Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: gua_focus
Component: GUA_join_the_allies
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_in_faction, has_capitulated, is_faction_leader
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_join_the_allies
	icon = GFX_allies
	prerequisite = {
		focus = GUA_the_ubiquista_youth
	}
	x = 2
	y = 1
	relative_position_id = GUA_the_ubiquista_youth
	mutually_exclusive = {
		focus = GUA_join_the_axis
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		is_in_faction = no
		OR = {
			has_government = democratic neutrality
		}
		ENG = {
			NOT = {
				has_war_with = ROOT
			}
			OR = {
				has_government = democratic neutrality
			}
			has_capitulated = no
			is_faction_leader = yes
		}
	}
	bypass = {
		OR = {
			ENG = {
				OR = {
					NOT = {
						has_government = democratic
					}
					has_civil_war = yes
				}
			}
			AND = {
				is_in_faction_with = ENG
				ENG = {
					is_faction_leader = yes
					has_government = democratic
				}
			}
		}
	}
	completion_reward = {
		ENG = {
			country_event = generic.2
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_nationalize_fujinagata_shipyards
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_nationalize_fujinagata_shipyards
	icon = GFX_focus_generic_refit_civilian_ships
	prerequisite = {
		focus = JAP_nationalize_suzuka_naval_arsenal
	}
	relative_position_id = JAP_nationalize_suzuka_naval_arsenal
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		JAP_add_or_modify_imperial_navy = yes
		add_to_variable = {
			JAP_navy_repair_speed_factor = 0.1
			tooltip = repair_speed_factor_tt
		} {
			JAP_navy_refit_speed = 0.1
			tooltip = refit_speed_tt
		} {
			JAP_navy_naval_ship_recovery_chance = 0.1
			tooltip = naval_ship_recovery_chance_tt
		}
	}
}
### Entity: Character
Component: r56w_trait_minister_antonius_magnus
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_antonius_magnus = {
	random = no
	sprite = 9
	army_infantry_attack_factor = 0.5
	special_forces_attack_factor = 0.5
	army_infantry_defence_factor = 0.25
	special_forces_defence_factor = 0.25
}
### Entity: Order of Battle
Component: Indiana Defense Force
Constructs: division_template
Source: game
File: history/units/USB_defense_force.txt

Code:
division = {
	name = Indiana Defense Force
	location = 1595
	division_template = State Defense Force
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/NAVY/ASW_destroyer
Constructs: limit, has_country_flag, random_list, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/NAVY/ASW_destroyer = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_ASW_DD_navy_focus_2 = yes
					}
				}
			} {
				factor = 10
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/ASW_destroyer = global.EAI_B_ASW_DD_DESIGN
			}
			set_variable = {
				EAI_FOCUS/NAVY/ASW_destroyer = global.EAI_B_ASW_DD_DESIGN
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_ASW_DD_navy_focus_1 = yes
					}
				}
			} {
				factor = 10
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/ASW_destroyer = global.EAI_A_ASW_DD_DESIGN
			}
			set_variable = {
				EAI_FOCUS/NAVY/ASW_destroyer = global.EAI_A_ASW_DD_DESIGN
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_ASW_DD_navy_focus_0 = yes
							NOT = {
								EAI_ASW_DD_navy_focus_2 = yes
								EAI_ASW_DD_navy_focus_1 = yes
								EAI_ASW_DD_navy_focus_0 = yes
							}
						}
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/ASW_destroyer = global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/NAVY/ASW_destroyer = global.EAI_OFF
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/ASW_destroyer_OVERRIDE = global.EAI_HISTORICAL
			}
		}
		set_variable = {
			EAI_FOCUS/LAND/ASW_destroyer = global.EAI_HISTORICAL
		}
	}
}
### Entity: Scripted Trigger
Component: has_mapuche_conflict
Constructs: limit, has_mapuche_conflict, has_idea
Source: game
File: common/scripted_triggers/CHL_scripted_triggers.txt

Code:
has_mapuche_conflict = {
	IF = {
		limit = {
			has_idea = CHL_the_mapuche_conflict_near_gone
		}
		has_idea = CHL_the_mapuche_conflict_near_gone
	} {
		limit = {
			has_idea = CHL_the_mapuche_conflict_calmed
		}
		has_idea = CHL_the_mapuche_conflict_calmed
	} {
		limit = {
			has_idea = CHL_the_mapuche_conflict
		}
		has_idea = CHL_the_mapuche_conflict
	} {
		limit = {
			has_idea = CHL_the_mapuche_conflict_worse
		}
		has_idea = CHL_the_mapuche_conflict_worse
	} {
		limit = {
			has_idea = CHL_the_mapuche_conflict_much_worse
		}
		has_idea = CHL_the_mapuche_conflict_much_worse
	} {
		limit = {
			has_idea = CHL_the_mapuche_conflict_rebellion
		}
		has_idea = CHL_the_mapuche_conflict_rebellion
	} {
		limit = {
			NOT = {
				has_idea = CHL_the_mapuche_conflict_near_gone CHL_the_mapuche_conflict_calmed CHL_the_mapuche_conflict CHL_the_mapuche_conflict_worse CHL_the_mapuche_conflict_much_worse CHL_the_mapuche_conflict_rebellion
			}
		}
		has_idea = CHL_the_mapuche_conflict_near_gone
	}
}
### Entity: Scripted Effect
Component: ITA_create_maurizio_giglio_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_create_maurizio_giglio_operative = {
	create_operative_leader = {
		name = Maurizio Giglio
		GFX = GFX_portrait_ITA_maurizio_giglio
		traits = {
			operative_infiltrator operative_tough operative_double_agent
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			ITA
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_expand_the_irago_proving_ground
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_breakthrough_progress, add_to_variable, has_dlc
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_expand_the_irago_proving_ground
	icon = GFX_focus_JAP_expand_the_irago_proving_ground
	prerequisite = {
		focus = JAP_develop_sophisticated_artillery_equipment
	} {
		focus = JAP_develop_lethal_infantry_equipment
	}
	relative_position_id = JAP_develop_sophisticated_artillery_equipment
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		JAP_army_faction_is_at_least_influential = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_IMPERIAL_INFLUENCE
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.5
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		JAP_add_or_modify_imperial_army = yes
		add_to_variable = {
			JAP_army_army_army_artillery_attack_factor = 0.1
			tooltip = army_artillery_attack_factor_tt
		} {
			JAP_army_army_infantry_attack_factor = 0.05
			tooltip = army_infantry_attack_factor_tt
		}
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			JAP_add_or_modify_advanced_weapon_projects = yes
			add_to_variable = {
				JAP_advanced_weapons_sp_tag_artillery_speed_factor = 0.1
				tooltip = sp_tag_artillery_speed_factor_tt
			}
		}
		JAP_small_army_faction_gain = yes
	}
}
### Entity: Character
Component: BLR_panteleimon_ponomarenko
Source: game
File: common/characters/BLR.txt

Code:
BLR_panteleimon_ponomarenko = {
	name = BLR_panteleimon_ponomarenko
	portraits = {
		civilian = {
			large = GFX_portrait_Panteleimon_Ponomarenko
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1965.3.1
		id = -1
		traits = {

		}
	}
}
### Entity: Event
Component: kmt.112
Constructs: is_triggered_only, ai_chance, has_war, has_government, add_opinion_modifier
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.112
	title = kmt.109.t
	desc = kmt.112.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 10
			modifier = {
				ROOT = {
					has_government = democratic
				}
				factor = 75
			} {
				ROOT = {
					has_government = democratic
					has_war = yes
				}
				factor = 100
			}
		}
		name = kmt.109.a
		CHI = {
			transfer_state = 729
			country_event = {
				id = kmt.113
			}
		}
	} {
		ai_chance = {
			base = 90
		}
		name = kmt.109.b
		effect_tooltip = {
			CHI = {
				add_opinion_modifier = {
					modifier = mc_demo_kpt
					target = ROOT
				}
			}
		}
		CHI = {
			country_event = {
				id = kmt.114
			}
		}
	}
}
### Entity: Event
Component: greece.62
Constructs: is_triggered_only
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.62
	title = greece.62.t
	desc = greece.62.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = greece.62.a
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_join_britain_alliance
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, has_country_flag, is_major, completion_reward
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_join_britain_alliance
	icon = GFX_goal_BEL_allies
	prerequisite = {
		focus = BEL_democratic_influence
	}
	available = {
		is_subject = no
		is_in_faction = no
		OR = {
			ENG = {
				has_government = democratic
				has_completed_focus = ENG_steady_as_she_goes
				has_capitulated = no
				NOT = {
					has_war_with = ROOT
				}
			}
			any_other_country = {
				NOT = {
					original_tag = ENG
				} {
					has_war_with = ROOT
				}
				is_faction_leader = yes
				is_major = yes
				has_government = democratic
			}
		} {
			has_country_flag = BEL_neutrality_debate_over
			AND = {
				has_country_flag = BEL_declared_neutrality
				threat = > 0.5
			}
			FRA = {
				NOT = {
					has_government = democratic
				}
				threat = > 0.25
			}
		}
	}
	bypass = {
		is_in_faction_with = ENG
	}
	relative_position_id = BEL_democratic_influence
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		base = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				FRA = {
					has_completed_focus = FRA_little_entente
				}
				has_country_flag = BEL_neutrality_debate_over
			}
			country_event = {
				id = belgium.120
			}
			else_if = {
				limit = {
					ENG = {
						has_government = democratic
						is_faction_leader = yes
						has_capitulated = no
						NOT = {
							has_war_with = ROOT
						}
					}
				}
				ENG = {
					country_event = {
						id = belgium.8
					}
				}
			}
		}
		else_if = {
			limit = {
				HOL = {
					has_government = democratic
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			HOL = {
				country_event = generic.2
			}
		} {
			limit = {
				USA = {
					has_government = democratic
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			USA = {
				country_event = generic.2
			}
		} {
			limit = {
				any_other_country = {
					has_government = democratic
					is_faction_leader = yes
					is_major = yes
					has_capitulated = no
					num_of_factories = > 70
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			random_other_country = {
				limit = {
					has_government = democratic
					is_faction_leader = yes
					is_major = yes
					num_of_factories = > 70
					NOT = {
						has_war_with = ROOT
					}
				}
				country_event = generic.2
			}
		} {
			limit = {
				any_other_count
# ... (truncated)
### Entity: Idea
Component: GUM_coi
Source: game
File: common/ideas/guam.txt

Code:
GUM_coi = {
	picture = generic_political_advisor_asia_1
	allowed = {
		original_tag = GUM
	}
	traits = {
		captain_of_industry
	}
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_mass_infantry_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_mass_infantry_strategy = {
	enable = {
		has_country_flag = EAI_MASS_INFANTRY_TEMPLATE
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = mass_infantry
		value = 100
	} {
		type = role_ratio
		id = infantry
		value = -100
	}
}
### Entity: Modding Documentation
Construct: AddFunds
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## AddFunds
* Aliases: mio.AddFunds, IndustrialOrganisation.AddFunds
* Arguments: <Industrial Organisation token> (optional), <Funds amount> (optional)

"Add funds to one or all Military Industrial Organisations
ex:
AddFunds org_token 2000
AddFunds org_token // default added funds is NDefines::NIndustrialOrganisation::FUNDS_FOR_SIZE_UP
AddFunds 2000 // Funds added to all the player's MIOs
AddFunds // default funds amount added to all the player's MIOs"
### Entity: Idea
Component: SOM_ncs
Source: game
File: common/ideas/somalia.txt

Code:
SOM_ncs = {
	ledger = navy
	picture = generic_navy_african_2
	allowed = {
		original_tag = SOM
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_escalate_the_industrialization
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, add_political_power, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_escalate_the_industrialization
	prerequisite = {
		focus = POR_forge_portugals_own_five_year_plan
	}
	icon = GFX_goal_generic_communist_economy
	cost = 5
	ai_will_do = {
		base = 99
	}
	x = -1
	y = 1
	relative_position_id = POR_forge_portugals_own_five_year_plan
	completion_reward = {
		if = {
			limit = {
				has_idea = POR_the_question_of_nationalization_idea
			}
			swap_ideas = {
				remove_idea = POR_the_question_of_nationalization_idea
				add_idea = POR_slow_collectivization
			}
		}
		else_if = {
			limit = {
				has_idea = POR_transitioning_to_a_mixed_economy
			}
			swap_ideas = {
				remove_idea = POR_transitioning_to_a_mixed_economy
				add_idea = POR_slow_collectivization
			}
		} {
			limit = {
				has_idea = POR_slow_collectivization
			}
			swap_ideas = {
				remove_idea = POR_slow_collectivization
				add_idea = POR_heavy_handed_central_planning
			}
		} {
			limit = {
				has_idea = POR_heavy_handed_central_planning
			}
			swap_ideas = {
				remove_idea = POR_heavy_handed_central_planning
				add_idea = POR_looming_economic_disaster
			}
		}
		else = {
			add_stability = -0.03
			add_popularity = {
				ideology = ROOT
				popularity = -0.03
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
		}
		custom_effect_tooltip = available_political_advisor CHL_skip_one_line_tt
		show_ideas_tooltip = POR_manuel_da_silva_campos
		unlock_decision_tooltip = POR_factory_recruitment_drive
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_direct_farmland_to_industrial_projects_which_grants_tt generic_skip_one_line_tt
			if = {
				limit = {
					OR = {
						has_completed_focus = POR_solidify_the_economic_reforms POR_restore_economic_stability
					}
				}
				add_political_power = 30
			} {
				limit = {
					has_idea = POR_the_question_of_nationalization_idea
				}
				swap_ideas = {
					remove_idea = POR_the_question_of_nationalization_idea
					add_idea = POR_slow_collectivization
				}
			}
			else_if = {
				limit = {
					has_idea = POR_transitioning_to_a_mixed_economy
				}
				swap_ideas = {
					remove_idea = POR_transitioning_to_a_mixed_economy
					add_idea = POR_slow_collectivization
				}
			} {
				limit = {
					has_idea = POR_slow_collectivization
				}
				swap_ideas = {
					remove_idea = POR_slow_collectivization
					add_idea = POR_heavy_handed_central_planning
				}
			} {
				limit = {
					has_
# ... (truncated)
### Entity: Event
Component: SEA_warlords.48
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power, declare_war_on, annex_everything
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.48
	title = SEA_warlords.48.t
	desc = SEA_warlords.48.desc
	picture = GFX_report_event_chinese_soldiers_mountain
	is_triggered_only = yes
	option = {
		name = SEA_warlords.48.a
		ai_chance = {
			base = 100
		}
		declare_war_on = {
			target = GDC
			type = annex_everything
		}
		activate_mission = CHI_war_in_south_halting
		hidden_effect = {
			GDC = {
				activate_mission = GDC_holding_out
			}
		}
		custom_effect_tooltip = SEA_warlords.48.tt
	} {
		name = SEA_warlords.48.b
		ai_chance = {
			base = 0
		}
		add_war_support = -0.03
		add_political_power = 50
	}
}
### Entity: Event
Component: britain.25
Constructs: is_triggered_only, ai_chance, limit, has_war_with, is_faction_leader, add_to_faction, has_dlc, is_historical_focus_on
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = britain.25
	title = britain.25.t
	desc = britain.25.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	immediate = {
		get_current_ideology_popularities = yes
		get_current_ruling_party = yes
	}
	option = {
		name = britain.25.a
		trigger = {
			FROM = {
				is_faction_leader = yes
			}
		}
		FROM = {
			add_to_faction = ROOT
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			FROM = {
				puppet = ROOT
			}
			restore_ideology_popularities = yes
			restore_ruling_party = yes
		}
		ai_chance = {
			base = 5
			modifier = {
				is_historical_focus_on = yes
				factor = 10
			}
		}
	} {
		name = britain.25.b
		trigger = {
			any_other_country = {
				is_faction_leader = yes
				has_war_with = ROOT.FROM
			}
		}
		if = {
			limit = {
				GER = {
					has_war_with = FROM
					is_faction_leader = yes
				}
			}
			GER = {
				country_event = {
					id = britain.26
					days = 1
				}
			}
		}
		else = {
			random_other_country = {
				limit = {
					has_war_with = FROM
					is_faction_leader = yes
				}
				country_event = {
					id = britain.26
					days = 1
				}
			}
		}
		FROM = {
			create_wargoal = {
				target = PREV
				type = puppet_wargoal_focus
			}
		}
		set_country_flag = rejected_fork_demand
		ai_chance = {
			base = 5
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
	} {
		name = britain.25.c
		set_country_flag = rejected_fork_demand
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					target = PREV
					type = puppet_wargoal_focus
				}
				country_event = {
					id = britain.27
				}
			}
		}
		FROM = {
			country_event = {
				id = britain.27
				days = 1
			}
		}
		ai_chance = {
			base = 0.5
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
	}
}
### Entity: Idea
Component: CHI_internal_opposition70
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_internal_opposition70 = {
	picture = FRA_matignon_agreements
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.14
		army_org_factor = -0.14
		max_dig_in_factor = -0.14
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -0.56
		attack_bonus_against = -0.28
	}
}
### Entity: AI Strategy
Component: germany_dont_ally_historical
Constructs: is_historical_focus_on, is_in_faction_with
Source: game
File: common/ai_strategy/HUN.txt

Code:
germany_dont_ally_historical = {
	allowed = {
		original_tag = HUN
	}
	enable = {
		is_historical_focus_on = yes
		country_exists = GER
	}
	abort = {
		is_in_faction_with = GER
	}
	ai_strategy = {
		type = alliance
		id = GER
		value = -200
	}
}
### Entity: Idea
Component: MAN_widespread_defeatism
Constructs: army_attack_factor, removal_cost, planning_speed
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_widespread_defeatism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = prc_low_popular_support3
	modifier = {
		army_attack_factor = -0.05
		army_speed_factor = -0.1
		army_morale_factor = -0.1
		planning_speed = -0.2
	}
}
### Entity: Event
Component: hon.19
Constructs: is_triggered_only, ai_chance
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.19
	title = hon.19.t
	desc = hon.19.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.19.a
		ai_chance = {
			base = 80
		}
		HON = {
			country_event = {
				hours = 2
				id = hon.20
			}
		}
	} {
		name = hon.19.b
		ai_chance = {
			base = 20
		}
		HON = {
			country_event = {
				hours = 2
				id = hon.21
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ANATO_rocket_artillery.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:NATO_rocket_artillery.png"
### Entity: National Focus
Tree: per_focus
Component: PER_align_with_britain
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_subject
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_align_with_britain
	icon = GFX_focus_chi_british_cooperation
	cost = 5
	prerequisite = {
		focus = PER_align_the_army
	}
	mutually_exclusive = {
		focus = PER_anti_imperialist_position
	}
	x = 0
	y = 2
	relative_position_id = PER_align_the_army
	ai_will_do = {
		factor = 45
	}
	available = {
		is_subject = no
		any_other_country = {
			is_major = yes
			has_government = democratic
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > -11
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_completed_focus = ENG_a_change_in_course ENG_visit_germany
					} {
						has_war_with = ROOT
					}
					has_capitulated = no
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ENG
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = {
					id = generic.2
				}
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Idea
Component: fascist_assault_divisions
Constructs: stability_factor, fascism_drift
Source: game
File: common/ideas/_event.txt

Code:
fascist_assault_divisions = {
	allowed = {
		always = no
	}
	picture = generic_fascism_drift_bonus
	modifier = {
		stability_factor = -0.05
		conscription = 0.002
		fascism_drift = 0.05
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Modifier Reference
Construct: wounded_chance_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## wounded_chance_factor

* Number with 1 decimal places
* **Categories**: unit_leader