Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: egy_focus
Component: EGY_secure_the_hellenic_mandate
Constructs: prerequisite, completion_reward, is_subject, has_army_manpower, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_secure_the_hellenic_mandate
	icon = GFX_goal_italy_attack_greece
	relative_position_id = EGY_secure_the_bosporus
	x = 0
	y = 1
	cost = 10
	available = {
		is_subject = no
	}
	prerequisite = {
		focus = EGY_secure_the_bosporus EGY_reconcile_with_turkey
	}
	mutually_exclusive = {
		focus = EGY_alliance_with_greece
	}
	will_lead_to_war_with = GRE
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			has_army_manpower = {
				size = > 199999
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			target = GRE
			expire = 0
			type = puppet_wargoal_focus
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_state_sponsored_recruitment_for_spain
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, has_country_flag, completion_reward, has_global_flag
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_state_sponsored_recruitment_for_spain
	icon = {
		GFX_focus_intervention_spain_nationalists = {
			has_government = fascism
		}
		GFX_focus_intervention_spain_republic = yes
	}
	cost = 5
	dynamic = yes
	prerequisite = {
		focus = CZE_revive_the_czechoslovak_legion_dynamic
	}
	mutually_exclusive = {
		focus = CZE_profit_off_the_spanish_civil_war
	}
	relative_position_id = CZE_revive_the_czechoslovak_legion_dynamic
	x = 1
	y = 1
	available = {
		has_global_flag = spanish_civil_war
		NOT = {
			has_global_flag = scw_over
		}
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			has_war = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = CZE_state_sponsored_recruitment_idea
			}
			swap_ideas = {
				remove_idea = CZE_state_sponsored_recruitment_idea
				add_idea = CZE_state_sponsored_recruitment_idea_2
			}
		} {
			limit = {
				FRA = {
					has_government = ROOT
					has_country_flag = FRA_non_intervention
				}
			}
			reverse_add_opinion_modifier = {
				target = FRA
				modifier = CZE_defied_non_intervention_committee
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else_if = {
			limit = {
				NOT = {
					has_completed_focus = CZE_intervene_in_the_ussr
				}
			}
			effect_tooltip = {
				swap_ideas = {
					remove_idea = CZE_state_sponsored_recruitment_idea
					add_idea = CZE_state_sponsored_recruitment_idea_2
				}
			}
		}
		custom_effect_tooltip = CZE_support_spain_reward_tt
		event_option_tooltip = MUN_czech.1025.a
	}
}
### Entity: Event
Component: mtg_britain.10
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_country_flag, add_political_power, random_days, clr_country_flag
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.10
	title = mtg_britain.10.t
	desc = mtg_britain.10.d
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_country_flag = ENG_abdication_crisis_changed_mind
		} {
			has_country_flag = edward_viii_married_wallis_simpson
		}
	}
	option = {
		name = mtg_britain.10.a
		add_political_power = -75
		hidden_effect = {
			country_event = {
				id = mtg_britain.6
				days = 20
				random_days = 10
			}
		}
		clr_country_flag = ENG_newspapers_in_favor ENG_newspapers_against ENG_prime_minister_tight_leash ENG_upper_classes_oppose_marriage ENG_working_classes_support_marriage
		set_country_flag = ENG_parliament_opposition
	} {
		name = mtg_britain.2.b
		trigger = {
			NOT = {
				has_country_flag = ENG_abdication_crisis_government_fell
			}
		}
		ai_chance = {
			factor = 0
		}
		country_event = {
			id = mtg_britain.14
			days = 40
			random_days = 10
		}
		set_country_flag = ENG_abdication_crisis_changed_mind
		if = {
			limit = {
				has_idea = ENG_support_for_the_king_idea
			}
			remove_ideas = ENG_support_for_the_king_idea
		}
	}
}
### Entity: State History
Component: 617
Constructs: add_core_of
Source: game
File: history/states/617-Xinjiang.txt

Code:
state = {
	id = 617
	name = STATE_617
	history = {
		owner = SIK
		add_core_of = SIK CHI PRC
		buildings = {
			infrastructure = 2
			industrial_complex = 2
		}
		victory_points = {
			4709 5
		} {
			10545 1
		} {
			4682 1
		} {
			12601 1
		}
	}
	provinces = {
		1703 4682 4709 4770 7702 7792 7850 10545 10614 12526 12601 12656
	}
	manpower = 1080500
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 6.0
}
### Entity: Event
Component: wuw_GER_realpolitik.21
Constructs: is_triggered_only, limit, add_war_support, every_controlled_state, has_dynamic_modifier, add_to_array, add_state_core, is_in_faction_with
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.21
	title = wuw_GER_realpolitik.21.t
	desc = wuw_GER_realpolitik.21.desc
	picture = GFX_report_event_german_polish_border
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.21.a
		FROM = {
			every_controlled_state = {
				limit = {
					OR = {
						state = 87 98 97
					}
				}
				display_individual_scopes = yes
				if = {
					limit = {
						ROOT = {
							OR = {
								has_dynamic_modifier = {
									modifier = GER_mefo_bills_modifier
								} {
									modifier = GER_economy_of_conquest_modifier
								}
							}
						}
					}
					add_to_array = {
						array = GER.GER_seize_gold_target_states_array
						value = THIS
					}
				}
				ROOT = {
					transfer_state = PREV
					add_state_core = PREV
				}
			}
		}
		GER_seize_gold_reserves_from_polish_states_peacufully = yes
		IF = {
			limit = {
				ENG = {
					NOT = {
						is_in_faction_with = GER
					}
					has_guaranteed = POL
				}
			}
			ENG = {
				add_war_support = -0.02
			}
		} {
			limit = {
				FRA = {
					NOT = {
						is_in_faction_with = GER
					}
					has_guaranteed = POL
				}
			}
			FRA = {
				add_war_support = -0.02
			}
		}
	}
}
### Entity: Event
Component: sweden_auth.12
Constructs: is_triggered_only, limit, annex_country, every_state, is_core_of, add_compliance
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_auth.12
	title = sweden_auth.12.t
	desc = sweden_auth.12.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = sweden_auth.12.a
		SWE = {
			annex_country = {
				target = FROM
				transfer_troops = yes
			}
		}
		every_state = {
			limit = {
				is_core_of = FROM
			}
			add_compliance = 30
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_engineering_schools
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_tech_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_engineering_schools
	icon = GFX_goal_generic_production
	x = 0
	y = 1
	relative_position_id = VEN_expand_oil_industry
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	prerequisite = {
		focus = VEN_expand_oil_industry
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VEN_oil_7
			add_idea = VEN_oil_8
		}
		add_tech_bonus = {
			name = VEN_engineering_schools
			bonus = 1
			uses = 1
			category = industry
		} {
			name = VEN_engineering_schools
			bonus = 1
			uses = 1
			category = excavation_tech
		}
	}
}
### Entity: Idea
Component: EAI_DD_14/medium_plane_scout_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/medium_plane_scout_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.14
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_bolster_the_textile_industry
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_bolster_the_textile_industry
	icon = GFX_focus_CHL_enlarge_the_textile_industries
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			date = > 1937.1.1
		}
	}
	prerequisite = {
		focus = AFG_aquire_foreign_machinery
	}
	relative_position_id = AFG_aquire_foreign_machinery
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				1011
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = r56_newline available_industrial_concern
		show_ideas_tooltip = AFG_spinzar_cotton_company
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: GRE_vickers_armstrong
Constructs: has_war_with, has_dlc, research_bonus
Source: game
File: common/ideas/greece.txt

Code:
GRE_vickers_armstrong = {
	picture = vickers_armstrong_eng
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	available = {
		NOT = {
			has_war_with = ENG
		}
	}
	cost = 120
	research_bonus = {
		armor = 0.1
	}
	traits = {
		medium_tank_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: bftb_turkey.55
Constructs: is_triggered_only, add_offsite_building, add_tech_bonus, give_resource_rights
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.55
	title = bftb_turkey.55.t
	desc = bftb_turkey.55.desc
	picture = GFX_report_event_tur_inonu_diplomacy
	is_triggered_only = yes
	option = {
		name = bftb_turkey.55.a
		effect_tooltip = {
			TUR = {
				add_offsite_building = {
					type = industrial_complex
					level = 3
				}
				add_tech_bonus = {
					bonus = 1.5
					uses = 2
					category = excavation_tech
				}
			}
			add_tech_bonus = {
				bonus = 0.75
				uses = 1
				category = excavation_tech
			}
		}
		hidden_effect = {
			TUR = {
				country_event = {
					id = bftb_turkey.56
					hours = 8
				}
			}
		}
	} {
		name = bftb_turkey.55.b
		effect_tooltip = {
			TUR = {
				give_resource_rights = {
					receiver = USA
					state = 342
				}
			}
		}
		TUR = {
			country_event = {
				id = bftb_turkey.57
				hours = 8
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AExpand/doc.html

Doc:
This is the documentation page for Template:Expand. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

Expand can be used to highlight articles that need expansion.

Contents

1 Usage

2 Parameters

3 Effects

4 Updating this template

5 Examples
### Entity: Idea
Component: CHI_communist_uprisings
Constructs: has_government, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_communist_uprisings = {
	picture = FRA_scw_intervention_republicans_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {

	}
}
### Entity: Idea
Component: LAT_the_sun_shines_equally_idea
Constructs: stability_factor, removal_cost, conscription_factor, fascism_drift
Source: game
File: common/ideas/latvia.txt

Code:
LAT_the_sun_shines_equally_idea = {
	picture = LAT_the_sun_shines_equally
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.05
		stability_factor = 0.1
		fascism_drift = -0.1
	}
}
### Entity: Wiki Documentation
Construct: Mud_and_Snow
Source: wiki
File: wiki/Weather.html

Doc:
Mud and Snow[edit]
A province affected by mud.
(So, ok, there is a bit of simulation.) When it rains or snows we keep track of that (so we can show it on the map) but also to keep track of if it has gotten to extreme levels. Very high snow will affect unit movement speed, but Mud is going to increase attrition levels a lot as well as slow you down to a crawl. A smart player will try not to attack (as a wild example) The Soviet Union just as mud season begins or they might find a lot of their panzer divisions bogged down.

If the area is set up as susceptible to mud that time of year and water levels over a time period is high enough mud develops. either rain or melting snow. doesnt matter if anyone has traveled over it (remember not a super complicated simulation we'll never be able to balance)
### Entity: AI Strategy
Component: ENG_upgrade_matrouh_naval_base
Constructs: has_war_with, is_historical_focus_on, is_ai, build_building
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_upgrade_matrouh_naval_base = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		is_historical_focus_on = yes
		date = > 1941.3.1 < 1943.6.1
		has_war_with = ITA
		ITA = {
			is_ai = yes
		}
		452 = {
			any_province_building_level = {
				province = {
					id = 10061
				}
				building = naval_base
				level = < 3
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = naval_base
		target = 10061
		value = 300
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_foreign_tank_modernization_cooperation
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, has_guaranteed, cancel_if_invalid, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_foreign_tank_modernization_cooperation
	icon = GFX_focus_generic_heavy_tank
	mutually_exclusive = {
		focus = JAP_domestic_tank_modernization_program
	}
	prerequisite = {
		focus = JAP_rethink_armor_doctrine
	}
	relative_position_id = JAP_rethink_armor_doctrine
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		JAP_army_faction_is_at_least_influential = yes
		custom_trigger_tooltip = {
			tooltip = JAP_foreign_tank_modernization_cooperation_tt
			OR = {
				GER = {
					OR = {
						is_in_faction_with = ROOT
						has_guaranteed = ROOT
					}
				}
				FRA = {
					OR = {
						is_in_faction_with = ROOT
						has_guaranteed = ROOT
					}
				}
				ENG = {
					OR = {
						is_in_faction_with = ROOT
						has_guaranteed = ROOT
					}
				}
				ITA = {
					OR = {
						is_in_faction_with = ROOT
						has_guaranteed = ROOT
					}
				}
				USA = {
					OR = {
						is_in_faction_with = ROOT
						has_guaranteed = ROOT
					}
				}
				SOV = {
					OR = {
						is_in_faction_with = ROOT
						has_guaranteed = ROOT
					}
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = JAP_foreign_tank_modernization_cooperation
			bonus = 0.75
			uses = 2
			category = armor
		}
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.5
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt JAP_foreign_tank_modernization_cooperation_2_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = JAP_japanese_armor_doctrine
			add_idea = JAP_japanese_armor_doctrine_2
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_via_della_vittoria
Constructs: prerequisite, limit, completion_reward, add_building_construction, has_resistance, add_compliance
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_via_della_vittoria
	icon = GFX_goal_reichsautobahn
	prerequisite = {
		focus = ITA_litoranea_balbo
	}
	x = 0
	y = 1
	relative_position_id = ITA_litoranea_balbo
	cost = 10
	available = {
		451 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		452 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		451 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			if = {
				limit = {
					has_resistance = yes
				}
				add_compliance = 5
			}
		}
		452 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			if = {
				limit = {
					has_resistance = yes
				}
				add_compliance = 5
			}
		}
		custom_effect_tooltip = ITA_via_della_vittoria_extra_states_tt
		if = {
			limit = {
				450 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			450 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				if = {
					limit = {
						has_resistance = yes
					}
					add_compliance = 5
				}
			}
		} {
			limit = {
				449 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			449 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				if = {
					limit = {
						has_resistance = yes
					}
					add_compliance = 5
				}
			}
		} {
			limit = {
				448 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			448 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				if = {
					limit = {
						has_resistance = yes
					}
					add_compliance = 5
				}
			}
		} {
			limit = {
				665 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			665 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				if = {
					limit = {
						has_resistance = yes
					}
					add_compliance = 5
				}
			}
		} {
			limit = {
				458 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			458 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				if = {
					limit = {
						has_resistance = yes
				
# ... (truncated)
### Entity: Modifier Reference
Component: ITA_regia_aeronautica_2_alt_dynamic_modifier
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_regia_aeronautica_2_alt_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ITA_regia_aeronautica_2
	air_ace_generation_chance_factor = ITA_ra_air_ace_generation_chance_factor
	army_bonus_air_superiority_factor = ITA_ra_air_superiority_bonus_in_combat
	air_doctrine_cost_factor = ITA_ra_air_doctrine_cost_factor
	air_nav_efficiency = ITA_ra_air_nav_efficiency
	air_night_penalty = ITA_ra_air_night_penalty
	air_weather_penalty = ITA_ra_air_weather_penalty
	air_accidents_factor = ITA_ra_air_accidents_factor
	air_training_xp_gain_factor = ITA_ra_air_training_xp_gain_factor
	strategic_bomb_visibility = ITA_ra_strategic_bomb_visibility
	air_strategic_bomber_bombing_factor = ITA_ra_air_strategic_bomber_bombing_factor
	air_range_factor = ITA_ra_air_range_factor
	air_superiority_efficiency = ITA_ra_air_superiority_efficiency
	air_intercept_efficiency = ITA_ra_air_intercept_efficiency
	air_mission_xp_gain_factor = ITA_ra_air_mission_xp_gain_factor
	sp_air_intercontinental_bomber_speed_factor = ITA_ra_sp_air_intercontinental_bomber_speed_factor
	sp_air_mothership_aircraft_speed_factor = ITA_ra_sp_air_mothership_aircraft_speed_factor
	air_agility_factor = ITA_ra_air_agility_factor
	ground_attack_factor = ITA_ra_ground_attack_factor
	air_cas_present_factor = ITA_ra_air_cas_present_factor
	air_mission_efficiency = ITA_ra_air_mission_efficiency
	air_attack_factor = ITA_ra_air_attack
}
### Entity: Modding Documentation
Construct: equipment_production_surplus_management
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `equipment_production_surplus_management`
Controls what the AI produces when all their needs are already met (and it therefore doesn't need/want anymore)
```
ai_strategy = {
	type = equipment_production_surplus_management
	id = infantry_equipment  # equipment types (doesn't have to be archetypes, can also specify e.g. infantry_equipment_2)
	value = 10  # Weighed against the values of other equipment types to determine ratio of factories IF all "normal" equipment needs are already fulfilled. Be aware that very high values may interfere with the normal calculations for equipment needs.
}
```
### Entity: Event
Component: mandate_palestine.2
Constructs: is_triggered_only, ai_chance, unlock_national_focus, swap_ideas, remove_idea, add_idea
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.2
	title = mandate_palestine.2.t
	desc = mandate_palestine.2.d
	is_triggered_only = yes
	picture = GFX_r56i_generic_event_02
	option = {
		name = mandate_palestine.2.a
		ai_chance = {

		}
		unlock_national_focus = MPL_deal_with_strike
		swap_ideas = {
			remove_idea = MPL_arab_revolt_1
			add_idea = MPL_arab_revolt_3
		}
		custom_effect_tooltip = MPL_our_path
	}
}
### Entity: Idea
Component: WAF_jocelyn_percy
Source: game
File: common/ideas/catism.txt

Code:
WAF_jocelyn_percy = {
	allowed = {
		original_tag = WAF
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.35
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_country_flag, has_opinion, has_country_leader, has_same_ideology
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.35
	title = BBA_italy_interaction_events.35.t
	desc = BBA_italy_interaction_events.35.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.35.a
		ai_chance = {
			base = 50
			modifier = {
				add = 10
				has_opinion = {
					target = ITA
					value = > 70
				}
			} {
				add = 25
				ITA = {
					has_completed_focus = ITA_anglo_italian_pact
				}
			} {
				add = 15
				ITA = {
					has_country_leader = {
						character = ITA_dino_grandi
						ruling_only = yes
					}
				}
			} {
				add = 40
				ITA = {
					has_same_ideology = yes
				}
			}
		}
		effect_tooltip = {
			ITA = {
				transfer_state = 116
			}
			ENG = {
				add_offsite_building = {
					type = industrial_complex
					level = 1
				}
			}
		}
		hidden_effect = {
			set_global_flag = ITA_will_get_malta
		} {
			if = {
				limit = {
					NOT = {
						has_country_flag = ITA_italy_has_started_negotiations_flag
					}
				}
				set_country_flag = ITA_italy_has_started_negotiations_flag
			}
		}
		FRA = {
			country_event = {
				id = BBA_italy_interaction_events.36
				days = 3
				random = 6
			}
		}
	} {
		name = BBA_italy_interaction_events.35.b
		ai_chance = {
			base = 50
		}
		FRA = {
			country_event = {
				id = BBA_italy_interaction_events.36
				days = 3
				random = 6
			}
		}
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_country_flag = ITA_italy_has_started_negotiations_flag
					}
				}
				set_country_flag = ITA_italy_has_started_negotiations_flag
			}
		}
	}
}
### Entity: Event
Component: AAT_Sweden.20
Constructs: is_triggered_only, create_wargoal
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.20
	title = AAT_Sweden.20.t
	desc = AAT_Sweden.20.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AAT_Sweden.20.a
		create_wargoal = {
			type = liberate_wargoal
			target = SWE
			generator = {
				144
			}
		}
	}
}
### Entity: Character
Component: MEX_francisco_mugica
Source: game
File: common/characters/MEX.txt

Code:
MEX_francisco_mugica = {
	name = MEX_francisco_mugica
	portraits = {
		civilian = {
			large = GFX_portrait_MEX_francisco_mugica
		}
	}
}