Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: HUN_alternate_DEM_GD
Constructs: has_country_flag, has_dlc, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/HUN_ww_alternate.txt

Code:
HUN_alternate_DEM_GD = {
	name = Hungarian Alternate plan to become democratic
	desc = 
	allowed = {
		original_tag = HUN
		has_dlc = Gotterdammerung
	}
	enable = {
		OR = {
			has_country_flag = HUN_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = HUN_ai_behavior
				option = DEMOCRATIC
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		wuw_HUN_a_responsible_government wuw_HUN_support_for_our_finnish_brothers wuw_HUN_announce_the_gyor_program wuw_HUN_end_the_regency wuw_HUN_crack_down_on_radicals wuw_HUN_subvert_gombos_troops wuw_HUN_avoid_interventionalist_destablilization wuw_HUN_reintigrate_the_imperial_railroads wuw_HUN_expand_the_ganz_muvek wuw_HUN_reach_out_to_candidates wuw_HUN_abide_by_the_little_ententes_stipulations wuw_HUN_elect_a_democratic_king wuw_HUN_cancel_the_german_trade_deal wuw_HUN_promote_increased_urbanization wuw_HUN_devalue_the_pengo wuw_HUN_negotiate_the_restrictions wuw_HUN_manred_weiss_steel_and_metal_works wuw_HUN_guarantee_religious_liberties
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Character
Component: BAN_ncs
Source: game
File: common/characters/BAN.txt

Code:
BAN_ncs = {
	advisor = {
		slot = high_command
		idea_token = BAN_ncs
		ledger = navy
		allowed = {
			original_tag = BAN
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}
### Entity: Event
Component: DOD_hungary.82
Constructs: is_triggered_only, ai_chance, has_war, limit, is_faction_leader, remove_from_faction
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.82
	title = DOD_hungary.82.t
	desc = DOD_hungary.82.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = DOD_hungary.82.a
		ai_chance = {
			factor = 75
			modifier = {
				has_war = yes
				factor = 0.5
			}
		}
		HUN = {
			country_event = DOD_hungary.85
		}
	} {
		name = DOD_hungary.82.b
		ai_chance = {
			factor = 25
		}
		CZE = {
			country_event = DOD_hungary.86
		}
		if = {
			limit = {
				is_faction_leader = yes
			}
			remove_from_faction = CZE
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_peaceful_RUT
Source: game
File: common/ai_focuses/RUT.txt

Code:
ai_focus_peaceful_RUT = {
	research = {
		industry = 25.0
		construction_tech = 15.0
		electronics = 20.0
		computing_tech = 10.0
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_thonburi_class_coastal_defense_ship
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_thonburi_class_coastal_defense_ship
	icon = GFX_focus_FIN_coastal_defense
	x = -5
	y = 0
	relative_position_id = SIA_direct_army_fundings_towards_the_navy
	prerequisite = {
		focus = SIA_royal_thai_navy
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		country_event = {
			id = siam.32
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_patriotic_boom_among_the_populace
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_patriotic_boom_among_the_populace
	prerequisite = {
		focus = BUL_allow_rigged_election
	}
	relative_position_id = BUL_allow_rigged_election
	icon = GFX_goal_BUL_CoA
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_ideas = BUL_patriot_boom
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: air_wing_47
Source: game
File: history/units/GRE_1939_air_legacy.txt

Code:
air_wings = {
	47 = {
		fighter_equipment_0 = {
			owner = GRE
			creator = POL
			version_name = PZL P.24
			amount = 91
		}
		CAS_equipment_1 = {
			owner = GRE
			amount = 64
		}
		tac_bomber_equipment_0 = {
			owner = GRE
			amount = 51
		} {
			owner = GRE
			amount = 51
		}
	}
}
### Entity: Modifier Reference
Component: VEN_national_development_modifier
Constructs: remove_trigger, is_core_of
Source: game
File: common/dynamic_modifiers/VEN.txt

Code:
VEN_national_development_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	remove_trigger = {
		ROOT = {
			NOT = {
				is_core_of = ROOT.controller
			}
		}
	}
	state_production_speed_buildings_factor = 0.1
}
### Entity: Event
Component: vietnam.15
Constructs: is_triggered_only, fire_only_once, set_portraits
Source: game
File: events/Vietnam.txt

Code:
country_event = {
	id = vietnam.15
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	immediate = {
		hidden_effect = {
			VIN_ho_chi_minh = {
				set_portraits = {
					civilian = {
						large = GFX_Portrait_Indochina_Ho_Chi_Minh_Old
					}
					army = {
						large = GFX_Portrait_Indochina_Ho_Chi_Minh_Old
					}
				}
			}
		}
	}
}
### Entity: Character
Component: IRQ_nuri_as_said
Constructs: has_dlc, has_country_leader
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_nuri_as_said = {
	instance = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = IRQ_nuri_as_said
		portraits = {
			civilian = {
				large = GFX_portrait_IRQ_nuri_as_said
				small = GFX_portrait_IRQ_nuri_as_said_small
			}
		}
		country_leader = {
			ideology = conservatism
			traits = {
				IRQ_pro_western_iraqi_nationalist
			}
			expire = 1949.1.1.12
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = IRQ_nuri_as_said
		portraits = {
			civilian = {
				large = GFX_Portrait_Arabia_Generic_2
				small = GFX_idea_generic_political_advisor_arab_1
			}
		}
		country_leader = {
			ideology = conservatism
			expire = 1949.1.1.12
			id = -1
		}
		advisor = {
			slot = political_advisor
			idea_token = IRQ_nuri_as_said
			traits = {
				armaments_organizer
			}
			available = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = IRQ_nuri_as_said
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: AST_abandon_the_westminster_system
Constructs: has_government, removal_cost, autonomy_gain, democratic_drift
Source: game
File: common/ideas/australia.txt

Code:
AST_abandon_the_westminster_system = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	picture = ast_abandon_the_westminster_system
	modifier = {
		autonomy_gain = 1
		democratic_drift = -0.1
	}
}
### Entity: Character
Component: MPL_yosef_sprinzak
Constructs: limit, has_power_balance, add_power_balance_value
Source: game
File: common/characters/MPL.txt

Code:
MPL_yosef_sprinzak = {
	name = Yosef Sprinzak
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_4
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MPL_yosef_sprinzak
		allowed = {
			original_tag = MPL
		}
		traits = {
			democratic_reformer
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = MPL_power_balance
						}
					}
					add_power_balance_value = {
						id = MPL_power_balance
						value = 0.2
						tooltip_side = MPL_jewish_side
					}
				}
			}
		}
	}
}
### Entity: Character
Component: SHX_peng_dong
Source: game
File: common/characters/Warlords_China.txt

Code:
SHX_peng_dong = {
	name = SHX_peng_dong
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = SHX_peng_dong
		allowed = {
			original_tag = SHX
		}
		traits = {
			navy_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Idea
Component: germaniawerft
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/GER.txt

Code:
germaniawerft = {
	allowed = {
		original_tag = GER
	}
	visible = {
		NOT = {
			has_completed_focus = GER_grosskampfschiff_construction
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		atlantic_fleet_naval_manufacturer
	}
}
### Entity: AI Strategy
Component: ALLIES_avoid_enemies_for_a_while_ww3
Constructs: has_war_with, is_in_faction_with, is_historical_focus_on
Source: game
File: common/ai_strategy/SOV.txt

Code:
ALLIES_avoid_enemies_for_a_while_ww3 = {
	allowed = {
		OR = {
			original_tag = ENG
			is_in_faction_with = ENG
		}
	}
	enable = {
		is_historical_focus_on = yes
		date = > 1943.1.1
		OR = {
			has_war_with = GER JAP
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = conquer
		id = PER
		value = -200
	} {
		type = conquer
		id = SOV
		value = -200
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_juramentado
Constructs: prerequisite, completion_reward, set_rule, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_juramentado
	icon = GFX_focus_PHI_juramentado
	prerequisite = {
		focus = PHI_local_resistance
	}
	relative_position_id = PHI_local_resistance
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = yes
	completion_reward = {
		set_rule = {
			can_use_kamikaze_pilots = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt PHI_philippine_resistance_movement_dynamic_modifier_tt generic_skip_one_line_tt PHI_will_gain_juramentado
		add_to_variable = {
			PHI_resistance_army_org_regain = 0.2
			tooltip = army_org_regain_tt
		}
	}
}
### Entity: Character
Component: SAF_moses_kotane
Source: game
File: common/characters/SAF.txt

Code:
SAF_moses_kotane = {
	name = SAF_moses_kotane
	portraits = {
		civilian = {
			large = GFX_SAF_moses_kotane
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Event
Component: israel.60
Constructs: is_triggered_only
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.60
	title = israel.60.t
	desc = israel.60.d
	is_triggered_only = yes
	option = {
		name = israel.60.a
	}
}
### Entity: Idea
Component: DEN_Disarmed_Military_industry
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
DEN_Disarmed_Military_industry = {
	name = r56_army_disorginization
	allowed = {
		original_tag = DEN
	}
	removal_cost = -1
	picture = BUL_army_restrictions
	modifier = {
		production_speed_arms_factory_factor = 0
		production_speed_industrial_complex_factor = 0.2
		industrial_capacity_factory = -0.2
		industrial_capacity_dockyard = -0.2
		production_speed_bunker_factor = -0.5
		production_speed_coastal_bunker_factor = -0.5
		mobilization_laws_cost_factor = 0.5
	}
}
### Entity: Character
Component: orientalist_philosopher
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
orientalist_philosopher = {
	sprite = 13
	random = no
	stability_factor = 0.05
	attack_bonus_against_cores = 0.05
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_naval_effort
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_naval_effort
	icon = GFX_goal_generic_navy_doctrines_tactics
	x = 48
	y = 2
	cost = 5
	prerequisite = {
		focus = ALG_ANN
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = fleet_in_being_bonus
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: Idea
Component: ICE_IFV
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_IFV = {
	picture = generic_artillery_manufacturer_2
	allowed = {
		original_tag = ICE
	}
	available = {
		has_completed_focus = ICE_create_ifv
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	cost = 50
	traits = {
		infantry_equipment_manufacturer
	}
	equipment_bonus = {
		infantry_equipment = {
			soft_attack = 0.01
			reliability = 0.1
		}
		artillery = {
			reliability = 0.1
		}
	}
}
### Entity: AI Strategy
Component: RKH_joins_the_team_for_the_big_win_or_the_big_defeat
Constructs: has_war_with, has_war_with_major, is_subject_of
Source: game
File: common/ai_strategy/RKH.txt

Code:
RKH_joins_the_team_for_the_big_win_or_the_big_defeat = {
	allowed = {
		tag = RKH
	}
	enable = {
		GER = {
			has_war_with_major = yes
		}
		ROOT = {
			is_subject_of = GER
			surrender_progress = < 0.01
			any_neighbor_country = {
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = support
		id = GER
		value = 100
	}
}
### Entity: Character
Component: champion_of_peace_5
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
champion_of_peace_5 = {
	random = no
	war_support_factor = -0.06
	generate_wargoal_tension = 0.2
}
### Entity: Country History
Country: AHV
Component: AHV_misc
Constructs: limit, set_technology, set_research_slots, has_dlc, set_convoys
Source: game
File: history/countries/AHV - Aland.txt

Code:
# Misc for AHV
capital = 111
set_research_slots = 3
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
	}
}
set_convoys = 5
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_22
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_22 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 22
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 22
	}
}
### Entity: Scripted Effect
Component: alter_subsistence_economy_modifier_industrialize
Constructs: add_to_variable
Source: game
File: common/scripted_effects/AFG_scripted_effects.txt

Code:
alter_subsistence_economy_modifier_industrialize = {
	custom_effect_tooltip = AFG_modify_ssem_ns_intro
	add_to_variable = {
		AFG_economy_production_efficiency_gain_factor = 0.1
		tooltip = production_factory_efficiency_gain_factor_tt
	} {
		AFG_economy_production_max_efficiency_factor = 0.1
		tooltip = production_factory_max_efficiency_factor_tt
	} {
		AFG_economy_industrial_capacity_factor = 0.1
		tooltip = industrial_capacity_factory_tt
	} {
		AFG_stability_factor_dm = -0.05
		tooltip = stability_factor_tt
	}
}
### Entity: Decision
Component: MON_the_new_khanate
Constructs: has_completed_focus, has_state_flag
Source: game
File: common/decisions/categories/MON_decision_categories.txt

Code:
MON_the_new_khanate = {
	priority = 40
	icon = generic_monarchism
	picture = GFX_decision_cat_MON_bogd_khanate
	allowed = {
		original_tag = MON
	}
	on_map_area = {
		name = MON_area_to_search_for_khan_reincarnation
		target_array = global.r56_formables_states_array
		target_trigger = {
			FROM = {
				has_state_flag = MON_potential_bogd_khan_location
			}
		}
		zoom = 450
	}
	visible = {
		has_completed_focus = MON_search_new_bogd_khan
	}
}
### Entity: Character
Component: MPL_levantine_unifier_2
Source: game
File: common/country_leader/r56_traits.txt

Code:
MPL_levantine_unifier_2 = {
	random = no
	sprite = 13
	conscription = 0.005
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_fascist_industrial_investments
Constructs: prerequisite, limit, completion_reward, random_owned_state, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_fascist_industrial_investments
	icon = GFX_focus_ICE_state_corporatism
	prerequisite = {
		focus = NOR_the_administrative_council
	}
	x = 1
	y = 1
	relative_position_id = NOR_the_administrative_council
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
				NOT = {
					state = 914
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				NOT = {
					state = 914
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SWI_someone_is_about_to_be_angry
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_someone_is_about_to_be_angry = {
	any_other_country = {
		SWI_is_country_to_balance = yes
		SWI_country_about_to_be_angry = yes
	}
}
### Entity: Order of Battle
Component: Vasilikó Polemikó Naftikó
Source: game
File: history/units/GRE_1936_naval_legacy.txt

Code:
fleet = {
	name = Vasilikó Polemikó Naftikó
	naval_base = 4109
	task_force = {
		name = Vasilikós Stólos
		location = 4109
		ship = {
			name = RHS Georgios Averof
			pride_of_the_fleet = yes
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = GRE
				}
			}
		} {
			name = RHS Elli
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = GRE
				}
			}
		} {
			name = RHS Aetos
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = GRE
				}
			}
		} {
			name = RHS Ierax
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = GRE
				}
			}
		} {
			name = RHS Leon
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = GRE
				}
			}
		} {
			name = RHS Panthir
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = GRE
				}
			}
		} {
			name = RHS Kountouriotis
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = GRE
					version_name = Hydra Class
				}
			}
		} {
			name = RHS Hydra
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = GRE
					version_name = Hydra Class
				}
			}
		} {
			name = RHS Psara
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = GRE
					version_name = Hydra Class
				}
			}
		} {
			name = RHS Spetsai
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = GRE
					version_name = Hydra Class
				}
			}
		}
	} {
		name = Stolískou Ypovrychíon
		location = 4109
		ship = {
			name = RHS Katsonis
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = GRE
				}
			}
		} {
			name = RHS Papanikolis
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = GRE
				}
			}
		} {
			name = RHS Protefs
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = GRE
				}
			}
		} {
			name = RHS Nirefs
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = GRE
				}
			}
		} {
			name = RHS Triton
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = GRE
				}
			}
		} {
			
# ... (truncated)
### Entity: Event
Component: PER_imperial_events.190
Constructs: is_triggered_only, ai_chance, limit, add_war_support, has_country_flag, add_political_power, random_hours, is_faction_leader
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.190
	title = PER_imperial_events.190.t
	desc = PER_imperial_events.190.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.190.a
		ai_chance = {
			base = 90
		}
		PER = {
			country_event = {
				id = PER_imperial_events.191
				hours = 4
				random_hours = 8
			}
		}
		IF = {
			limit = {
				ROOT = {
					is_faction_leader = yes
				}
			}
			every_enemy_country = {
				limit = {
					is_ally_with = ROOT
				}
				country_event = {
					id = PER_imperial_events.153
					hours = 4
					random_hours = 8
				}
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			IF = {
				limit = {
					has_country_flag = PER_invading_country_flag
				}
				FROM = {
					give_resource_rights = {
						receiver = ROOT
						state = 413
					} {
						receiver = ROOT
						state = 412
					}
					white_peace = {
						tag = ROOT
					}
				}
			}
			ELSE = {
				add_political_power = 100
				add_war_support = 0.05
			}
		}
	} {
		name = PER_imperial_events.190.b
		ai_chance = {
			base = 10
		}
		PER = {
			country_event = {
				id = PER_imperial_events.192
				hours = 4
				random_hours = 8
			}
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_establish_chambers_of_professions
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_establish_chambers_of_professions
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = LAT_martial_prime_minister LAT_renew_kviesis_term
	}
	x = -1
	y = 1
	relative_position_id = LAT_martial_prime_minister
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = LAT_chamber_of_professions
	}
}
### Entity: Idea
Component: PRC_spread_world_revolution
Constructs: has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_spread_world_revolution = {
	picture = home_of_revolution
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	modifier = {
		justify_war_goal_time = -0.25
	}
}
### Entity: Event
Component: DOD_hungary.64
Constructs: is_triggered_only, ai_chance, has_completed_focus, remove_ideas, has_country_flag, has_global_flag
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.64
	title = DOD_hungary.64.t
	desc = {
		text = DOD_hungary.64.desc_ROM_refused
		trigger = {
			NOT = {
				OR = {
					has_global_flag = HUN_mediation_HUN_all
					has_country_flag = ROM_mediation_against
				}
			}
		}
	} {
		text = DOD_hungary.64.desc_ROM_nothing
		trigger = {
			OR = {
				has_global_flag = HUN_mediation_HUN_all
				has_country_flag = ROM_mediation_against
			}
		}
	}
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = DOD_hungary.64.a
		ai_chance = {
			base = 80
			modifier = {
				has_completed_focus = ROM_balkans_dominance
				factor = 0.2
			}
		}
		HUN = {
			country_event = {
				id = DOD_hungary.51
				hours = 3
			}
		}
		remove_ideas = ROM_war_preparation
	} {
		name = DOD_hungary.64.b
		ai_chance = {
			base = 20
		}
		event_target:HUN_mediator = {
			country_event = {
				id = DOD_hungary.66
				hours = 2
			}
		}
	}
}
### Entity: AI Strategy
Component: BUL_address_internal_affairs_first
Constructs: has_completed_focus, has_war, has_dlc
Source: game
File: common/ai_strategy/BUL.txt

Code:
BUL_address_internal_affairs_first = {
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	enable = {
		OR = {
			has_completed_focus = BUL_power_to_the_tsar BUL_oppose_the_royal_dictatorship
		}
	}
	abort = {
		OR = {
			has_war = yes
			date = > 1941.1.1
		}
	}
	ai_strategy = {
		type = pp_spend_priority
		id = admiral
		value = -9999
	} {
		type = pp_spend_priority
		id = guarantee
		value = -9999
	} {
		type = pp_spend_priority
		id = relation
		value = 10
	} {
		type = building_target
		id = industrial_complex
		value = 17
	}
}