Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: AUS_set_compensation_for_guarantee_defaults
Constructs: set_variable
Source: game
File: common/scripted_effects/AUS_scripted_effects.txt

Code:
AUS_set_compensation_for_guarantee_defaults = {
	set_variable = {
		AUS_compensation_for_guarantee_consumer_goods_factor = 0
	}
}
### Entity: Decision
Component: NOR_monarchism_on_the_rise
Source: game
File: common/decisions/categories/r56_NOR_decision_categories.txt

Code:
NOR_monarchism_on_the_rise = {
	icon = generic_monarchism
	priority = 80
	allowed = {
		original_tag = NOR
	}
}
### Entity: Idea
Component: fascist_revolutionaries
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/_event.txt

Code:
fascist_revolutionaries = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_fascism_drift_bonus
	modifier = {
		stability_factor = -0.1
	}
}
### Entity: State History
Component: 226
Constructs: add_core_of
Source: game
File: history/states/226-Nikopol.txt

Code:
state = {
	id = 226
	name = STATE_226
	manpower = 2391047
	state_category = town
	resources = {
		oil = 4
	}
	history = {
		owner = SOV
		victory_points = {
			11437 10
		} {
			11561 1
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 2
			air_base = 2
		}
		add_core_of = SOV UKR
	}
	provinces = {
		453 472 486 6423 9419 9433 9463 9479 11422 11437 11452 11561
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_national_fanatism
Constructs: prerequisite, add_ideas, add_stability, completion_reward, is_subject, set_rule
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_national_fanatism
	icon = GFX_goal_ARG_coa_fascism
	prerequisite = {
		focus = ARG_nationalism
	}
	mutually_exclusive = {
		focus = ARG_join_the_axis_r56
	}
	x = 44
	y = 3
	cost = 10
	available = {
		is_subject = no
	}
	completion_reward = {
		add_stability = 0.1
		add_ideas = viva_la_patria
		set_rule = {
			can_create_factions = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Modifier Reference
Component: COG_state_loyal_to_free_congo_modifier
Constructs: remove_trigger, is_owned_by, has_global_flag
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
COG_state_loyal_to_free_congo_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_COG_state_loyal_to_free_congo
	remove_trigger = {
		OR = {
			ROOT = {
				NOT = {
					OR = {
						is_owned_by = COG BEL
					}
				}
			}
			has_global_flag = COG_uprising_happened_flag
		}
	}
}
### Entity: Event
Component: wtt_news.8
Constructs: is_triggered_only
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.8
	title = wtt_news.8.t
	desc = wtt_news.8.desc
	picture = GFX_news_event_german_reichstag_ruins_2
	major = yes
	is_triggered_only = yes
	option = {
		name = wtt_news.8.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.8.b
		trigger = {
			NOT = {
				original_tag = GER
			}
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_transformation_of_nature
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_dynamic_modifier
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_transformation_of_nature
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = ICE_state_owned_industry
	}
	x = 0
	y = 1
	relative_position_id = ICE_state_owned_industry
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		100 = {
			add_extra_state_shared_building_slots = 2
			add_dynamic_modifier = {
				modifier = ICE_transformation_of_nature_state_modifier
			}
		}
	}
}
### Entity: Shared Focus
Tree: sib_focus
Component: SIB_claim_a_fitting_title
Constructs: shared_focus, prerequisite, limit, has_government, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/r56_siberian_union_shared.txt

Code:
shared_focus = {
	id = SIB_claim_a_fitting_title
	icon = GFX_focus_generic_manpower
	cost = 5
	prerequisite = {
		focus = SIB_ethnic_collaboration
	}
	text_icon = NORDIC_focus_style
	available = {
		OR = {
			has_government = fascism communism
		}
	}
	relative_position_id = SIB_ethnic_collaboration
	x = 2
	y = 1
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_government = fascism
			}
			add_country_leader_trait = father_of_the_empire
		} {
			limit = {
				has_government = communism
			}
			add_country_leader_trait = stalin_great_commander
		}
	}
}
### Entity: Idea
Component: AST_empire_air_training_scheme
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_empire_air_training_scheme = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_air_bonus
	equipment_bonus = {
		small_plane_airframe = {
			air_range = 0.1
			air_attack = 0.05
			instant = yes
		}
		cv_small_plane_airframe = {
			air_range = 0.1
			air_attack = 0.05
			instant = yes
		}
		small_plane_cas_airframe = {
			air_range = 0.1
			air_ground_attack = 0.05
			instant = yes
		}
		cv_small_plane_cas_airframe = {
			air_range = 0.1
			air_ground_attack = 0.05
			instant = yes
		}
		small_plane_naval_bomber_airframe = {
			air_range = 0.1
			naval_strike_attack = 0.05
			instant = yes
		}
		cv_small_plane_naval_bomber_airframe = {
			air_range = 0.1
			naval_strike_attack = 0.05
			instant = yes
		}
		medium_plane_airframe = {
			air_range = 0.1
			air_ground_attack = 0.05
			instant = yes
		}
		medium_plane_fighter_airframe = {
			air_range = 0.1
			air_attack = 0.05
			instant = yes
		}
		medium_plane_scout_plane_airframe = {
			air_range = 0.1
			instant = yes
		}
		large_plane_airframe = {
			air_range = 0.1
			air_bombing = 0.05
			instant = yes
		}
		large_plane_maritime_patrol_plane_airframe = {
			air_range = 0.1
			instant = yes
		}
		transport_plane_equipment = {
			air_range = 0.1
			instant = yes
		}
	}
	modifier = {
		air_ace_generation_chance_factor = 0.1
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_draft_constitution
Constructs: prerequisite, completion_reward, random_hours
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_draft_constitution
	icon = GFX_goal_constitution
	relative_position_id = ISR_the_elections
	x = 0
	y = 3
	prerequisite = {
		focus = ISR_elect_president
	}
	select_effect = {
		country_event = {
			id = israel.32
			days = 1
			random_hours = 12
		}
	}
	cost = 10
	completion_reward = {
		custom_effect_tooltip = ISR_constitution_effect_tt
	}
}
### Entity: Idea
Component: GEN_Organise_Youth_Fas_I
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_Organise_Youth_Fas_I = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	picture = generic_army_war_college
	modifier = {
		fascism_drift = 0.01
		conscription = 0.01
	}
}
### Entity: Decision
Component: MAN_china_matters
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/MAN_decision_categories.txt

Code:
MAN_china_matters = {
	icon = GFX_decision_category_infiltration
	priority = 100
	allowed = {
		tag = MAN
	}
	visible = {
		OR = {
			has_completed_focus = MAN_tsr_chinese_leadership MAN_tsr_reclaim_the_empire
		}
	}
}
### Entity: Character
Component: king_of_kings_3a
Constructs: stability_factor, mobilization_speed, puppet_cost_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
king_of_kings_3a = {
	random = no
	drift_defence_factor = 0.1
	political_power_factor = 0.1
	mobilization_speed = 0.05
	stability_factor = 0.1
	puppet_cost_factor = -0.1
	max_command_power_mult = 0.1
	guarantee_tension = -0.2
}
### Entity: Event
Component: mandate_palestine.501
Constructs: is_triggered_only, add_stability, add_manpower, random_hours
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.501
	title = mandate_palestine.501.t
	desc = mandate_palestine.501.d
	is_triggered_only = yes
	picture = GFX_report_event_MPL_bus
	option = {
		name = mandate_palestine.501.a
		454 = {
			add_manpower = -8
		}
		add_stability = -0.03
		hidden_effect = {
			country_event = {
				id = mandate_palestine.503
				hours = 6
				random_hours = 6
			}
		}
		custom_effect_tooltip = MPL_things_to_come
	}
}
### Entity: Idea
Component: JAP_public_awareness_of_war_worse_ns
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_public_awareness_of_war_worse_ns = {
	name = JAP_public_awareness_of_war_ns
	allowed = {
		always = no
	}
	picture = FRA_scw_intervention_republicans_focus
	allowed_civil_war = {

	}
	removal_cost = -1
	modifier = {
		war_support_factor = -0.1
		political_power_factor = -0.05
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_social_stability
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_social_stability
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = ITA_bring_back_exiled_intellectuals
	}
	x = 0
	y = 2
	relative_position_id = ITA_bring_back_exiled_intellectuals
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_political_power = 50
		add_stability = 0.1
		add_war_support = -0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		ITA_bop_medium_increase_democratic_side_effect = yes
	}
}
### Entity: Event
Component: tfv_new_zealand.3
Constructs: is_triggered_only
Source: game
File: events/TFV_New_Zealand.txt

Code:
country_event = {
	id = tfv_new_zealand.3
	title = tfv_new_zealand.3.t
	desc = tfv_new_zealand.3.desc
	picture = GFX_report_event_stalin_meeting
	is_triggered_only = yes
	option = {
		name = tfv_new_zealand.3.a
	}
}
### Entity: Decision
Component: TUR_kemalist_state_management_category
Source: game
File: common/decisions/categories/TUR_decision_categories.txt

Code:
TUR_kemalist_state_management_category = {
	priority = 5
	icon = tur_unifying_the_country
	on_map_area = {
		target_array = owned_states
		target_trigger = {
			FROM = {
				TUR_is_kemalist_state = yes
			}
		}
		name = TUR_kemalist_state_management_map_category_name
		zoom = 150
	}
	allowed = {
		original_tag = TUR
	}
}
### Entity: Order of Battle
Component: Brigade
Constructs: division_template
Source: game
File: history/units/FRA_1936.txt

Code:
division_template = {
	name = "Brigade de Chars de Combat" 	# Brigade de Chars de Combat, independent armor brigades of 2x Rgts., 2 Bns. each
	division_names_group = FRA_ARM_01
	regiments = {
		light_armor = { x = 0 y = 0 }
		light_armor = { x = 0 y = 1 }
		light_armor = { x = 1 y = 0 }
		light_armor = { x = 1 y = 1 }
	}
}
### Entity: Character
Component: EGY_mohamed_naguib
Source: game
File: common/characters/EGY.txt

Code:
EGY_mohamed_naguib = {
	name = Mohamed Naguib
	portraits = {
		army = {
			large = gfx/leaders/EGY/r56_portrait_EGY_Muhammad_Naguib.dds
			small = GFX_idea_EGY_muhammad_naguib
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = EGY_mohamed_naguib
		ledger = army
		allowed = {
			original_tag = EGY
		}
		traits = {
			military_theorist
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			war_hero politically_connected armor_officer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 6982
	}
}
### Entity: Idea
Component: CYP_acd2
Source: game
File: common/ideas/cyprus.txt

Code:
CYP_acd2 = {
	picture = generic_army_europe_1
	allowed = {
		original_tag = CYP
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: nsb_news.5
Constructs: is_triggered_only, has_completed_focus
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.5
	title = nsb_news.5.t
	desc = {
		text = nsb_news.5.desc.saxon
		trigger = {
			POL = {
				has_completed_focus = POL_claiming_lithuania
			}
		}
	} {
		text = nsb_news.5.desc.romania
		trigger = {
			POL = {
				has_completed_focus = POL_hohenzollern
			}
		}
	} {
		text = nsb_news.5.desc.cossack
		trigger = {
			POL = {
				has_completed_focus = POL_cossack_king
			}
		}
	} {
		text = nsb_news.5.desc.romanov
		trigger = {
			POL = {
				has_completed_focus = POL_romanov
			}
		}
	} {
		text = nsb_news.5.desc.habsburg
		trigger = {
			POL = {
				has_completed_focus = POL_habsburg
			}
		}
	}
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = nsb_news.5.a
		trigger = {
			tag = FROM
		}
	} {
		name = nsb_news.5.b
		trigger = {
			NOT = {
				tag = FROM
			}
			POL = {
				NOT = {
					OR = {
						has_completed_focus = POL_cossack_king POL_romanov
					}
				}
			}
		}
	} {
		name = nsb_news.5.c
		trigger = {
			NOT = {
				tag = FROM
			}
			POL = {
				OR = {
					has_completed_focus = POL_cossack_king POL_romanov
				}
			}
		}
	}
}
### Entity: National Focus
Component: indonesian_focus
Constructs: shared_focus, has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus_tree = {
	id = indonesian_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = INS
		}
	}
	continuous_focus_position = {
		x = 15
		y = 975
	}
	shared_focus = MAL_UNIFIED_majapahit_unification
	default = no
	focus = {
		id = INS_koninklijk_nederlands_indisch_leger
		icon = GFX_goal_INS_army
		ai_will_do = {
			factor = 10
		}
		x = 8
		y = 0
		available = {

		}
		cost = 5
		completion_reward = {
			army_experience = 10
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 2
				category = land_doctrine
			}
			add_corps_commander_role = {
				character = INS_gustav_adolf_ilgen
				traits = {
					air_force_ties
				}
				skill = 1
				attack_skill = 2
				defense_skill = 1
				planning_skill = 1
				logistics_skill = 1
				legacy_id = -1
			}
		}
		search_filters = {
			FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH
		}
	} {
		id = INS_modernize_the_military
		icon = GFX_goal_iron_people
		ai_will_do = {
			factor = 3
		}
		relative_position_id = INS_koninklijk_nederlands_indisch_leger
		x = -1
		y = 1
		prerequisite = {
			focus = INS_koninklijk_nederlands_indisch_leger
		}
		available = {

		}
		cost = 10
		completion_reward = {
			army_experience = 10
			add_tech_bonus = {
				name = infantry_equipment
				bonus = 1
				uses = 2
				category = infantry_tech
			} {
				name = infantry_artillery_bonus
				bonus = 1
				uses = 1
				category = artillery
			}
			add_corps_commander_role = {
				character = INS_gustave_statius_muller
				skill = 1
				attack_skill = 1
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 1
				legacy_id = -1
			} {
				character = INS_pierre_antoine_cox
				traits = {
					infantry_leader
				}
				skill = 1
				attack_skill = 2
				defense_skill = 1
				planning_skill = 1
				logistics_skill = 1
				legacy_id = -1
			}
		}
		search_filters = {
			FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MANPOWER
		}
	} {
		id = INS_braat_overvalwagen
		prerequisite = {
			focus = INS_modernize_the_military
		}
		icon = GFX_goal_generic_armored_car_offensive
		x = -1
		y = 1
		relative_position_id = INS_modernize_the_military
		cost = 5
		available_if_capitulated = yes
		completion_reward = {
			if = {
				limit = {
					has_dlc = La Resistance
				}
				add_tech_bonus = {
					name = INS_braat_overvalwagen
					bonus = 3
					uses = 1
					category = armored_cars_tech
				}
		
# ... (truncated)
### Entity: National Focus
Tree: swe_focus
Component: SWE_approach_the_allies
Constructs: prerequisite, limit, every_country, has_war_with, completion_reward, is_faction_leader, is_in_faction_with, is_subject
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_approach_the_allies
	icon = GFX_focus_SWE_approach_the_allies
	prerequisite = {
		focus = SWE_mythologize_swedish_history
	}
	mutually_exclusive = {
		focus = SWE_narvik_crisis
	}
	x = -5
	y = 1
	relative_position_id = SWE_mythologize_swedish_history
	cost = 5
	available = {
		OR = {
			ENG = {
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
			USA = {
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = ENG USA
			is_subject = yes
		}
	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					is_faction_leader = yes
				}
			}
			ENG = {
				country_event = {
					id = generic.2
					hours = 6
				}
			} {
				add_to_tech_sharing_group = SWE_allies_tech_sharing_group
			}
			every_country = {
				limit = {
					is_in_faction_with = ENG
				}
				add_to_tech_sharing_group = SWE_allies_tech_sharing_group
			}
			add_to_tech_sharing_group = SWE_allies_tech_sharing_group
		}
		else_if = {
			limit = {
				USA = {
					is_faction_leader = yes
				}
			}
			USA = {
				country_event = {
					id = generic.2
					hours = 6
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ITA_medium_tank_artillery
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/ITA_tank.txt

Code:
ITA_medium_tank_artillery = {
	category = land
	blocked_for = {

	}
	available_for = {
		ITA
	}
	roles = {
		land_medium_tank_artillery
	}
	priority = {
		factor = 500
	}
	medium_tank_artillery_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_artillery_chassis_1
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_artillery_2 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_medium_howitzer_2
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 4
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer_2 tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_artillery_3 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = artillery1
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_tank_artillery_chassis_3
			modules = {
				main_armament_slot = tank_heavy_howitzer
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspensio
# ... (truncated)
### Entity: National Focus
Tree: aus_focus
Component: AUS_foreign_arms_purchases
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_foreign_arms_purchases
	icon = GFX_goal_generic_gun_purchase
	relative_position_id = AUS_unite_the_nation
	x = 2
	y = 1
	prerequisite = {
		focus = AUS_unite_the_nation
	}
	cost = 7
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 3000
		} {
			type = artillery_equipment
			amount = 300
		} {
			type = support_equipment
			amount = 300
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_ideological_allies
Constructs: prerequisite, limit, random_country, has_government, has_war_with, is_major, completion_reward, is_faction_leader
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_ideological_allies
	available = {
		any_other_country = {
			has_government = democratic
			is_faction_leader = yes
		}
		is_in_faction = no
		NOT = {
			has_global_flag = POR_iberian_summit_in_progress_flag
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_those_who_would_not_help_us
	}
	ai_will_do = {
		factor = 0
	}
	icon = GFX_focus_chi_british_cooperation
	x = -1
	y = 1
	relative_position_id = SPR_those_who_would_not_help_us
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				USA = {
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			USA = {
				country_event = generic.2
			}
		} {
			limit = {
				FRA = {
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			FRA = {
				country_event = generic.2
			}
		} {
			limit = {
				any_country = {
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
					is_major = yes
				}
			}
			random_country = {
				limit = {
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
					is_major = yes
				}
				country_event = generic.2
			}
		}
		else = {
			random_country = {
				limit = {
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
				country_event = generic.2
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AService_by_requirement.png.html

Doc:
File

File history

File usage
No higher resolution available.
Service_by_requirement.png &#8206;(64 × 64 pixels, file size: 8 KB, MIME type: image/png)
### Entity: Misc Config
Component: all_islamic_countries
Source: game
File: common/collections/collections.txt

Code:
all_islamic_countries = {
	input = constant:country_groups.islamic_world
	name = COLLECTION_FACTION_ISLAMIC_COUNTRIES
}
### Entity: Character
Component: YUN_wang_kaizhen
Source: game
File: common/characters/YUN.txt

Code:
YUN_wang_kaizhen = {
	name = YUN_wang_kaizhen
	portraits = {
		army = {
			small = gfx/interface/ideas/idea_asia_generic_fascism.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = YUN_wang_kaizhen
		allowed = {
			original_tag = YUN
		}
		traits = {
			prince_of_terror
		}
	} {
		slot = high_command
		idea_token = YUN_wang_kaizhen2
		ledger = army
		allowed = {
			original_tag = YUN
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}