Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: AUS_political_events.89
Constructs: is_triggered_only, ai_chance, limit, has_government, set_temp_variable, declare_war_on, puppet_wargoal_focus
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.89
	title = AUS_political_events.89.t
	desc = AUS_political_events.89.desc
	picture = GFX_report_event_worker_protests
	is_triggered_only = yes
	option = {
		name = AUS_political_events.89.a
		ai_chance = {
			base = 10
		}
	} {
		name = AUS_political_events.89.b
		ai_chance = {
			base = 10
		}
		FROM = {
			set_temp_variable = {
				AUS_FROM_communist_support = party_popularity@communism
			}
			IF = {
				limit = {
					has_government = democratic
				}
				start_civil_war = {
					ideology = communism
					ruling_party = democratic
					size = var:AUS_FROM_communist_support
					ROOT = {
						puppet = {
							target = PREV
							end_wars = no
							end_civil_wars = no
						}
						declare_war_on = {
							target = FROM
							type = puppet_wargoal_focus
						}
					}
				}
			}
			ELSE_IF = {
				limit = {
					has_government = fascism
				}
				start_civil_war = {
					ideology = communism
					ruling_party = fascism
					size = var:AUS_FROM_communist_support
					ROOT = {
						puppet = {
							target = PREV
							end_wars = no
							end_civil_wars = no
						}
						declare_war_on = {
							target = FROM
							type = puppet_wargoal_focus
						}
					}
				}
			} {
				limit = {
					has_government = neutrality
				}
				start_civil_war = {
					ideology = communism
					ruling_party = neutrality
					size = var:AUS_FROM_communist_support
					ROOT = {
						puppet = {
							target = PREV
							end_wars = no
							end_civil_wars = no
						}
						declare_war_on = {
							target = FROM
							type = puppet_wargoal_focus
						}
					}
				}
			}
			custom_effect_tooltip = SWE_pull_the_trigger_tt
		}
	}
}
### Entity: Effect Reference
Construct: every_other_country
Constructs: limit, every_other_country, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_other_country

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on every Country different from the one in scope (or \"random_select_amount\" of random country if specified) that fulfills the \"limit\" trigger.
tooltip=key can be added to override tooltip title.
By default the effects are only displayed once, you may display them for each matching country with display_individual_scopes.
ex:
SOV = {
	every_other_country = {
		tooltip = my_loc_key # Optional
		random_select_amount = 3 # Optional
		display_individual_scopes = yes # Optional - default = no
		... country scope effects ...
	}
}
```
### Entity: Idea
Component: SIA_siamese_ultranationalist_movement_weakened_r56
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_siamese_ultranationalist_movement_weakened_r56 = {
	name = SIA_siamese_ultranationalist_movement_r56
	removal_cost = -1
	picture = generic_fascist_workers
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		political_power_factor = -0.15
		fascism_drift = -0.02
	}
}
### Entity: State History
Component: 1038
Constructs: add_core_of
Source: game
File: history/states/1038 - Sabah.txt

Code:
state = {
	id = 1038
	name = Sabah
	manpower = 329800
	resources = {
		rubber = 20
	}
	state_category = rural
	history = {
		owner = MAL
		add_core_of = MAL SAB
		victory_points = {
			10199 2
		} {
			12228 1
		} {
			4282 1
		} {
			10212 3
		}
		buildings = {
			infrastructure = 2
			12228 = {
				naval_base = 1
			}
			10199 = {
				naval_base = 1
			}
			10212 = {
				naval_base = 2
			}
		}
	}
	provinces = {
		1306 1335 4282 4338 7358 10143 10212 10199 10240 12171 12186 12228
	}
	local_supplies = 0.0
}
### Entity: Country History
Country: KUM
Component: KUM_politics
Constructs: add_ideas, set_politics, set_popularities
Source: game
File: history/countries/KUM - Kumul Khanate.txt

Code:
# Politics & Parties for KUM
add_ideas = {
	PRC_government_corruption CHI_ineffective_bureaucracy_warlord CHI_warlord_state_idea
}
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 50
	fascism = 0
	communism = 0
	neutrality = 50
}
### Entity: Idea
Component: PAR_comando_artilleria_paraguari
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/r56_paraguay.txt

Code:
PAR_comando_artilleria_paraguari = {
	picture = par_comando_artilleria_paraguari
	allowed = {
		original_tag = PAR
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: GRE_army_reform_category
Constructs: has_completed_focus, remove_ideas, fire_only_once, add_political_power, has_political_power, remove_effect, swap_ideas, remove_idea
Source: game
File: common/decisions/GRE_r56.txt

Code:
GRE_army_reform_category = {
	GRE_promote_promising_officers = {
		icon = generic_military
		allowed = {
			tag = GRE
		}
		available = {
			has_completed_focus = GRE_army_reform
			command_power = > 34
			has_political_power = > 34
		}
		ai_will_do = {
			factor = 100
		}
		fire_only_once = yes
		days_remove = 50
		remove_effect = {
			swap_ideas = {
				remove_idea = GRE_shadow_of_1921
				add_idea = GRE_shadow_of_1921_2
			}
		}
		complete_effect = {
			add_command_power = -35
			add_political_power = -35
		}
	}
	GRE_start_military_exercises = {
		icon = generic_prepare_civil_war
		available = {
			has_completed_focus = GRE_army_reform
			has_idea = GRE_shadow_of_1921_2
			command_power = > 24
			has_political_power = > 24
		}
		allowed = {
			tag = GRE
		}
		visible = {
			has_idea = GRE_shadow_of_1921_2
		}
		ai_will_do = {
			factor = 100
		}
		fire_only_once = yes
		days_remove = 50
		remove_effect = {
			remove_ideas = GRE_shadow_of_1921_2
			army_experience = 15
		}
		complete_effect = {
			add_command_power = -25
			add_political_power = -25
		}
	}
}
### Entity: Country History
Country: VIN
Component: VIN_characters
Constructs: recruit_character
Source: game
File: history/countries/VIN - Vietnam.txt

Code:
# Leaders & Characters for VIN
recruit_character = VIN_bao_dai VIN_ngo_dinh_diem VIN_ho_chi_minh
### Entity: Character
Component: CHI_liang_shuming
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_liang_shuming = {
	name = CHI_liang_shuming
	portraits = {
		civilian = {
			small = GFX_portrait_CHI_liang_shuming_small
		}
	}
	gender = male
	advisor = {
		slot = political_advisor
		idea_token = CHI_liang_shuming
		allowed = {
			original_tag = CHI
			has_dlc = No Compromise, No Surrender
		}
		available = {
			has_completed_focus = CHI_rural_reconstruction_movement_sea
		}
		traits = {
			constitutional_philosopher
		}
	}
}
### Entity: Idea
Component: CZE_war_college_idea
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_war_college_idea = {
	picture = generic_disjointed_gov generic_infantry_bonus
	allowed = {
		original_tag = CZE
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	modifier = {
		planning_speed = 0.1
		military_leader_cost_factor = -0.3
		army_leader_start_attack_level = 1
		army_leader_start_planning_level = 1
		army_leader_start_defense_level = 1
		field_officer_promotion_penalty = -1.0
	}
}
### Entity: Trigger Reference
Construct: pc_is_liberated
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## pc_is_liberated

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if country has been liberated in the peace conference.
Example:
CZE = { pc_is_liberated = yes }
```
### Entity: AI Strategy
Component: USA_home_guard_pacific
Constructs: has_war
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_home_guard_pacific = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_war = yes
		USA_pacific_foothold_threatened = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = garrison
		value = 150
	} {
		type = put_unit_buffers
		ratio = 0.15
		states = {
			378 385 386
		}
		area = north_america
		subtract_invasions_from_need = yes
		subtract_fronts_from_need = no
	}
}
### Entity: State History
Component: 696
Source: game
File: history/states/696-Bermuda.txt

Code:
state = {
	id = 696
	name = STATE_696
	manpower = 37516
	state_category = small_island
	history = {
		owner = ENG
		victory_points = {
			13010 1
		}
		buildings = {
			infrastructure = 2
			13010 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		13010
	}
	local_supplies = 0.0
}
### Entity: Character
Component: MAC_marko_novakovic
Source: game
File: common/characters/MAC.txt

Code:
MAC_marko_novakovic = {
	name = Marko Novaković
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_1.dds
		}
	}
	country_leader = {
		ideology = oligarchism
		expire = 1965.1.1
		id = -1
		traits = {

		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, has_war, limit, every_country, owns_state, has_war_with, has_country_flag, fire_only_once
Source: game
File: common/decisions/PHI.txt

Code:
political_actions = {
	PHI_peace_with_philippines = {
		allowed = {
			original_tag = USA
		}
		icon = GFX_decision_eng_trade_unions_support
		available = {
			surrender_progress = < 0.05
		}
		visible = {
			has_country_flag = PHI_unlock_peace_decision
			has_war_with = PHI
		}
		cost = 25
		priority = 12
		ai_will_do = {
			base = 0
			modifier = {
				add = 1000
				AND = {
					all_enemy_country = {
						OR = {
							is_in_faction_with = PHI
							has_guaranteed = PHI
						}
					}
					OR = {
						war_length_with = {
							tag = PHI
							months = > 12
						}
						AND = {
							war_length_with = {
								tag = PHI
								months = > 6
							}
							owns_state = 638 632
							NOT = {
								controls_state = 638
							} {
								controls_state = 632
							}
						}
					}
					PHI = {
						has_capitulated = no
					}
				}
			}
		}
		complete_effect = {
			clr_country_flag = PHI_unlock_peace_decision
			every_enemy_country = {
				limit = {
					has_defensive_war_with = ROOT
					OR = {
						is_in_faction_with = PHI
						has_country_flag = PHI_japan_independence_help
						has_guaranteed = PHI
					}
				}
				white_peace = ROOT
			}
			every_country = {
				limit = {
					OR = {
						tag = ROOT PHI
						is_ally_with = ROOT PHI
					}
				}
				country_event = SEA_PHI_political_events.59
			}
		}
	}
	PHI_defend_against_USA = {
		icon = generic_operation
		allowed = {
			always = no
		}
		priority = 12
		available = {
			NOT = {
				has_war_with = USA
			}
		}
		is_good = yes
		days_mission_timeout = 360
		timeout_effect = {
			USA = {
				white_peace = ROOT
				country_event = SEA_PHI_political_events.59
				every_allied_country = {
					white_peace = ROOT
					country_event = SEA_PHI_political_events.59
				}
			}
			country_event = SEA_PHI_political_events.59
			every_allied_country = {
				country_event = SEA_PHI_political_events.59
			}
		}
	}
	PHI_request_indefinite_stay_for_macarthur = {
		allowed = {
			original_tag = PHI
		}
		visible = {
			has_completed_focus = PHI_utang_na_loob
			has_character = USA_douglas_macarthur
			NOT = {
				has_country_leader = {
					character = USA_douglas_macarthur
					ruling_only = yes
				}
			}
		}
		fire_only_once = yes
		cost = 35
		priority = 11
		remove_effect = {
			set_country_flag = PHI_request_macarthur_stay
			set_variable = {
				USA.USA_recall_macarthur_cost = 50
			}
			custom_
# ... (truncated)
### Entity: Character
Component: SWE_thorwald_bergquist
Constructs: has_dlc
Source: game
File: common/characters/SWE.txt

Code:
SWE_thorwald_bergquist = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = SWE_thorwald_bergquist
			allowed = {
				original_tag = SWE
			}
			traits = {
				compassionate_gentleman
			}
		}
		name = SWE_thorwald_bergquist
		portraits = {
			civilian = {
				small = GFX_idea_generic_political_advisor_europe_5
			}
		}
	} {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		advisor = {
			slot = political_advisor
			idea_token = SWE_thorwald_bergquist
			allowed = {
				original_tag = SWE
			}
			traits = {
				SWE_minister_of_justice SWE_minister_of_state
			}
			visible = {
				original_tag = SWE
			}
		}
		name = SWE_thorwald_bergquist
		portraits = {
			civilian = {
				small = GFX_idea_generic_political_advisor_europe_5
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_separate_the_ministry_of_public_health_r56
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_focus_autohide_rule_trigger_r56, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_separate_the_ministry_of_public_health_r56
	prerequisite = {
		focus = SIA_link_isan_with_the_strategic_regions_r56
	} {
		focus = SIA_amend_the_thesaban_organization_act_r56
	}
	icon = GFX_focus_generic_field_hostpital
	cost = 8
	ai_will_do = {
		base = 2
	}
	x = 1
	y = 1
	relative_position_id = SIA_link_isan_with_the_strategic_regions_r56
	offset = {
		y = 1
		trigger = {
			has_focus_autohide_rule_trigger_r56 = yes
			OR = {
				has_completed_focus = SIA_bangkok_centered_industrial_development_r56 SIA_mechanize_the_agrarian_provinces_r56
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = SIA_expand_land_clearing_projects_r56
			}
			swap_ideas = {
				remove_idea = SIA_expand_land_clearing_projects_r56
				add_idea = SIA_administrative_reforms_2_r56
			}
		}
		else = {
			swap_ideas = {
				remove_idea = SIA_administrative_reforms_r56
				add_idea = SIA_separate_the_ministry_of_public_health_r56
			}
		}
	}
}
### Entity: Event
Component: AFG_loya_jirga.3
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_country_flag, add_stability, fire_only_once, add_political_power
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = AFG_loya_jirga.3
	title = AFG_loya_jirga.3.t
	desc = AFG_loya_jirga.3.desc
	picture = GFX_report_event_AFG_loya_jirga_discussions_3
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			country_event = {
				id = AFG_loya_jirga.4
				days = 16
			}
		}
	}
	option = {
		name = AFG_loya_jirga.3.a
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_political_power = -50
		if = {
			limit = {
				NOT = {
					has_idea = r56i_laws_gender_traditional
				}
			}
			add_ideas = r56i_laws_gender_traditional
			custom_effect_tooltip = r56_newline
			effect_tooltip = {
				add_power_balance_value = {
					id = AFG_power_balance
					value = 0.05
					tooltip_side = AFG_tribal_side
				}
			}
		}
		else = {
			add_power_balance_value = {
				id = AFG_power_balance
				value = 0.05
				tooltip_side = AFG_tribal_side
			}
		}
		add_to_variable = {
			AFG_loya_jirga_good_var_var = 1
		}
		ai_chance = {
			base = 100
			modifier = {
				NOT = {
					has_country_flag = AFG_win_loya_jirga
				}
				factor = 0
			}
		}
	} {
		name = AFG_loya_jirga.3.b
		add_stability = -0.05
		add_political_power = 35
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		if = {
			limit = {
				NOT = {
					has_idea = r56i_laws_gender_limited
				}
			}
			add_ideas = r56i_laws_gender_limited
			custom_effect_tooltip = r56_newline
			effect_tooltip = {
				add_power_balance_value = {
					id = AFG_power_balance
					value = -0.05
					tooltip_side = AFG_government_side
				}
			}
		}
		else = {
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.05
				tooltip_side = AFG_government_side
			}
		}
		add_to_variable = {
			AFG_loya_jirga_bad_var = 1
		}
		ai_chance = {
			base = 100
			modifier = {
				has_country_flag = AFG_win_loya_jirga
				factor = 0
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_24
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_24 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 24
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 24
	}
}
### Entity: Country History
Country: SCO
Component: SCO_technology
Constructs: set_technology
Source: game
File: history/countries/SCO - Scotland.txt

Code:
# Starting Technologies for SCO
set_technology = {
	infantry_weapons = 1
	tech_trucks = 1
}
### Entity: National Focus
Tree: por_focus
Component: POR_modernize_our_artillery_systems
Constructs: prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_modernize_our_artillery_systems
	prerequisite = {
		focus = POR_modernize_our_infantry
	}
	icon = GFX_goal_generic_army_artillery2
	cost = 10
	x = 1
	y = 1
	relative_position_id = POR_modernize_our_infantry
	ai_will_do = {
		base = 3
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 15
		if = {
			limit = {
				has_subdoctrine_in_track = combat_support
			}
			add_daily_mastery = {
				name = POR_modernize_our_artillery_systems
				amount = 0.2
				days = 180
				track = combat_support
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			add_doctrine_cost_reduction = {
				name = POR_modernize_our_artillery_systems
				cost_reduction = 0.25
				uses = 1
				category = land_doctrine
			}
		}
		add_tech_bonus = {
			name = POR_modernize_our_artillery_systems
			bonus = 1
			ahead_reduction = 1
			uses = 2
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: SAM_tanumafili_i
Source: game
File: common/characters/SAM.txt

Code:
SAM_tanumafili_i = {
	name = SAM_tanumafili_i
	portraits = {
		civilian = {
			large = gfx/leaders/SAM/r56_portrait_SAM_Tanumafili.dds
		}
	}
	country_leader = {
		ideology = constitutional_monarchy
		expire = 1939.7.5
		id = -1
		traits = {
			likes_allies SAM_western_puppet
		}
	}
}
### Entity: National Focus
Component: china_communist_focus
Constructs: shared_focus, has_completed_focus, create_country_leader, prerequisite, limit, add_ideas, remove_ideas, has_government
Source: game
File: common/national_focus/china_communist.txt

Code:
focus_tree = {
	id = china_communist_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			AND = {
				tag = PRC
				has_dlc = Waking the Tiger
				NOT = {
					has_dlc = No Compromise, No Surrender
				}
			}
		}
	}
	default = no
	continuous_focus_position = {
		x = 20
		y = 1000
	}
	shared_focus = CHI_invite_foreign_investors
	focus = {
		id = PRC_strengthen_the_central_secretariat
		icon = GFX_goal_generic_intelligence_exchange
		x = 2
		y = 0
		cost = 10
		ai_will_do = {
			factor = 4
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			add_political_power = 120
		}
	} {
		id = PRC_marxist_orthodoxy
		icon = GFX_goal_support_communism
		prerequisite = {
			focus = PRC_strengthen_the_central_secretariat
		}
		mutually_exclusive = {
			focus = PRC_agrarian_socialism PRC_social_democracy_focus
		}
		x = -2
		y = 1
		relative_position_id = PRC_strengthen_the_central_secretariat
		cost = 10
		ai_will_do = {
			factor = 2
			modifier = {
				has_war_with = SOV
				factor = 0
			}
		}
		available = {
			has_government = communism
			SOV = {
				has_government = communism
			}
			OR = {
				is_subject = no
				is_subject_of = SOV
			}
		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			if = {
				limit = {
					original_tag = PRC
				}
				create_country_leader = {
					name = Wang Ming
					desc = POLITICS_WANG_MING_DESC
					picture = GFX_portrait_prc_wang_ming
					expire = 1965.1.1
					ideology = marxism
					traits = {

					}
				}
			}
		}
	} {
		id = PRC_soviet_leadership
		icon = GFX_focus_generic_soviet_politics
		prerequisite = {
			focus = PRC_marxist_orthodoxy
		}
		x = 0
		y = 1
		relative_position_id = PRC_marxist_orthodoxy
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {
			NOT = {
				has_war_with = SOV
			}
			SOV = {
				has_government = ROOT
			}
			OR = {
				is_subject = no
				is_subject_of = SOV
			}
		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			remove_ideas = PRC_power_struggles
		}
	} {
		id = PRC
# ... (truncated)
### Entity: Modifier Reference
Component: sokolov_raided_limited_success_modifier
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
sokolov_raided_limited_success_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_BEL_eben_emael_raided
	state_repair_speed_bunker_factor = -0.05
	land_bunker_effectiveness_factor = -0.05
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.61
Constructs: is_triggered_only, release_on_controlled
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.61
	title = BBA_italy_anti_colonialism_events.61.t
	desc = BBA_italy_anti_colonialism_events.61.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.53.a
		custom_effect_tooltip = ITA_release_colonies_south_africa_tt
		hidden_effect = {
			release_on_controlled = NMB SAF BOT ZIM ZAM MLW MZB MAD
		}
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_Licences
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_Licences
	text = GEN_purchase_foreign_licenses
	icon = GFX_focus_generic_license_production
	prerequisite = {
		focus = SUD_American_Air SUD_german_heavy_industry_expansion SUD_Soviet_Heavy_Industry
	}
	x = 1
	y = 2
	offset = {
		x = -1
		y = 0
		trigger = {
			tag = SOV
		}
	}
	relative_position_id = SUD_Automobile
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = GEN_Licences_I
	}
}
### Entity: Scripted Trigger
Component: BUL_has_some_sort_of_bogdan_filov
Constructs: has_idea, has_country_leader
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_has_some_sort_of_bogdan_filov = {
	BUL = {
		OR = {
			has_idea = BUL_bogdan_filov BUL_bogdan_filov_fascism
			has_country_leader = {
				character = BUL_bogdan_filov
				ruling_only = yes
			}
		}
	}
}