Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: israel.40
Constructs: ai_chance, has_completed_focus, owns_state, has_war_with, add_opinion_modifier, fire_only_once, add_political_power, is_neighbor_of
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.40
	title = israel.40.t
	desc = israel.40.d
	fire_only_once = yes
	trigger = {
		TAG = EGY
		ISR = {
			exists = yes
			has_completed_focus = ISR_win
		}
		OR = {
			is_neighbor_of = ISR
			PAL = {
				is_neighbor_of = ISR
				is_subject_of = EGY
			}
		}
		NOT = {
			has_war_with = ISR
		}
		owns_state = 995
		controls_state = 995
	}
	picture = GFX_report_event_EGY_suez_attacked
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = israel.40.a
		add_political_power = 50
		add_popularity = {
			ideology = EGY
			popularity = 0.05
		}
		ISR = {
			add_opinion_modifier = {
				target = EGY
				modifier = large_decrease
			}
		} {
			country_event = {
				id = israel.41
				days = 1
				random_hours = 12
			}
		}
		set_country_flag = ISR_egypt_blockaded_suez
		custom_effect_tooltip = ISR_war_israel_maybe
	} {
		ai_chance = {
			base = 0
		}
		name = israel.40.b
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_prepare_for_the_march_east
Constructs: prerequisite, has_war_with, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_prepare_for_the_march_east
	icon = GFX_focus_generic_public_works_A
	prerequisite = {
		focus = SWE_joint_panzer_development SWE_stockholm_paris_agreement SWE_nordic_solidarity
	}
	relative_position_id = SWE_stockholm_paris_agreement
	x = 0
	y = 1
	cost = 5
	available = {
		NOT = {
			has_war_with = SOV
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = SWE_prepare_for_the_march_east
			ahead_reduction = 1
			bonus = 1
			uses = 2
			category = train_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: North Persia Group
Constructs: division_template
Source: game
File: history/units/PER_1939.txt

Code:
division = {
	name = North Persia Group
	location = 1896
	division_template = Infantry Group
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Modding Documentation
Construct: core_countries
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### core_countries
* description: countries that cores the state
### Entity: Achievement
Component: finnish_him
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_global_flag
Source: game
File: common/achievements.txt

Code:
finnish_him = {
	id = 114
	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 = FIN
	}
	happened = {
		has_global_flag = finnish_him_achievement_flag
	}
}
### Entity: AI Strategy
Component: r56_SWE_dont_declare_war_while_at_war_SOV
Constructs: has_war, has_government, has_wargoal_against, declare_war
Source: game
File: common/ai_strategy/r56_SWE.txt

Code:
r56_SWE_dont_declare_war_while_at_war_SOV = {
	allowed = {
		original_tag = SWE
	}
	enable = {
		SWE = {
			has_war = yes
			has_wargoal_against = SOV
			NOT = {
				has_government = democratic
			}
		}
	}
	abort = {
		has_war = no
	}
	ai_strategy = {
		type = antagonize
		id = SOV
		value = -300
	} {
		type = declare_war
		id = SOV
		value = -300
	}
}
### Entity: Decision
Component: JAP_state_shintoism_decisions
Source: game
File: common/decisions/categories/JAP_decision_categories.txt

Code:
JAP_state_shintoism_decisions = {
	icon = GFX_decision_category_JAP_state_shintoism
	priority = 40
	picture = GFX_decision_cat_picture_JAP_state_shinto
	visible_when_empty = no
	allowed = {
		original_tag = JAP
	}
	visible = {

	}
}
### Entity: Idea
Component: SOM_nt
Source: game
File: common/ideas/somalia.txt

Code:
SOM_nt = {
	ledger = navy
	picture = generic_navy_african_3
	allowed = {
		original_tag = SOM
	}
	traits = {
		naval_theorist
	}
}
### Entity: Idea
Component: ARG_chade_cade_idea
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/argentina.txt

Code:
ARG_chade_cade_idea = {
	name = ARG_chade_cade
	picture = ARG_chade_cade
	allowed = {
		original_tag = ARG
		has_dlc = Trial of Allegiance
	}
	available = {

	}
	visible = {

	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	modifier = {

	}
}
### Entity: Event
Component: prc.50
Constructs: is_triggered_only, fire_only_once, load_oob
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.50
	title = prc.50.t
	desc = prc.50.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = prc.50.a
		load_oob = PRC_nra_defect_beijing
	}
}
### Entity: Idea
Component: CZE_ckd_praga
Constructs: research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_ckd_praga = {
	picture = generic_air_manufacturer_1
	allowed = {
		OR = {
			original_tag = CZE ETH
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		multi_role_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: 11 Lujun Shi
Constructs: division_template
Source: game
File: history/units/CHI_1936.txt

Code:
division = {
	name = 11 Lujun Shi
	location = 1036
	division_template = Juntuán
	start_equipment_factor = 0.8
	start_experience_factor = 0.1
}
### Entity: Event
Component: CHL_political_events.64
Constructs: is_triggered_only, ai_chance, has_war, add_war_support, add_opinion_modifier, add_political_power, is_historical_focus_on, create_wargoal
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.64
	title = CHL_political_events.64.t
	desc = CHL_political_events.64.desc
	picture = GFX_report_event_soviet_soldiers_tank
	is_triggered_only = yes
	option = {
		name = CHL_political_events.64.a
		army_experience = 25
		add_political_power = 100
		add_opinion_modifier = {
			target = FROM
			modifier = embargo
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = embargo
			}
		}
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.5
				is_historical_focus_on = yes
			}
		}
	} {
		name = CHL_political_events.64.b
		army_experience = 25
		add_war_support = 0.05
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
		add_opinion_modifier = {
			target = FROM
			modifier = embargo
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = embargo
			}
		}
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.5
				has_war = yes
			}
		}
	}
}
### Entity: Doctrine
Component: air_subdoctrine_aerial_reconnaissance
Constructs: xp_cost, has_dlc
Source: game
File: common/doctrines/subdoctrines/air/air_medium_aircraft_subdoctrines.txt

Code:
air_subdoctrine_aerial_reconnaissance = {
	track = medium_aircraft
	name = SUBDOCTRINE_AERIAL_RECONNAISSANCE
	description = SUBDOCTRINE_AERIAL_RECONNAISSANCE_DESC
	icon = GFX_doctrine_infiltration_bombing_medium
	xp_cost = 100
	xp_type = air
	visible = {
		has_dlc = La Resistance
	}
	available = {
		always = yes
	}
	ai_will_do = {
		base = 0
	}
	category_scout_plane = {
		air_agility = 0.1
	}
	rewards = {
		extended_reconnaissance_radius = {
			category_scout_plane = {
				air_range = 0.15
			}
		}
		improved_observation_procedures = {
			intel_from_combat_factor = 0.1
			army_intel_factor = 0.1
		}
		naval_recon = {
			navy_intel_factor = 0.1
			spotting_chance = 0.05
		}
		distant_aerial_observation = {
			airforce_intel_factor = 0.1
			air_mission_xp_gain_factor = 0.05
		}
		well_coordinated_strikes = {
			civilian_intel_factor = 0.1
			air_strategic_bomber_bombing_factor = 0.05
		}
	}
}
### Entity: Event
Component: SEA_china_improvement.1
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_improvement.1
	title = SEA_china_improvement.1.t
	desc = SEA_china_improvement.1.desc
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = SEA_china_improvement.1.a
		custom_effect_tooltip = CHI_modify_corruption_in_the_armed_forces_tt SEA_china_improvement.1_tt
		add_to_variable = {
			CHI_corruption_in_the_armed_forces_conscription_factor = CHI_corruption_in_the_armed_forces_conscription_factor_improvement
			tooltip = conscription_factor_tt
		}
		hidden_effect = {
			country_event = {
				id = SEA_china_improvement.4
				months = 6
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_indirect_fire
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_mastery_bonus, add_to_variable, every_unit_leader, random_select_amount
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_indirect_fire
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = PRC_red_army_reborn
	}
	mutually_exclusive = {
		focus = PRC_asymmetric_warfare PRC_conventional_warfare
	}
	x = 7
	y = 1
	relative_position_id = PRC_red_army_reborn
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		army_experience = 50
		add_mastery_bonus = {
			bonus = 0.1
			days = 365
			name = PRC_indirect_fire
			track = combat_support
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		PRC_check_if_red_army_or_pla = yes
		add_to_variable = {
			PRC_the_chinese_red_army_army_artillery_attack_factor = 0.1
			tooltip = army_artillery_attack_factor_tt
		} {
			PRC_the_chinese_red_army_attrition = 0.05
			tooltip = attrition_tt
		}
		every_unit_leader = {
			random_select_amount = 2
			limit = {
				NOT = {
					has_trait = fortress_buster
				}
			}
			add_trait = {
				trait = fortress_buster
			}
		}
	}
}
### Entity: Equipment
Component: mio_cat_eq_all_ships_no_convoys
Source: game
File: common/equipment_groups/mio_equipment_groups.txt

Code:
mio_cat_eq_all_ships_no_convoys = {
	equipment_type = {
		ship_hull_carrier ship_hull_cruiser ship_hull_light ship_hull_heavy ship_hull_submarine
	}
}
### Entity: Unit Template
Component: OMA_MOT_01
Source: game
File: common/units/names_divisions/OMA_names_divisions.txt

Code:
OMA_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		OMA
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		OMA_INF_01
	}
	fallback_name = Omani al-Mushati al-%dr
	ordered = {
		1 = {
			Alquwwat Almusallahat Alssultan
		}
		2 = {
			Omani al-Mushati al-%di
		}
		3 = {
			Omani al-Mushati al-%di
		}
		4 = {
			Omani al-Mushati al-%di
		}
		5 = {
			Omani al-Mushati al-%di
		}
		6 = {
			Omani al-Mushati al-%di
		}
		7 = {
			Omani al-Mushati al-%di
		}
		8 = {
			Omani al-Mushati al-%di
		}
		9 = {
			Omani al-Mushati al-%di
		}
		10 = {
			Omani al-Mushati al-%di
		}
		12 = {
			Omani al-Mushati al-%dr
		}
		13 = {
			Omani al-Mushati al-%dr
		}
		14 = {
			Omani al-Mushati al-%dr
		}
		15 = {
			Omani al-Mushati al-%dr
		}
		16 = {
			Omani al-Mushati al-%dr
		}
		17 = {
			Omani al-Mushati al-%dr
		}
		18 = {
			Omani al-Mushati al-%dr
		}
		19 = {
			Omani al-Mushati al-%dr
		}
		20 = {
			Omani al-Mushati al-%dr
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/GER_1936_naval_mtg.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_submarine_1
			creator = GER
			version_name = Type II
		}
		requested_factories = 1
		progress = 0.75
		amount = 2
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_submarine_1
			creator = GER
			version_name = Type II
		}
		requested_factories = 1
		progress = 0.65
		amount = 2
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_submarine_1
			creator = GER
			version_name = Type II
		}
		requested_factories = 1
		progress = 0.55
		amount = 2
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_submarine_1
			creator = GER
			version_name = Type II
		}
		requested_factories = 1
		progress = 0.45
		amount = 2
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = GER
			version_name = Zerstörer 1934
		}
		requested_factories = 1
		progress = 0.75
		amount = 2
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = GER
			version_name = Zerstörer 1934
		}
		requested_factories = 1
		progress = 0.65
		amount = 2
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_cruiser_panzerschiff
			creator = GER
			version_name = Deutschland
		}
		requested_factories = 1
		progress = 0.95
		amount = 1
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = GER
			version_name = Admiral Hipper
		}
		requested_factories = 1
		progress = 0.25
		amount = 1
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_heavy_2
			creator = GER
			version_name = Scharnhorst
		}
		requested_factories = 1
		progress = 0.35
		amount = 1
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_heavy_2
			creator = GER
			version_name = Scharnhorst
		}
		requested_factories = 1
		progress = 0.25
		amount = 1
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = GER
			version_name = Zerstörer 1934A
		}
		requested_factor
# ... (truncated)
### Entity: Event
Component: BBA_ethiopia_communist_events.39
Constructs: is_triggered_only, ai_chance, white_peace
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.39
	title = BBA_ethiopia_communist_events.39.t
	desc = BBA_ethiopia_communist_events.39.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_communist_events.39.a
		ai_chance = {
			base = 10
		}
		white_peace = SPC
		SPC = {
			release = RIF
		}
	} {
		name = BBA_ethiopia_communist_events.39.b
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Scripted Effect
Component: PRC_add_the_internal_enemy_idea_upgrade
Constructs: swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/PRC_scripted_effects.txt

Code:
PRC_add_the_internal_enemy_idea_upgrade = {
	custom_effect_tooltip = PRC_add_the_internal_enemy_idea_upgrade_tt
	hidden_effect = {
		swap_ideas = {
			remove_idea = PRC_the_internal_enemy_idea
			add_idea = PRC_the_internal_enemy_upgraded_idea
		} {
			remove_idea = PRC_the_internal_enemy_CHI
			add_idea = PRC_the_internal_enemy_CHI_upgraded
		} {
			remove_idea = PRC_the_internal_enemy_GXC
			add_idea = PRC_the_internal_enemy_GXC_upgraded
		} {
			remove_idea = PRC_the_internal_enemy_YUN
			add_idea = PRC_the_internal_enemy_YUN_upgraded
		} {
			remove_idea = PRC_the_internal_enemy_SHX
			add_idea = PRC_the_internal_enemy_SHX_upgraded
		} {
			remove_idea = PRC_the_internal_enemy_XSM
			add_idea = PRC_the_internal_enemy_XSM_upgraded
		} {
			remove_idea = PRC_the_internal_enemy_SIK
			add_idea = PRC_the_internal_enemy_SIK_upgraded
		} {
			remove_idea = PRC_the_internal_enemy_GDC
			add_idea = PRC_the_internal_enemy_GDC_upgraded
		} {
			remove_idea = PRC_the_internal_enemy_SND
			add_idea = PRC_the_internal_enemy_SND_upgraded
		} {
			remove_idea = PRC_the_internal_enemy_SIC
			add_idea = PRC_the_internal_enemy_SIC_upgraded
		} {
			remove_idea = PRC_the_internal_enemy_NXM
			add_idea = PRC_the_internal_enemy_NXM_upgraded
		} {
			remove_idea = PRC_the_internal_enemy_GSM
			add_idea = PRC_the_internal_enemy_GSM_upgraded
		} {
			remove_idea = PRC_the_internal_enemy_XIC
			add_idea = PRC_the_internal_enemy_XIC_upgraded
		} {
			remove_idea = PRC_the_internal_enemy_KHM
			add_idea = PRC_the_internal_enemy_KHM_upgraded
		} {
			remove_idea = PRC_the_internal_enemy_KUM
			add_idea = PRC_the_internal_enemy_KUM_upgraded
		} {
			remove_idea = PRC_the_internal_enemy_RNG
			add_idea = PRC_the_internal_enemy_RNG_upgraded
		} {
			remove_idea = PRC_the_internal_enemy_HBC
			add_idea = PRC_the_internal_enemy_HBC_upgraded
		}
	}
}
### Entity: Country History
Country: KUB
Component: KUB_technology
Constructs: set_technology
Source: game
File: history/countries/KUB - Kuban Cossack.txt

Code:
# Starting Technologies for KUB
set_technology = {
	etax_doctrine = 1
	camo = 1
	winter_clothes_gw = 1
	tech_support = 1 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_mountaineers = 1
	tech_engineers = 1
	tech_recon = 1
	gw_artillery = 1
	basic_naval_mines = 1
	submarine_mine_laying = 1
	early_ship_hull_light = 1
	early_ship_hull_submarine = 1
	basic_ship_hull_submarine = 1
	early_ship_hull_cruiser = 1
	early_ship_hull_heavy = 1
	basic_battery = 1
	basic_heavy_battery = 1
	basic_light_battery = 1
	basic_medium_battery = 1
	basic_torpedo = 1
	basic_depth_charges = 1
	mtg_transport = 1
}
### Entity: National Focus
Component: bra_sem_eixo
Constructs: prerequisite, limit, has_government, completion_reward, add_political_power, is_subject, has_dlc, set_rule
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_sem_eixo
	icon = GFX_goal_generic_more_territorial_claims
	mutually_exclusive = {
		focus = bra_eixo
	}
	prerequisite = {
		focus = bra_amigo_alemanha
	}
	relative_position_id = bra_amigo_alemanha
	available = {
		OR = {
			has_government = fascism neutrality
		}
		is_subject = no
	}
	x = 1
	y = 1
	cost = 5
	completion_reward = {
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = {
				template = faction_template_defensive_democratic
				name = rio_pact
			}
			add_faction_initiative = 1
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction = rio_pact
		}
		if = {
			limit = {
				PRU = {
					has_government = fascism
					NOT = {
						is_in_faction = yes
					}
				}
			}
			PRU = {
				country_event = {
					id = generic.5
					hours = 24
				}
			}
		} {
			limit = {
				VEN = {
					has_government = fascism
					NOT = {
						is_in_faction = yes
					}
				}
			}
			VEN = {
				country_event = {
					id = generic.5
					hours = 6
				}
			}
		} {
			limit = {
				COL = {
					has_government = fascism
					NOT = {
						is_in_faction = yes
					}
				}
			}
			COL = {
				country_event = {
					id = generic.5
					hours = 6
				}
			}
		}
		add_political_power = 75
		custom_effect_tooltip = bra_uiracu_tooltip
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: CZE_show_current_skoda_prioty_idea_stats_no_focus
Constructs: limit, add_ideas, has_idea
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_show_current_skoda_prioty_idea_stats_no_focus = {
	if = {
		limit = {
			NOT = {
				OR = {
					has_idea = CZE_skoda_no_focus_optimization_1_idea CZE_skoda_no_focus_optimization_2_idea CZE_skoda_no_focus_optimization_3_idea CZE_skoda_no_focus_optimization_4_idea CZE_skoda_no_focus_optimization_5_idea CZE_skoda_no_focus_optimization_6_idea CZE_skoda_no_focus_optimization_7_idea
				}
			}
		}
		custom_effect_tooltip = CZE_skoda_set_sptimization_tier_to_one_tt
		effect_tooltip = {
			add_ideas = CZE_skoda_no_focus_optimization_1_idea
		}
	}
	else_if = {
		limit = {
			has_idea = CZE_skoda_no_focus_optimization_1_idea
		}
		show_ideas_tooltip = CZE_skoda_no_focus_optimization_1_idea
	} {
		limit = {
			has_idea = CZE_skoda_no_focus_optimization_2_idea
		}
		show_ideas_tooltip = CZE_skoda_no_focus_optimization_2_idea
	} {
		limit = {
			has_idea = CZE_skoda_no_focus_optimization_3_idea
		}
		show_ideas_tooltip = CZE_skoda_no_focus_optimization_3_idea
	} {
		limit = {
			has_idea = CZE_skoda_no_focus_optimization_4_idea
		}
		show_ideas_tooltip = CZE_skoda_no_focus_optimization_4_idea
	} {
		limit = {
			has_idea = CZE_skoda_no_focus_optimization_5_idea
		}
		show_ideas_tooltip = CZE_skoda_no_focus_optimization_5_idea
	} {
		limit = {
			has_idea = CZE_skoda_no_focus_optimization_6_idea
		}
		show_ideas_tooltip = CZE_skoda_no_focus_optimization_6_idea
	} {
		limit = {
			has_idea = CZE_skoda_no_focus_optimization_7_idea
		}
		show_ideas_tooltip = CZE_skoda_no_focus_optimization_7_idea
	}
	else = {
		show_ideas_tooltip = CZE_skoda_no_focus_optimization_1_idea
	}
}
### Entity: Event
Component: india.301
Constructs: is_triggered_only, limit, has_country_flag, fire_only_once, add_to_variable, random_owned_state, remove_building
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.301
	title = india.301.t
	desc = india.301.desc
	fire_only_once = yes
	picture = GFX_report_event_picture_RAJ_Provincial_Result
	is_triggered_only = yes
	option = {
		name = india.301.a
		429 = {
			add_to_variable = {
				upa_state = 2
			}
			custom_effect_tooltip = raj_upa_2
		}
		424 = {
			add_to_variable = {
				upa_state = 2
			}
			custom_effect_tooltip = raj_upa_2
		}
		430 = {
			add_to_variable = {
				upa_state = 2
			}
			custom_effect_tooltip = raj_upa_2
		}
		raj_calculate_election = yes
	} {
		name = india.301.b
		trigger = {
			NOT = {
				has_country_flag = ifb_support
			}
		}
		random_owned_state = {
			limit = {
				industrial_complex = > 0
			}
			remove_building = {
				type = industrial_complex
				level = 1
			}
		}
		429 = {
			add_to_variable = {
				upa_state = 1
			}
			custom_effect_tooltip = raj_upa_1
		}
		424 = {
			add_to_variable = {
				upa_state = 1
			}
			custom_effect_tooltip = raj_upa_1
		}
		430 = {
			add_to_variable = {
				upa_state = 1
			}
			custom_effect_tooltip = raj_upa_1
		}
		raj_calculate_election = yes
	} {
		name = india.301.c
		trigger = {
			has_country_flag = ifb_support
		}
		random_owned_state = {
			limit = {
				industrial_complex = > 0
			}
			remove_building = {
				type = industrial_complex
				level = 1
			}
		}
		429 = {
			add_to_variable = {
				upa_state = 1
			}
			custom_effect_tooltip = raj_upa_1
		}
		424 = {
			add_to_variable = {
				upa_state = 1
			}
			custom_effect_tooltip = raj_upa_1
		}
		430 = {
			add_to_variable = {
				upa_state = 1
			}
			custom_effect_tooltip = raj_upa_1
		}
		raj_calculate_election = yes
	}
}
### Entity: Character
Component: SIA_charun_rattanakun_seriroengrit
Constructs: limit, has_dlc
Source: game
File: common/characters/SIA.txt

Code:
SIA_charun_rattanakun_seriroengrit = {
	advisor = {
		slot = political_advisor
		idea_token = SIA_charun_rattanakun_seriroengrit
		ledger = army
		allowed = {
			original_tag = SIA
		}
		traits = {
			SIA_militaristic_politician
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			if = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				SIA_increase_military_approval = yes
			}
		}
		on_remove = {
			if = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				SIA_decrease_military_approval = yes
			}
		}
	}
	name = SIA_charun_rattanakun_seriroengrit
	portraits = {
		army = {
			small = GFX_portrait_SIA_charun_rattanakun_seriroengrit_small
			large = GFX_portrait_SIA_charun_rattanakun_seriroengrit
		}
	}
	corps_commander = {
		traits = {
			politically_connected hill_fighter
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
		visible = {

		}
	}
}
### Entity: Event
Component: lithuania.45
Constructs: is_triggered_only, add_political_power, add_popularity, random_days
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.45
	title = lithuania.45.t
	desc = lithuania.45.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.45.a
		add_political_power = -10
		add_popularity = {
			ideology = fascism
			popularity = -0.1
		}
		hidden_effect = {
			country_event = {
				id = lithuania.46
				days = 30
				random_days = 40
			}
		}
	}
}