Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: por_focus
Component: POR_reopen_the_national_propaganda_secretariat
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, add_political_power, has_dlc, has_intelligence_agency
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_reopen_the_national_propaganda_secretariat
	prerequisite = {
		focus = POR_consolidate_the_revolution
	}
	icon = GFX_goal_crush_resistance
	cost = 6
	x = 1
	y = 1
	relative_position_id = POR_consolidate_the_revolution
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			add_political_power = 70
			create_intelligence_agency = {
				name = POR_direcao_geral_de_seguranca
				icon = GFX_intelligence_agency_logo_generic_9
			}
		} {
			limit = {
				has_idea = POR_NKVD_activity
			}
			remove_ideas = POR_NKVD_activity
			custom_effect_tooltip = CHL_skip_one_line_tt
		}
		else_if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			add_political_power = 70
			add_tech_bonus = {
				name = POR_reopen_the_national_propaganda_secretariat
				bonus = 1.0
				uses = 2
				category = decryption_tech computing_tech
			}
		}
		else = {
			add_political_power = 90
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_ideas = POR_general_directorate_of_securty_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Decision
Component: JAP_the_propaganda_department_decisions
Constructs: has_completed_focus, every_owned_state, limit, add_ideas, remove_ideas, has_government, has_war_with, has_country_flag
Source: game
File: common/decisions/JAP.txt

Code:
JAP_the_propaganda_department_decisions = {
	JAP_estabish_contact_with_thubten_kumphela_decision = {
		priority = 15
		icon = GFX_decision_generic_political_discourse
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = JAP
		}
		visible = {
			has_completed_focus = JAP_an_expedition_to_tibet
			OR = {
				has_government = neutrality fascism
			}
			TIB = {
				exists = yes
				is_subject = no
				NOT = {
					has_government = fascism
				}
			}
		}
		available = {

		}
		cost = 50
		cancel_trigger = {

		}
		cancel_effect = {

		}
		modifier = {

		}
		complete_effect = {
			TIB = {
				country_event = {
					id = SEA_japan_foreign_policy.24
					hours = 12
					random_hours = 24
				}
			}
			effect_tooltip = {
				TIB = {
					add_stability = -0.03
					add_popularity = {
						ideology = fascism
						popularity = 0.05
					}
				}
			}
			hidden_effect = {
				set_country_flag = JAP_approached_the_tibet_impr_party_flag
			}
		}
		fire_only_once = yes
		remove_effect = {

		}
	}
	JAP_estabish_a_trongdra_regiment_in_exile = {
		priority = 14
		icon = GFX_decision_generic_protection
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = JAP
		}
		visible = {
			has_completed_focus = JAP_an_expedition_to_tibet
			OR = {
				has_government = neutrality fascism
			}
			TIB = {
				exists = yes
				is_subject = no
				NOT = {
					has_government = fascism
				}
			}
		}
		available = {
			has_country_flag = JAP_approached_the_tibet_impr_party_flag
		}
		cost = 25
		cancel_trigger = {

		}
		cancel_effect = {

		}
		modifier = {

		}
		complete_effect = {
			TIB = {
				country_event = {
					id = SEA_japan_foreign_policy.25
					hours = 12
					random_hours = 24
				}
			}
			effect_tooltip = {
				TIB = {
					add_manpower = -500
					add_stability = -0.1
					add_popularity = {
						ideology = fascism
						popularity = 0.1
					}
				}
			}
			hidden_effect = {
				set_country_flag = JAP_militarized_the_tibet_impr_party_flag
			}
		}
		fire_only_once = yes
		remove_effect = {

		}
	}
	JAP_influence_tibetan_people_decision = {
		priority = 10
		icon = GFX_decision_eng_propaganda_campaigns
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = JAP
		}
		visible = {
			has_completed_focus = JAP_an_expedition_to_tibet
			OR = {
				has_government = neutrality fascism
			}
			TIB = {
				exists = yes
				is_subject = no
				NO
# ... (truncated)
### Entity: Event
Component: soviet.30
Constructs: is_triggered_only, ai_chance, has_country_flag, is_claimed_by, is_owned_by, set_country_flag
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.30
	title = soviet.30.t
	desc = soviet.30.d
	picture = GFX_report_event_stalin_propaganda
	is_triggered_only = yes
	trigger = {
		tag = SOV
		FROM = {
			tag = ROM
		}
		NOT = {
			has_country_flag = bessarabia_demand
		}
		78 = {
			is_claimed_by = SOV
			is_owned_by = ROM
		}
	}
	immediate = {
		set_country_flag = bessarabia_demand
	}
	option = {
		name = soviet.30.a
		ROM = {
			country_event = {
				days = 2
				id = romania.1
			}
		}
	} {
		name = soviet.30.b
		ai_chance = {
			factor = 0
		}
	}
}
### Entity: AI Strategy
Component: EAI_ITA_dont_invade_NOR
Constructs: has_global_flag
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_dont_invade_NOR = {
	allowed = {
		tag = ITA
	}
	enable = {
		has_global_flag = EAI_GER_blitz_denmark_365d
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = NOR
		value = -5000
	} {
		type = front_unit_request
		value = -200
		tag = NOR
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Constructs: has_completed_focus, limit, add_ideas, remove_ideas, has_country_flag, add_political_power, clr_country_flag, set_country_flag
Source: game
File: common/scripted_guis/r56_sg_LUX_ministries.txt

Code:
scripted_gui = {
	LUX_ministries_scripted_gui = {
		window_name = LUX_ministries
		context_type = decision_category
		effects = {
			LUX_minister_economics_button_empty_click = {
				if = {
					limit = {
						has_country_flag = LUX_minister_economics_button_empty_clicked
					}
					clr_country_flag = LUX_minister_economics_button_empty_clicked
				}
				else = {
					set_country_flag = LUX_minister_economics_button_empty_clicked
					clr_country_flag = LUX_minister_interior_button_empty_clicked LUX_minister_foreign_button_empty_clicked LUX_minister_labour_button_empty_clicked LUX_minister_army_button_empty_clicked
				}
			}
			LUX_minister_economics_button_PD_selected_click = {
				if = {
					limit = {
						NOT = {
							has_completed_focus = LUX_finalise_government_formation
						}
					}
					if = {
						limit = {
							has_country_flag = LUX_minister_economics_button_empty_clicked
						}
						clr_country_flag = LUX_minister_economics_button_empty_clicked
					}
					else = {
						set_country_flag = LUX_minister_economics_button_empty_clicked
						clr_country_flag = LUX_minister_interior_button_empty_clicked LUX_minister_foreign_button_empty_clicked LUX_minister_labour_button_empty_clicked LUX_minister_army_button_empty_clicked
					}
				}
			}
			LUX_minister_economics_button_PRL_selected_click = {
				if = {
					limit = {
						NOT = {
							has_completed_focus = LUX_finalise_government_formation
						}
					}
					if = {
						limit = {
							has_country_flag = LUX_minister_economics_button_empty_clicked
						}
						clr_country_flag = LUX_minister_economics_button_empty_clicked
					}
					else = {
						set_country_flag = LUX_minister_economics_button_empty_clicked
						clr_country_flag = LUX_minister_interior_button_empty_clicked LUX_minister_foreign_button_empty_clicked LUX_minister_labour_button_empty_clicked LUX_minister_army_button_empty_clicked
					}
				}
			}
			LUX_minister_economics_button_LSAP_selected_click = {
				if = {
					limit = {
						NOT = {
							has_completed_focus = LUX_finalise_government_formation
						}
					}
					if = {
						limit = {
							has_country_flag = LUX_minister_economics_button_empty_clicked
						}
						clr_country_flag = LUX_minister_economics_button_empty_clicked
					}
					else = {
						set_country_flag = LUX_minister_economics_button_empty_clicked
						clr_country_flag = LUX_mi
# ... (truncated)
### Entity: Military Industrial Organization
Component: generic_armored_car_organization
Constructs: has_dlc, equipment_bonus, build_cost_ic, maximum_speed, production_bonus
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_armored_car_organization = {
	icon = GFX_idea_generic_tank_manufacturer_1
	allowed = {
		always = no
		has_dlc = La Resistance
	}
	equipment_type = {
		armored_car_equipment
	}
	research_categories = {
		cat_armored_cars
	}
	tree_header_text = {
		text = mio_header_design_and_production
		x = 3
	} {
		text = mio_header_equipment_and_specialization
		x = 7
	}
	initial_trait = {
		name = generic_mio_initial_trait_armored_car_manufacturer
		equipment_bonus = {
			armor_value = 0.05
			defense = 0.05
			build_cost_ic = -0.05
		}
	}
	trait = {
		token = generic_mio_trait_simplified_suspension
		name = generic_mio_trait_simplified_suspension
		icon = GFX_generic_mio_trait_icon_reliability
		equipment_bonus = {
			reliability = 0.05
		}
		position = {
			x = 1
			y = 0
		}
	} {
		token = generic_mio_trait_crew_ergonomics
		name = generic_mio_trait_crew_ergonomics
		icon = GFX_generic_mio_trait_icon_defense
		equipment_bonus = {
			maximum_speed = 0.02
			defense = 0.02
		}
		position = {
			x = 4
			y = 0
		}
		relative_position_id = generic_mio_trait_simplified_suspension
	} {
		token = generic_mio_trait_reinforced_wheels
		name = generic_mio_trait_reinforced_wheels
		icon = GFX_generic_mio_department_icon_armored_car_engine
		any_parent = {
			generic_mio_trait_simplified_suspension
		}
		equipment_bonus = {
			reliability = 0.05
			maximum_speed = 0.05
		}
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_simplified_suspension
	} {
		token = generic_mio_trait_command_upgrades
		name = generic_mio_trait_command_upgrades
		icon = GFX_generic_mio_trait_icon_breakthrough
		any_parent = {
			generic_mio_trait_crew_ergonomics
		}
		equipment_bonus = {
			breakthrough = 0.05
		}
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_crew_ergonomics
	} {
		token = generic_mio_trait_standardized_components
		name = generic_mio_trait_standardized_components
		icon = GFX_generic_mio_department_icon_armored_car_line_efficiency
		all_parents = {
			generic_mio_trait_simplified_suspension generic_mio_trait_crew_ergonomics
		}
		position = {
			x = 2
			y = 1
		}
		relative_position_id = generic_mio_trait_simplified_suspension
		production_bonus = {
			production_efficiency_gain_factor = 0.15
			production_resource_need_factor = -0.15
		}
	} {
		token = generic_mio_trait_improved_tooling
		name = generic_mio_trait_
# ... (truncated)
### Entity: AI Strategy
Component: EAI_ENG_avoid_FRA_during_blitz
Constructs: has_global_flag, is_ai
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_avoid_FRA_during_blitz = {
	allowed = {
		tag = ENG
	}
	enable = {
		has_global_flag = EAI_GER_blitz_france_365d
		GER = {
			is_ai = yes
		}
		ITA = {
			is_ai = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		value = -80
		strategic_region = 5 19 20 208 7 21
	}
}
### Entity: Idea
Component: CHI_anti_kmt_propaganda
Constructs: has_completed_focus, has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_anti_kmt_propaganda = {
	picture = eng_a_change_in_course
	removal_cost = -1
	cancel = {
		has_government = neutrality
		NOT = {
			has_completed_focus = CHI_fire_the_flames_of_islam
		}
	}
	modifier = {
		political_power_factor = -0.05
		neutrality_drift = -0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_develop_a_functioning_airforce
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_develop_a_functioning_airforce
	icon = GFX_focus_SMB_purchase_aircraft
	available = {

	}
	prerequisite = {
		focus = INS_subsidize_laskar_armament
	}
	mutually_exclusive = {
		focus = INS_increase_laskar_funding
	}
	x = -1
	y = 1
	relative_position_id = INS_subsidize_laskar_armament
	cost = 10
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		air_experience = 75
		add_tech_bonus = {
			name = INS_develop_a_functioning_airforce
			bonus = 1.0
			uses = 2
			category = air_equipment
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				impassable = no
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_a_new_union
Constructs: prerequisite, has_war, limit, has_government, completion_reward, is_subject, has_civil_war, is_subject_of
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_a_new_union
	icon = GFX_goal_generic_more_territorial_claims
	x = 0
	y = 1
	relative_position_id = LIE_support_habsburg_restoration
	cost = 10
	prerequisite = {
		focus = LIE_support_habsburg_restoration
	}
	available = {
		is_subject = no
		has_war = no
		AUS = {
			has_civil_war = no
			OR = {
				is_subject_of = ROOT
				has_government = neutrality
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				AUS = {
					is_subject_of = ROOT
				}
			}
			annex_country = {
				target = AUS
				transfer_troops = yes
			}
			AUS = {
				every_unit_leader = {
					set_nationality = LIE
				}
			}
			every_state = {
				limit = {
					is_core_of = AUS
				}
				add_core_of = ROOT
			}
		}
		else = {

		}
	}
}
### Entity: Order of Battle
Component: air_wing_275
Source: game
File: history/units/SAF_1939_air_bba.txt

Code:
air_wings = {
	275 = {
		small_plane_airframe_0 = {
			owner = SAF
			amount = 45
			creator = ENG
			version_name = Hawker Fury
		}
		small_plane_airframe_1 = {
			owner = SAF
			creator = ENG
			amount = 30
			version_name = Hawker Hurricane
		}
		small_plane_naval_bomber_airframe_0 = {
			owner = SAF
			amount = 12
			creator = ENG
			version_name = Vickers Vildebeest
		}
		medium_plane_airframe_0 = {
			owner = SAF
			creator = GER
			version_name = Ju 86
			amount = 12
		}
	}
}
### Entity: Idea
Component: idea_SIA_seri_thai_contacts
Constructs: has_dlc, removal_cost, democratic_drift
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_seri_thai_contacts = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_spy_political
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		experience_gain_army_factor = 0.15
		democratic_drift = 0.1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_petition_league_of_nations
Constructs: prerequisite, has_war, limit, remove_ideas, has_government, has_country_flag, add_stability, completion_reward
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_petition_league_of_nations
	icon = GFX_goal_CZE_petition_league_of_nations
	prerequisite = {
		focus = CZE_sudetenland_autonomy
	}
	available = {
		country_exists = ENG FRA
		has_government = democratic
		has_war = no
		GER = {
			NOT = {
				has_country_flag = sudetenland_acquired
			}
		}
	}
	allow_branch = {
		NOT = {
			has_country_flag = hide_interwar_diplomacy
		}
	}
	bypass = {
		OR = {
			AND = {
				GER = {
					has_country_flag = sudetenland_acquired
				}
				custom_trigger_tooltip = {
					tooltip = CZE_join_allies_tt
					OR = {
						ENG = {
							is_in_faction_with = CZE
						}
						FRA = {
							is_in_faction_with = CZE
						}
					}
				}
			}
			if = {
				limit = {
					OR = {
						ENG = {
							is_ai = no
						}
						FRA = {
							is_ai = no
						}
					}
				}
				AND = {
					ENG = {
						is_ai = no
					}
					FRA = {
						is_ai = no
					}
				}
			}
		}
	}
	x = 33
	y = 5
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		country_event = {
			id = CZE.438
			days = 1
		}
		custom_effect_tooltip = report_reward CZE_petition_league_of_nations_tooltip_reward
		if = {
			limit = {
				has_idea = CZE_divided_nation
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
			add_political_power = -50
			add_stability = -0.05
			swap_ideas = {
				remove_idea = CZE_divided_nation
				add_idea = CZE_divided_nation_2
			}
		} {
			limit = {
				has_idea = CZE_divided_nation_2
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
			add_political_power = -50
			add_stability = -0.5
			remove_ideas = CZE_divided_nation_2
		}
	}
}
### Entity: Idea
Component: ETH_conservative_high_command_idea
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_conservative_high_command_idea = {
	picture = ETH_conservative_high_command
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_infantry_attack_factor = 0.1
		land_doctrine_cost_factor = 0.5
		research_speed_factor = -0.15
		max_command_power_mult = -0.25
	}
}
### Entity: Event
Component: DOD_yugoslavia.503
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.503
	title = DOD_yugoslavia.503.t
	desc = DOD_yugoslavia.503.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = DOD_yugoslavia.503.a
		add_opinion_modifier = {
			target = FROM
			modifier = small_decrease
		}
	}
}
### Entity: Idea
Component: CZE_skoda_tanks_focus_optimization_1_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, maximum_speed, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_tanks_focus_optimization_1_idea = {
	name = CZE_skoda_tanks_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		armor = 0.02
	}
	equipment_bonus = {
		light_tank_chassis = {
			armor_value = 0.02
			maximum_speed = 0.02
			instant = yes
		}
		medium_tank_chassis = {
			armor_value = 0.02
			reliability = 0.02
			instant = yes
		}
		heavy_tank_chassis = {
			armor_value = 0.02
			breakthrough = 0.02
			instant = yes
		}
		train_equipment = {
			build_cost_ic = 0.02
			instant = yes
		}
	}
	modifier = {
		tank_manufacturer_cost_factor = -0.02
		production_speed_arms_factory_factor = 0.02
		production_speed_industrial_complex_factor = -0.02
		production_factory_efficiency_gain_factor = 0.02
		equipment_conversion_speed = -0.02
		truck_attrition_factor = 0.02
		factory_energy_consumption = 0.02
	}
}
### Entity: Music Config
Component: base_music/battle_of_okinawa
Constructs: has_war_with, has_war
Source: game
File: music/ncns_songs.txt

Code:
music = {
	song = battle_of_okinawa
	chance = {
		base = 1
		modifier = {
			factor = 0.05
			NOT = {
				original_tag = JAP
			}
		} {
			factor = 5
			original_tag = JAP
			has_war = yes
		} {
			factor = 10
			has_war_with = JAP
		}
	}
}
### Entity: Idea
Component: EAI_DD_1/heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Technology
Component: armored_car_at_upgrade
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	enable_equipments = {
		armored_car_at_equipment
	}
	research_cost = 1
	start_year = 1942
	sub_tech_index = 1
	categories = {
		motorized_equipment armor armored_cars_tech armor_variant_tech
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_establish_trade_relationships
Constructs: prerequisite, limit, every_country, add_opinion_modifier, completion_reward, is_on_continent, add_to_variable
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_establish_trade_relationships
	icon = GFX_goal_generic_positive_trade_relations
	relative_position_id = CHL_dissolve_covensa
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_dissolve_covensa
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		every_country = {
			limit = {
				capital_scope = {
					is_on_continent = south_america
				}
			}
			add_opinion_modifier = {
				target = CHL
				modifier = chilean_trade_deals_opinion_modifier
			}
		}
		custom_effect_tooltip = CHL_modify_chilean_economy_ns_intro
		add_to_variable = {
			CHL_economy_local_resources_factor = 0.05
			tooltip = local_resources_factor_tt
		} {
			CHL_economy_min_export_factor = 0.15
			tooltip = min_export_tt
		}
	}
}
### Entity: Event
Component: new_ger.32
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.32
	title = new_ger.32.t
	desc = new_ger.32.d
	picture = GFX_report_event_soviet_german_soldier_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.32.a
		custom_effect_tooltip = GER_sov_join_war_tt
		FROM = {
			country_event = new_ger.31
		}
	} {
		name = new_ger.32.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = CHI_warlords.19
		}
	}
}
### Entity: Character
Component: INS_federal_parliament
Constructs: war_support_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
INS_federal_parliament = {
	random = no
	sprite = 14
	economy_cost_factor = 0.2
	mobilization_laws_cost_factor = 0.2
	democratic_drift = 0.04
	war_support_factor = 0.1
	surrender_limit = 0.75
	subjects_autonomy_gain = -0.5
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Cooperation_with_the_Princes
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Cooperation_with_the_Princes
	icon = GFX_goal_generic_aristocratic_cooperation
	cost = 10
	prerequisite = {
		focus = RAJ_Reform_the_Colonial_Economy
	}
	ai_will_do = {
		factor = 5
	}
	x = 3
	y = 1
	relative_position_id = RAJ_Reform_the_Colonial_Economy
	completion_reward = {
		add_ideas = RAJ_Princely_Cooperation_0
		random_owned_controlled_state = {
			limit = {
				prince_state_enable = yes
			}
			prioritize = {
				427 428
			}
			add_extra_state_shared_building_slots = 2
		} {
			limit = {
				prince_state_enable = yes
			}
			prioritize = {
				441 433
			}
			add_extra_state_shared_building_slots = 2
		} {
			limit = {
				prince_state_enable = yes
			}
			prioritize = {
				426 444
			}
			add_extra_state_shared_building_slots = 1
		}
	}
}
### Entity: Character
Component: the_dean_of_mexican_marxism
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
the_dean_of_mexican_marxism = {
	random = no
	stability_factor = 0.05
	industrial_capacity_factory = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_foreign_currency_exchange
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_foreign_currency_exchange
	icon = GFX_focus_generic_self_management
	x = 0
	y = 1
	relative_position_id = SIA_mechanization_of_agriculture
	prerequisite = {
		focus = SIA_mechanization_of_agriculture
	}
	cost = 5
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_SIA_bank_of_siam
			add_idea = idea_SIA_bank_of_siam_2
		}
	}
}