1
				tooltip = training_time_factor_tt
			} {
				AFG_max_planning_factor = 0.15
				tooltip = max_planning_factor_tt
			} {
				AFG_planning_speed = 0.1
				tooltip = planning_speed_factor_tt
			}
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_equipment_shipments
Constructs: prerequisite, completion_reward, has_global_flag, has_volunteers_amount_from, add_timed_idea, add_ai_strategy, send_lend_lease_desire
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_equipment_shipments
	available = {
		NOT = {
			has_global_flag = scw_over
		}
		OR = {
			has_volunteers_amount_from = {
				tag = ITA
				count = > 0
			} {
				tag = GER
				count = > 0
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_the_corpo_truppe_volontarie
	} {
		focus = SPA_the_condor_legion
	}
	icon = GFX_goal_generic_build_tank
	x = 1
	y = 1
	relative_position_id = SPA_the_corpo_truppe_volontarie
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		GER = {
			add_timed_idea = {
				idea = SPR_equipment_shipments
				days = 730
			}
			add_ai_strategy = {
				type = send_lend_lease_desire
				id = SPA
				value = 200
			}
		}
		ITA = {
			add_timed_idea = {
				idea = SPR_equipment_shipments
				days = 730
			}
			add_ai_strategy = {
				type = send_lend_lease_desire
				id = SPA
				value = 200
			}
		}
		add_timed_idea = {
			idea = SPR_equipment_shipments_spain
			days = 730
		}
	}
}
### Entity: Character
Component: PRC_deng_yingchao
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_deng_yingchao = {
	name = PRC_deng_yingchao
	gender = female
	portraits = {
		civilian = {
			small = GFX_portrait_PRC_deng_yingchao
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PRC_deng_yingchao
		allowed = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			PRC_secretary_of_womens_committee
		}
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Unit Template
Component: EGY_BB_HISTORICAL
Source: game
File: common/units/names_ships/EGY_ship_names.txt

Code:
EGY_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		EGY
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = ERN 
	fallback_name = Battleship %d
	unique = {

	}
}
### Entity: Character
Component: CZE_jan_syrovy
Constructs: limit, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_jan_syrovy = {
	name = CZE_jan_syrovy
	portraits = {
		army = {
			large = GFX_portrait_CZE_jan_syrovy
			small = GFX_portrait_CZE_jan_syrovy_small
		}
	}
	field_marshal = {
		traits = {
			winter_specialist war_hero media_personality
		}
		skill = 4
		attack_skill = 3
		defense_skill = 3
		planning_skill = 4
		logistics_skill = 3
		legacy_id = -1
	}
	advisor = {
		slot = army_chief
		idea_token = CZE_jan_syrovy
		allowed = {
			original_tag = CZE
		}
		traits = {
			army_chief_morale_2
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
				}
			}
		}
		cost = 100
		ai_will_do = {
			factor = 0
		}
	}
}
### Entity: Character
Component: born_agitator
Constructs: stability_factor, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
born_agitator = {
	random = no
	political_power_factor = 0.1
	conscription_factor = 0.15
	army_morale_factor = 0.05
	stability_factor = -0.05
	compliance_growth = -0.05
}
### Entity: Idea
Component: SPR_international_brigades
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_international_brigades = {
	picture = SPR_international_brigades
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		weekly_manpower = 1000
	}
}
### Entity: Event
Component: wtt_manchukou_bandit_sabotage.21
Constructs: is_triggered_only, limit, random_owned_state, is_fully_controlled_by
Source: game
File: events/WTT_Manchukou.txt

Code:
country_event = {
	id = wtt_manchukou_bandit_sabotage.21
	title = wtt_manchukou_bandit_sabotage.21.t
	desc = wtt_manchukou_bandit_sabotage.21.desc
	picture = GFX_report_event_generic_ruins
	is_triggered_only = yes
	option = {
		name = wtt_manchukou_bandit_sabotage.21.a
		random_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				arms_factory = > 0
			}
			damage_building = {
				type = arms_factory
				damage = 0.6
			}
		}
	}
}
### Entity: Country History
Country: VGE
Component: VGE_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/VGE - Volga Germany.txt

Code:
# Misc for VGE
capital = 829
set_research_slots = 3
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_strengthen_the_portuguese_youth
Constructs: prerequisite, completion_reward, has_idea, swap_ideas, remove_idea, add_idea, every_army_leader, add_defense
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_strengthen_the_portuguese_youth
	prerequisite = {
		focus = POR_tighten_the_regime
	}
	icon = GFX_goal_generic_army_professionalism
	cost = 8
	ai_will_do = {
		base = 28
	}
	x = 1
	y = 1
	relative_position_id = POR_tighten_the_regime
	available = {
		has_idea = POR_the_portuguese_legion
	}
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = POR_the_portuguese_legion
			add_idea = POR_strengthen_the_portuguese_youth_idea
		}
		every_army_leader = {
			add_defense = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: MON_soviet_low_influence_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_MON_scripted_effects.txt

Code:
MON_soviet_low_influence_decrease_effect = {
	custom_effect_tooltip = MON_sov_tt MON_low_influence_decrease_tt
	add_to_variable = {
		sov_influence_in_mon = MON_low_influence_decrease
	}
	clamp_variable = {
		var = sov_influence_in_mon
		min = 0
		max = 100
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.115
Constructs: is_triggered_only
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.115
	title = denmark_expansion_event.801.t
	desc = denmark_expansion_event.801.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.301.a
		puppet = FROM
	}
}
### Entity: Idea
Component: EAI_DD_2/artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: HUN_unit_production_late
Source: game
File: common/ai_strategy/HUN.txt

Code:
HUN_unit_production_late = {
	allowed = {
		original_tag = HUN
	}
	enable = {
		date = > 1943.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = paratroopers
		value = 0
	} {
		type = role_ratio
		id = mountaineers
		value = 2
	} {
		type = role_ratio
		id = marines
		value = 0
	} {
		type = role_ratio
		id = garrison
		value = 3
	} {
		type = role_ratio
		id = armor
		value = 20
	} {
		type = role_ratio
		id = mobile
		value = 15
	} {
		type = role_ratio
		id = infantry
		value = 70
	} {
		type = unit_ratio
		id = fighter
		value = 70
	} {
		type = unit_ratio
		id = cas
		value = 20
	} {
		type = unit_ratio
		id = tactical_bomber
		value = 10
	} {
		type = unit_ratio
		id = strategic_bomber
		value = 5
	} {
		type = unit_ratio
		id = naval_bomber
		value = 5
	} {
		type = equipment_production_factor
		id = heavy_fighter
		value = -40
	} {
		type = unit_ratio
		id = heavy_fighter
		value = 20
	} {
		type = unit_ratio
		id = capital_ship
		value = 10
	} {
		type = unit_ratio
		id = submarine
		value = 10
	} {
		type = unit_ratio
		id = screen_ship
		value = 40
	} {
		type = unit_ratio
		id = convoy
		value = 15
	} {
		type = equipment_production_min_factories
		id = convoy
		value = 1
	} {
		type = equipment_production_factor
		id = fighter
		value = 35
	} {
		type = equipment_production_factor
		id = infantry
		value = 40
	} {
		type = equipment_production_factor
		id = artillery
		value = 25
	}
}
### Entity: Character
Component: FIN_mandi_hannula
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/FIN.txt

Code:
FIN_mandi_hannula = {
	name = FIN_mandi_hannula
	portraits = {
		civilian = {
			small = GFX_portrait_FIN_mandi_hannula_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FIN_mandi_hannula
		allowed = {
			original_tag = FIN
			has_dlc = Arms Against Tyranny
		}
		available = {
			has_completed_focus = FIN_social_democratic_womens_union
		}
		cost = 70
		traits = {
			womens_rights_activist
		}
	}
}
### Entity: Event
Component: news.611
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.611
	title = news.611.t
	desc = news.611.desc
	picture = GFX_news_event_fascist_militia
	major = yes
	is_triggered_only = yes
	option = {
		name = news.611.a
	}
}
### Entity: Achievement
Component: one_king_two_crowns
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_core_of, is_on_continent, is_controlled_by
Source: game
File: common/achievements.txt

Code:
one_king_two_crowns = {
	id = 104
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = SPR
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = borbon_stuff_tt
			tag = SPB
			all_state = {
				OR = {
					NOT = {
						is_core_of = FRA
					} {
						is_on_continent = europe
					}
					is_controlled_by = ROOT
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_aristocratic_regime
Constructs: prerequisite, limit, add_ideas, has_war_with, completion_reward, every_neighbor_country, has_capitulated, is_subject_of
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_aristocratic_regime
	icon = GFX_goal_generic_aristocratic_cooperation
	prerequisite = {
		focus = BHU_delegate_to_the_tslzogdu
	}
	relative_position_id = BHU_delegate_to_the_tslzogdu
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_ideas = idea_BHU_aristocratic_regime
		custom_effect_tooltip = generic_skip_one_line_tt
		every_neighbor_country = {
			limit = {
				NOT = {
					has_capitulated = yes
					has_war_with = ROOT
					is_subject_of = ROOT
				}
			}
			custom_effect_tooltip = BHU_improve_relations_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: HOL_marius_raaijmakers
Constructs: has_cosmetic_tag
Source: game
File: common/characters/HOL.txt

Code:
HOL_marius_raaijmakers = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = HOL_marius_raaijmakers
		ledger = air
		allowed = {
			OR = {
				original_tag = HOL INS
			}
		}
		visible = {
			OR = {
				original_tag = HOL
				AND = {
					original_tag = INS
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = HOL_marius_raaijmakers
	portraits = {
		army = {
			small = GFX_idea_HOL_marius_raaijmakers
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_infrastructure_for_supply
Constructs: limit, has_country_flag, set_temp_variable, check_variable, set_country_flag, set_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_infrastructure_for_supply = {
	set_temp_variable = {
		_project_building_type = global.EAI_PC_INF
	} {
		_project_type_id = @EAI_PC_infrastructure_for_supply_TYPE_ID
	} {
		_project_priority = @EAI_PC_infrastructure_for_supply_PRIO
	}
	EAI_PC_infrastructure_for_supply_STRATEGIES = yes
	if = {
		limit = {
			check_variable = {
				EAI_PC_infrastructure_for_supply_STRATEGIES = 1
			}
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_construction_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_PC_infrastructure_for_supply
		} {
			limit = {
				EAI_PC_get_total_queued_num = yes
				check_variable = {
					queued_type_num_ = > 0
				}
			}
			set_country_flag = {
				flag = EAI_PC_override_max_factories
				value = 1
				days = 30
			}
			set_variable = {
				EAI_PC_override_max_factories = 30
			}
		}
		EAI_PC_save_project_inputs = yes
		for_each_loop = {
			array = _target_states_
			var:v = {
				EAI_PC_get_project_inputs = yes
				EAI_PC_start_project = yes
			}
		}
		set_temp_variable = {
			_get_queued_num_building_type = _project_building_type
		} {
			_get_queued_num_type_id = _project_type_id
		}
	}
	EAI_PC_clear_project_inputs = yes
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_turkish_state_railways
Constructs: every_owned_state, prerequisite, limit, completion_reward, has_dynamic_modifier, add_building_construction, is_core_of
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_turkish_state_railways
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = TUR_peace_at_home
	}
	x = 0
	y = 1
	relative_position_id = TUR_peace_at_home
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TUR_KEMALISM
	}
	completion_reward = {
		custom_effect_tooltip = available_industrial_concern generic_skip_one_line_tt
		show_ideas_tooltip = tcdd
		every_owned_state = {
			limit = {
				has_dynamic_modifier = {
					modifier = kemalist_loyalties
				}
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = KUR
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: 4th Cavalry Division
Constructs: division_template
Source: game
File: history/units/HBC_1936_sea.txt

Code:
division = {
	name = 4th Cavalry Division
	location = 12026
	division_template = Qibing Jun
	start_equipment_factor = 0.2
	officer = {
		name = HBC_wang_qifeng
	}
}
### Entity: Idea
Component: EAI_DD_7/mechanized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/mechanized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_carte_blanche_for_alsace_and_french_colonies
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction_with, cancel_if_invalid, create_wargoal, annex_everything
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_carte_blanche_for_alsace_and_french_colonies
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = GER_ally_the_shade
	}
	will_lead_to_war_with = FRA
	available = {
		is_subject = no
		FRA = {
			has_government = communism
		}
		NOT = {
			is_in_faction_with = FRA
		}
	}
	cancel_if_invalid = yes
	x = 0
	y = 2
	relative_position_id = GER_ally_the_shade
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = FRA
			expire = 0
		}
		add_state_claim = 28 773 777
	}
}
### Entity: Country History
Country: SOL
Component: SOL_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SOL - Solomon Islands.txt

Code:
# Politics & Parties for SOL
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 6
	communism = 6
	neutrality = 38
}
### Entity: Character
Component: ECU_juan_toro
Source: game
File: common/characters/ECU.txt

Code:
ECU_juan_toro = {
	name = Juan Toro
	portraits = {
		civilian = {
			large = GFX_portrait_Juan_Toro
		}
	}
	country_leader = {
		ideology = marxism
		traits = {
			silent_workhorse
		}
		expire = 1946.1.1.12
		id = -1
	}
}
### Entity: National Focus
Component: wuw_HUN_renew_the_rome_protocols
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject, has_country_leader
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_renew_the_rome_protocols
	icon = GFX_focus_befriend_italy
	prerequisite = {
		focus = wuw_HUN_license_fiat_tankettes
	}
	mutually_exclusive = {
		focus = wuw_HUN_invite_german_investors
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_license_fiat_tankettes
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_war_with = ITA
		} {
			has_war_with = AUS
		}
		ITA = {
			exists = yes
			is_subject = no
			NOT = {
				has_war_with = AUS
			}
			OR = {
				has_government = neutrality fascism
			}
		}
		AUS = {
			exists = yes
			is_subject = no
			OR = {
				has_government = neutrality fascism
			}
		}
		OR = {
			has_country_leader = {
				ruling_only = yes
				character = HUN_miklos_horthy
			} {
				ruling_only = yes
				character = HUN_franz_friedrich
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = wuw_HUN_renew_the_rome_protocols_interventionalism_tt
		IF = {
			limit = {
				has_idea = HUN_wuw_interventionism
			}
			swap_ideas = {
				add_idea = HUN_interventionism_2
				remove_idea = HUN_wuw_interventionism
			}
		} {
			limit = {
				country_exists = AUS
			}
			reverse_add_opinion_modifier = {
				target = AUS
				modifier = HUN_renew_the_rome_protocols
			}
			add_opinion_modifier = {
				target = AUS
				modifier = HUN_renew_the_rome_protocols
			}
		} {
			limit = {
				country_exists = ITA
			}
			reverse_add_opinion_modifier = {
				target = ITA
				modifier = HUN_renew_the_rome_protocols
			}
			add_opinion_modifier = {
				target = ITA
				modifier = HUN_renew_the_rome_protocols
			}
		} {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = HUN_miklos_horthy
				}
			}
			news_event = {
				id = news.312
			}
		}
	}
}