Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: BBA_italo_ethiopian_war_events.01
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, has_war_with, fire_only_once, has_country_leader
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
unit_leader_event = {
	id = BBA_italo_ethiopian_war_events.01
	title = BBA_italo_ethiopian_war_events.01.t
	desc = BBA_italo_ethiopian_war_events.01.desc
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			ITA_missiolinis_initialize_missiolinis_system = yes
			ITA_missiolinis_initialize_new_mission_effect = yes yes
		}
	}
	trigger = {
		has_war_with = ETH
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	option = {
		name = BBA_italo_ethiopian_war_events.01.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				NOT = {
					has_government = fascism
				}
			}
		}
		set_variable = {
			ETH.ETH_hold_the_north_time = 120
		} {
			ETH.ETH_hold_the_south_time = 120
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			ETH = {
				set_country_flag = italian_major_offensive_against_ethiopia_flag
			}
			custom_effect_tooltip = ITA_war_escalation_inc_tt
			add_to_variable = {
				ETH.ETH_war_escalation_level = 1
			}
			hidden_effect = {
				ETH = {
					activate_mission = ETH_hold_the_north_mission
				} {
					activate_mission = ETH_hold_the_south_mission
				}
			}
		}
		set_country_flag = ITA_missiolinis_active_flag
		hidden_effect = {
			ITA = {
				activate_mission = ITA_conquer_the_north_mission ITA_conquer_the_south_mission
				add_ideas = ITA_aggressive_policy_in_ethiopia
			}
		}
		add_timed_idea = {
			idea = ITA_offensive_in_ethiopia
			days = 180
		}
		ETH = {
			add_timed_idea = {
				idea = ETH_italian_offensive_idea
				days = 180
			}
		} {
			country_event = {
				id = BBA_italo_ethiopian_war_events.02
				hours = 1
			}
		}
	} {
		name = BBA_italo_ethiopian_war_events.01.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		set_variable = {
			ETH.ETH_hold_the_north_time = 180
		} {
			ETH.ETH_hold_the_south_time = 180
		}
		hidden_effect = {
			ETH = {
				activate_mission = ETH_hold_the_north_mission
			} {
				activate_mission = ETH_hold_the_south_mission
			}
			ITA = {
				activate_mission = ITA_conquer_the_north_mission
			} {
				activate_mission = ITA_conquer_the_south_mission
			}
		}
		add_timed_idea = {
			idea = ITA_logistics_in_ethiopia
			days = 240
		}
		ETH = {
			country_event = {
				id = BBA_italo_ethiopian_war_events.02
				hours = 1
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_demand_secular_education
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_demand_secular_education
	icon = GFX_goal_generic_liberty
	relative_position_id = ISR_mapai
	x = -3
	y = 1
	prerequisite = {
		focus = ISR_mapai
	}
	mutually_exclusive = {
		focus = ISR_appease_religious
	}
	cost = 3
	completion_reward = {
		custom_effect_tooltip = ISR_moderately_strengthen_mapai
		add_to_variable = {
			ISR_mapai_max_seats = 2
		} {
			ISR_mapai_min_seats = 3
		}
	}
}
### Entity: Country History
Country: XSM
Component: XSM_misc
Constructs: recruit_character, limit, add_ideas, set_technology, add_political_power, set_variable, has_dlc, set_oob
Source: game
File: history/countries/XSM - Xibei San Ma.txt

Code:
# Misc for XSM
capital = 754
set_variable = {
	XSM_the_military_governor_army_core_attack_factor = 0
}
{
	XSM_the_military_governor_supply_combat_penalties_on_core_factor = 0
}
{
	XSM_the_military_governor_stability_factor = 0
}
{
	XSM_the_military_governor_war_support_factor = 0
}
{
	CHI_warlord_army_political_power_gain = 0
}
{
	CHI_warlord_army_army_core_attack_factor = 0
}
{
	CHI_warlord_army_army_core_defence_factor = 0
}
{
	CHI_warlord_army_production_speed_buildings_factor = 0
}
{
	CHI_warlord_army_army_infantry_attack_factor = 0
}
{
	CHI_warlord_army_army_infantry_defence_factor = 0
}
{
	CHI_warlord_army_special_forces_cap = 0
}
{
	CHI_warlord_army_special_forces_out_of_supply_factor = 0
}
{
	warlord_faction_influence_war_score_factor = 0
}
{
	warlord_faction_influence_contribution_factor = 0
}
{
	RNG_state_shintoism_surrender_limit = 0
}
{
	RNG_state_shintoism_war_support_factor = 0
}
{
	RNG_state_shintoism_pocket_penalty = 0
}
{
	RNG_state_shintoism_stability_factor = 0
}
{
	RNG_state_shintoism_army_core_defence_factor = 0
}
{
	RNG_state_shintoism_research_speed_factor = 0
}
{
	RNG_state_shintoism_recruitable_population_factor = 0
}
{
	RNG_state_shintoism_political_power_gain = 0
}
{
	CHI_ma_clique_collective_cavalry_attack_factor = 0.05
}
{
	CHI_ma_clique_collective_political_power_factor = 0
}
{
	CHI_ma_clique_collective_production_speed_infrastructure_factor = 0
}
{
	CHI_ma_clique_collective_conscription_factor = 0
}
{
	CHI_ma_clique_collective_cavalry_defence_factor = 0
}
{
	CHI_ma_clique_collective_army_core_defence_factor = 0
}
IF = {
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	set_oob = XSM_1936_sea
	else = {
		set_oob = XSM_1936
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	set_cosmetic_tag = united_ma_clique_tag
}
{
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	recruit_character = QHM_ma_lin GSM_ma_yuanxiang XSM_wang_jingzhai XSM_han_youwen XSM_han_yimu
	set_technology = {
		gw_artillery = 1
	}
	add_ideas = {
		CHI_warlord_looting_idea
	}
	add_dynamic_modifier = {
		modifier = CHI_ma_clique_collective
	}
	ELSE = {
		recruit_character = XSM_ma_hongbin XSM_ma_buqing XSM_ma_hongkui
	}
}
set_grand_doctrine = mass_assault
if = {
	limit = {
		has_dlc = Waking the Tiger
	}
	add_ideas = {
		PRC_government_corruption CHI_ineffective_bureaucracy_warlord CHI_warlord_state_idea
	}
}
1939.1.1 = {
	add_
# ... (truncated)
### Entity: Scripted Effect
Component: SWI_increase_militia_cap
Constructs: division_template, set_temp_variable, add_to_temp_variable, set_division_template_cap, add_to_variable
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_increase_militia_cap = {
	effect_tooltip = {
		set_temp_variable = {
			SWI_new_militia_cap_for_tooltip = SWI_militia_division_cap
		}
		add_to_temp_variable = {
			SWI_new_militia_cap_for_tooltip = SWI_militia_cap_increase
		}
		set_division_template_cap = {
			division_template = Swiss Citizen Militia
			division_cap = SWI_new_militia_cap_for_tooltip
		}
	}
	hidden_effect = {
		add_to_variable = {
			SWI_militia_division_cap = SWI_militia_cap_increase
		}
		clamp_variable = {
			var = SWI_militia_division_cap
			min = 0
			max = SWI_max_militia_division_cap
		}
		set_division_template_cap = {
			division_template = Swiss Citizen Militia
			division_cap = SWI_militia_division_cap
		}
	}
}
### Entity: Decision
Component: PER_integrate_anatolia_decisions_category
Constructs: has_completed_focus, has_country_flag, fire_only_once, is_core_of, is_owned_and_controlled_by, complete_effect, set_country_flag, remove_effect
Source: game
File: common/decisions/PER.txt

Code:
PER_integrate_anatolia_decisions_category = {
	PER_core_conquered_state = {
		icon = GFX_decision_generic_form_nation
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = PER
		}
		available = {
			has_completed_focus = PER_reintegrate_anatolia
			NOT = {
				has_country_flag = PER_state_coring_flag
			}
		}
		visible = {
			has_completed_focus = PER_reintegrate_anatolia
		}
		state_target = any_owned_state
		target_trigger = {
			FROM = {
				impassable = no
				AND = {
					is_core_of = TUR
					NOT = {
						is_core_of = ROOT
					}
					is_owned_and_controlled_by = ROOT
				}
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 75
		fire_only_once = yes
		days_remove = 35
		modifier = {
			political_power_factor = -0.15
		}
		complete_effect = {
			hidden_effect = {
				set_country_flag = PER_state_coring_flag
			}
		}
		remove_effect = {
			hidden_effect = {
				clr_country_flag = PER_state_coring_flag
			}
			FROM = {
				add_core_of = ROOT
			}
		}
	}
}
### Entity: Scripted Trigger
Component: r56_is_caribbean_country
Source: game
File: common/scripted_triggers/r56_scripted_triggers.txt

Code:
r56_is_caribbean_country = {
	custom_trigger_tooltip = {
		tooltip = r56_is_caribbean_country
		capital_scope = {
			OR = {
				state = 994 315 690 693 689 318 319 686 972 694 308 692 691 1079 1080 1081 1082 1083 1084 1085
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_stealth_upgrades
Constructs: prerequisite, completion_reward, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_stealth_upgrades
	icon = GFX_goal_navy_schematics
	prerequisite = {
		focus = ISR_Submarine
	}
	relative_position_id = ISR_Submarine
	x = 0
	y = 1
	cost = 8
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1
			uses = 1
			technology = basic_submarine_snorkel improved_submarine_snorkel
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: r56_iraq_faction.1
Constructs: is_triggered_only, ai_chance, add_to_faction, add_ai_strategy
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = r56_iraq_faction.1
	title = r56_iraq_faction.1.t
	desc = r56_iraq_faction.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = r56_iraq_faction.1.a
		ai_chance = {
			base = 90
		}
		IRQ = {
			add_to_faction = SAU
		}
		SAU = {
			add_ai_strategy = {
				type = alliance
				id = IRQ
				value = 200
			}
			IRQ = {
				country_event = {
					days = 1
					id = r56_iraq_faction.2
				}
			}
		}
	} {
		name = r56_iraq_faction.1.b
		ai_chance = {
			base = 10
		}
		IRQ = {
			country_event = {
				days = 1
				id = r56_iraq_faction.3
			}
		}
	}
}
### Entity: Unit Leader
Component: demoted
Source: game
File: common/unit_leader/00_traits.txt

Code:
demoted = {
	type = all
	trait_type = status_trait
	attack_skill = -1
	defense_skill = -1
	logistics_skill = -1
	planning_skill = -1
}
### Entity: Character
Component: CHI_song_zheyuan
Constructs: has_dlc
Source: game
File: common/characters/XIC.txt

Code:
CHI_song_zheyuan = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = CHI_song_zheyuan
		portraits = {
			army = {
				small = GFX_portrait_CHI_song_zheyuan_small
				large = GFX_portrait_CHI_song_zheyuan
			}
		}
		corps_commander = {
			traits = {
				infantry_leader war_hero
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
		}
		country_leader = {
			ideology = military_junta
			expire = 1965.1.1.1
			id = -1
			traits = {
				CHI_the_northern_bastion_trait
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = CHI_song_zheyuan
		portraits = {
			army = {
				small = GFX_idea_generic_army_asia_7
				large = gfx/leaders/CHI/KX_portrait_SND_song_zheyuan.dds
			}
		}
		corps_commander = {
			traits = {
				infantry_leader war_hero
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
		}
		country_leader = {
			ideology = military_junta
			expire = 1965.1.1.1
			id = -1
			traits = {
				CHI_the_northern_bastion_trait
			}
		}
	}
}
### Entity: Event
Component: austria.37
Constructs: is_triggered_only, set_autonomy, add_to_variable
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.37
	title = austria.37.t
	desc = austria.37.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = austria.37.a
		effect_tooltip = {
			AUS = {
				set_autonomy = {
					target = CZE
					autonomy_state = autonomy_protectorate
					end_civil_wars = no
					end_wars = no
				}
			}
		}
		custom_effect_tooltip = AUS_gain_2_fund
		add_to_variable = {
			AUS_industrial_funds = 2
		}
	}
}
### Entity: Modding Documentation
Construct: compare_to_last_checksum
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## compare_to_last_checksum

Compare current checksum with the most recent dump
### Entity: Event
Component: SEA_PRC_misc_events.6
Constructs: fire_only_once, add_political_power, has_dlc
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_misc_events.6
	title = SEA_PRC_misc_events.6.t
	desc = SEA_PRC_misc_events.6.desc
	picture = GFX_report_event_PRC_edgar_snow
	trigger = {
		original_tag = PRC
		date = > 1937.2.13
		has_dlc = No Compromise, No Surrender
	}
	mean_time_to_happen = {
		days = 1
	}
	fire_only_once = yes
	option = {
		name = SEA_PRC_misc_events.6.a
		add_political_power = 25
	}
}
### Entity: Event
Component: kmt.346
Constructs: is_triggered_only, limit, is_ai, create_faction, add_to_faction, annex_country
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.346
	title = kmt.346.t
	desc = kmt.346.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = kmt.346.a
		effect_tooltip = {
			if = {
				limit = {
					PRC = {
						is_ai = no
					}
				}
				create_faction = KMT_united_chinese_gov
				add_to_faction = FROM
				else = {
					annex_country = {
						target = FROM
					}
				}
			}
		}
	}
}
### Entity: Character
Component: ECU_aurelio_mosquera
Source: game
File: common/characters/ECU.txt

Code:
ECU_aurelio_mosquera = {
	name = Aurelio Mosquera
	portraits = {
		civilian = {
			large = GFX_portrait_Aurelio_Mosquera
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Character
Component: RKK_arno_schickedanz
Source: game
File: common/characters/RKK.txt

Code:
RKK_arno_schickedanz = {
	name = RKK_arno_schickedanz
	portraits = {
		civilian = {
			large = GFX_portrait_GER_arno_schickedanz
			small = GFX_portrait_GER_arno_schickedanz_small
		}
	}
	country_leader = {
		ideology = nazism
		traits = {
			GER_reichskommissar_trait
		}
		expire = 1987.1.1.1
		id = -1
	}
}
### Entity: Event
Component: ww_congo.67
Constructs: is_triggered_only, ai_chance, add_ideas, fire_only_once, add_breakthrough_progress
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.67
	title = ww_congo.67.t
	desc = ww_congo.67.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = ww_congo.67.a
		ai_chance = {
			base = 100
		}
		add_ideas = COG_uranium_development_trust_member_ns
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.25
		}
		FROM = {
			country_event = {
				id = ww_congo.68
				hours = 12
			}
			effect_tooltip = {
				add_breakthrough_progress = {
					specialization = specialization_nuclear
					value = 0.15
				}
			}
		}
	} {
		name = ww_congo.67.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = ww_congo.69
				hours = 12
			}
		}
	}
}
### Entity: Idea
Component: ARG_social_welfare_fund_ns
Constructs: has_completed_focus, stability_factor, democratic_drift
Source: game
File: common/ideas/argentina.txt

Code:
ARG_social_welfare_fund_ns = {
	picture = ARG_social_welfare_fund_ns
	allowed = {
		original_tag = ARG
		has_completed_focus = ARG_social_welfare_fund
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		stability_factor = 0.05
		democratic_drift = 0.03
		consumer_goods_factor = 0.02
	}
}
### Entity: Event
Component: SEA_PRC_faction_events.52
Constructs: is_triggered_only
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.52
	title = SEA_PRC_faction_events.52.t
	desc = SEA_PRC_faction_events.52.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_PRC_faction_events.52.a
		effect_tooltip = {
			leave_faction = FROM
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Changing_Times
Constructs: has_completed_focus, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Changing_Times
	icon = GFX_goal_changing_times
	cost = 2
	ai_will_do = {
		factor = 20
	}
	available = {
		den_cancel_intro_trigger = yes
	}
	cancel = {
		has_completed_focus = DEN_King_Christian_Coup
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = 11
	y = 0
	completion_reward = {
		add_political_power = 25
		country_event = {
			id = denmark.1
			hours = 2
		}
	}
}
### Entity: Idea
Component: EAI_HARD/heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_executive_order
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_executive_order
	icon = GFX_focus_generic_university_3
	prerequisite = {
		focus = PHI_the_agricultural_tenancy_act
	}
	relative_position_id = PHI_the_agricultural_tenancy_act
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_research_slot = 1
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = PHI_rafael_palma
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Raid
Component: dam_bombing_raid
Constructs: limit, has_war_with, has_country_flag, has_dlc, is_in_faction_with, is_special_project_completed, add_dynamic_modifier, set_country_flag
Source: game
File: common/raids/air_raids.txt

Code:
dam_bombing_raid = {
	days_to_prepare = 45
	category = air_raids
	command_power = 20
	ai_will_do = {
		base = 1
		modifier = {
			factor = 3
			original_tag = ENG
		}
	}
	allowed = {
		has_dlc = Gotterdammerung
	}
	visible = {

	}
	show_target = {
		NOT = {
			is_in_faction_with = FROM
		}
	}
	available = {
		is_special_project_completed = sp:sp_air_bouncing_bomb
	}
	launchable = {
		has_war_with = FROM
	}
	target_type = {
		building = {
			tags = dam_building
		}
	}
	target_icon = GFX_dam_icon
	launch_sound = raid_launch_air
	arrow = {
		type = air
	}
	unit_requirements = {
		equipment = {
			type = {
				strategic_bomber
			}
			amount = {
				min = 70
			}
		}
	}
	starting_point = {
		types = {
			air_base
		}
	}
	success_factors = {
		success = {
			base = 0.65
			experience = {
				weight = 0.1
				start_weight = -0.1
				reference = 1.0
			}
			air_agility = {
				reference = 100.0
				weight = 0.1
				start_weight = -0.1
			}
			reliability = {
				reference = 1
				weight = 0.05
				start_weight = -0.1
			}
			air_defence = {
				reference = 100
				weight = 0.05
				start_weight = -0.05
			}
			air_superiority = {
				reference = 1
				weight = 0.2
				start_weight = -0.2
			}
			anti_air = {
				reference = 5
				weight = -0.25
			}
			interception = {
				reference = 500
				weight = -0.2
			}
			intel = {
				weight = 0.3
				reference = 100
			}
		}
		critical = {
			base = 0.15
		}
	}
	success_levels = {
		failure = {
			victim_effects = {
				var:target_state = {
					damage_building = {
						tags = dam_building
						damage = 0.1
						province = var:ROOT.target_province
					}
				}
			}
			actor_effects = {
				raid_damage_units = {
					plane_loss = 0.65
					ratio = yes
				}
				raid_add_unit_experience = 0.05
			}
			visual_effect = {
				entity = raid_failed_entity
				animation = attack
			}
		}
		limited_success = {
			victim_effects = {
				var:target_state = {
					damage_building = {
						tags = dam_building
						damage = 0.25
						province = var:ROOT.target_province
					}
					add_dynamic_modifier = {
						modifier = dam_blown_modifier
						days = 60
					}
				}
			}
			actor_effects = {
				raid_damage_units = {
					plane_loss = 0.45
					ratio = yes
				}
				raid_add_unit_experience = 0.1
				var:actor_country = {
					hidden_effect = {
						IF = {
							limit = {
								NOT = {
									has_country_flag = successf
# ... (truncated)
### Entity: Scripted Effect
Component: ITA_missiolinis_add_to_failed_missions
Constructs: add_to_variable
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolinis_add_to_failed_missions = {
	add_to_variable = {
		ITA_missiolinis_failed_missions = 1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_romanov_reconstruction
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_timed_idea, has_idea
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_romanov_reconstruction
	icon = GFX_SOV_romanov_reconstruction_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_reconvene_the_zemsky_sobor
	}
	mutually_exclusive = {
		focus = SOV_dismantle_the_zemsky_sobor
	}
	x = -5
	y = 1
	relative_position_id = SOV_reconvene_the_zemsky_sobor
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = SOV_romanov_reconstruction
			days = 730
		}
		IF = {
			limit = {
				has_idea = SOV_uncertain_counter_revolution_idea
			}
			remove_ideas = SOV_uncertain_counter_revolution_idea
		}
	}
}
### Entity: Event
Component: denmark.39
Constructs: is_triggered_only, ai_chance, has_government, set_country_flag, is_subject_of, is_in_faction_with
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.39
	title = denmark.39.t
	desc = denmark.39.d
	picture = GFX_report_event_militiant_haakon
	is_triggered_only = yes
	option = {
		name = denmark.39.a
		ai_chance = {
			base = 60
			modifier = {
				factor = 0
				has_government = fascism
			}
		}
		set_country_flag = north_sea_member
		DEN = {
			country_event = {
				id = denmark.42
				hours = 30
			}
		}
	} {
		name = denmark.39.b
		ai_chance = {
			base = 5
			modifier = {
				add = 70
				has_government = communism
			} {
				factor = 2
				tag = ENG
			} {
				factor = 0
				is_subject_of = DEN
			} {
				factor = 0
				is_in_faction_with = DEN
			}
		}
		DEN = {
			country_event = {
				id = denmark.43
				hours = 30
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_swedish_state_railways
Constructs: prerequisite, add_ideas, completion_reward, build_railway, build_only_on_allied
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_swedish_state_railways
	icon = GFX_goal_generic_train
	prerequisite = {
		focus = SWE_infrastructure_development
	}
	relative_position_id = SWE_infrastructure_development
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		add_ideas = SWE_swedish_state_railways_idea
		build_railway = {
			level = 1
			build_only_on_allied = yes
			path = {
				6050 9149 3182 11091 9117 49 9051 125 9035 3108 205 130 6063 11185 118 11067 6132
			}
			start_province = 6050
			target_province = 6132
		} {
			level = 1
			build_only_on_allied = yes
			path = {
				9093 6200 3138
			}
			start_province = 9093
			target_province = 3138
		} {
			level = 1
			build_only_on_allied = yes
			path = {
				9220 6161 6083 9108 3104 9186 9226 11155 3095 101
			}
			start_province = 9220
			target_province = 101
		}
	}
}
### Entity: Event
Component: bftb_greece.29
Constructs: is_triggered_only, limit, every_country, add_war_support, set_country_flag, is_in_faction_with
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.29
	title = bftb_greece.29.t
	desc = bftb_greece.29.desc
	picture = GFX_report_event_tur_turkish_soldiers
	is_triggered_only = yes
	option = {
		name = bftb_greece.29.a
		add_war_support = 0.05
		hidden_effect = {
			SOV = {
				set_country_flag = BOSPHORUS_STRAIT_BLOCKED_FOR_COUNTRY
			}
			GRE = {
				set_country_flag = BOSPHORUS_STRAIT_BLOCKED_FOR_COUNTRY
			}
			every_country = {
				limit = {
					is_in_faction_with = SOV
				}
				set_country_flag = BOSPHORUS_STRAIT_BLOCKED_FOR_COUNTRY
			}
		}
	}
}