Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: SAF_CITIES
Source: game
File: common/units/names_ships/SAF_ship_names.txt

Code:
SAF_CITIES = {
	name = NAME_THEME_CITIES
	for_countries = {
		SAF
	}
	type = ship
	prefix = HMSAS 
	unique = {
		Cape Town Johannesburg Pretoria Port Elizabeth Bloemfontein East London Durban Kimberley Mosselbaai Walvisbaai Pietermaritzburg Windhoek Kaapstad Pietersburg Germiston Nelspruit Soweto Mafikeng Bisho Klerksdorp
	}
}
### Entity: Scripted Trigger
Component: FROM_is_weaker
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
FROM_is_weaker = {
	strength_ratio = {
		tag = FROM
		ratio = > 1
	}
}
### Entity: Event
Component: poland.4
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/Poland.txt

Code:
country_event = {
	id = poland.4
	title = poland.4.t
	desc = poland.4.d
	picture = GFX_report_event_polish_tanks_01
	is_triggered_only = yes
	option = {
		name = poland.4.a
		create_wargoal = {
			type = take_state_focus
			target = POL
			generator = {
				96 95 94 93 91 89 784
			}
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_prepare_amphibious_landings
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, random_army_leader, has_trait, add_unit_leader_trait
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_prepare_amphibious_landings
	icon = GFX_goal_generic_landing_craft
	x = 52
	y = 8
	cost = 5
	prerequisite = {
		focus = VEN_push_north
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = marine_tech
		} {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = tp_tech
		}
		random_army_leader = {
			limit = {
				NOT = {
					has_trait = naval_invader
				}
			}
			add_unit_leader_trait = naval_invader
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_adapt_to_the_amazons
Constructs: prerequisite, limit, completion_reward, has_dlc, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_adapt_to_the_amazons
	icon = GFX_goal_generic_jungle_warfare
	relative_position_id = VEN_bicycle_battalions
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = VEN_bicycle_battalions VEN_army_motorization
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		} {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			add_tech_bonus = {
				name = VEN_adapt_to_the_amazons
				bonus = 1
				uses = 1
				category = rangers_tech_cat
			}
		}
		else = {
			add_tech_bonus = {
				name = VEN_adapt_to_the_amazons
				bonus = 0.5
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
		add_tech_bonus = {
			name = VEN_adapt_to_the_amazons
			bonus = 1
			uses = 1
			category = r56_jungle_infantry_tech
		}
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_midget_subs
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress, has_dlc
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_midget_subs
	icon = GFX_focus_generic_midget_submarines
	prerequisite = {
		focus = SMB_raiding_fleet
	}
	relative_position_id = SMB_raiding_fleet
	mutually_exclusive = {
		focus = SMB_cruiser_subs
	}
	x = 1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = SMB_midget_subs
			bonus = 1.0
			uses = 1
			category = ss_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_naval
			value = 0.25
		}
		IF = {
			limit = {
				has_dlc = Man the Guns
			}
			add_ideas = midget_submarine_specialization_mtg
		}
		ELSE = {
			add_ideas = midget_submarine_specialization
		}
	}
}
### Entity: Military Industrial Organization
Component: CZE_ckd_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/CZE_organization.txt

Code:
CZE_ckd_organization = {
	include = generic_mobile_tank_organization
	icon = GFX_idea_CZE_ckd
	allowed = {
		OR = {
			tag = CZE RKH
			AND = {
				tag = ETH
				has_dlc = By Blood Alone
			}
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			FROM = {
				has_completed_focus = ETH_invite_foreign_industrialists
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = CZE
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = CZE
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_country_flag = has_invited_CZE_ckd_organization_flag
				}
			}
		}
	}
	add_trait = {
		token = CZE_mio_trait_export_models
		name = GER_mio_trait_export_models
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		visible = {
			FROM = {
				original_tag = CZE
				has_dlc = Peace For Our Time
				NOT = {
					has_completed_focus = CZE_kickstart_rapid_rearmanent
				}
			}
		}
		available = {
			FROM = {
				has_completed_focus = CZE_keep_focus_on_weapon_exports
			}
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
			production_cost_factor = -0.03
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = CZE_mio_trait_expanded_production_facilities_ckd_tanks
		name = USA_mio_trait_expanded_production_facilities
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_streamlined_production
		visible = {
			FROM = {
				original_tag = CZE
				has_dlc = Peace For Our Time
			}
		}
		available = {
			FROM = {
				has_completed_focus = CZE_the_tvp_project
			}
		}
		all_parents = {
			generic_mio_streamlined_production
		}
		production_bonus = {
			production_cost_factor = -0.05
			production_capacity_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Character
Component: CSA_victor_van_strydonck_de_burkel
Source: game
File: common/characters/CSA.txt

Code:
CSA_victor_van_strydonck_de_burkel = {
	advisor = {
		slot = high_command
		idea_token = CSA_victor_van_strydonck_de_burkel
		ledger = army
		allowed = {
			original_tag = CSA
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_1
		}
	}
}
### Entity: Country History
Country: SOL
Component: SOL_characters
Constructs: recruit_character
Source: game
File: history/countries/SOL - Solomon Islands.txt

Code:
# Leaders & Characters for SOL
recruit_character = SOL_awt SOL_acd2 SOL_nt SOL_aco2 SOL_acas SOL_acr SOL_mt SOL_stc SOL_aa2 SOL_ncm SOL_communist_guy SOL_ncs SOL_pot SOL_nccr SOL_fascist_guy SOL_coi SOL_ai2 SOL_democratic_guy SOL_ar SOL_acgs
### Entity: Order of Battle
Component: air_wing_303
Source: game
File: history/units/PRU_1939_air_bba.txt

Code:
air_wings = {
	303 = {
		small_plane_airframe_0 = {
			owner = PRU
			amount = 27
			creator = ITA
			version_name = CR.32
		}
		small_plane_cas_airframe_0 = {
			owner = PRU
			amount = 27
			creator = ENG
			version_name = Fairey Gordon
		}
		medium_plane_airframe_1 = {
			owner = PRU
			amount = 20
			creator = ITA
			version_name = Ca.135
		}
	}
}
### Entity: Unit Template
Component: equipments
Constructs: limit, has_dlc, has_idea, is_archetype, is_buildable, naval_speed, build_cost_ic
Source: game
File: common/units/equipment/ship_hull_cruiser.txt

Code:
equipments = {
	ship_hull_cruiser = {
		year = 1922
		can_be_produced = {
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				NOT = {
					has_idea = BUL_army_restrictions_aat
				}
			}
			else = {
				NOT = {
					has_idea = BUL_army_restrictions
				}
			}
		}
		is_archetype = yes
		is_buildable = no
		type = screen_ship
		interface_category = interface_category_screen_ships
		alias = light_cruiser
		priority = 1900
		module_slots = {
			fixed_ship_battery_slot = {
				required = yes
				allowed_module_categories = {
					ship_light_battery dp_light_battery ship_light_medium_battery ship_medium_battery
				}
			}
			fixed_ship_anti_air_slot = {
				required = no
				allowed_module_categories = {
					ship_anti_air
				}
			}
			fixed_ship_fire_control_system_slot = {
				required = yes
				allowed_module_categories = {
					ship_fire_control_system ship_sonar
				}
			}
			fixed_ship_radar_slot = {
				required = no
				allowed_module_categories = {
					ship_radar ship_sonar
				}
			}
			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = {
					cruiser_ship_engine
				}
			}
			fixed_ship_secondaries_slot = {
				required = no
				allowed_module_categories = {
					ship_secondaries ship_dp_secondaries
				}
			}
			fixed_ship_armor_slot = {
				required = no
				allowed_module_categories = {
					ship_cruiser_armor
				}
			}
			mid_1_custom_slot = {
				required = no
				allowed_module_categories = {
					ship_torpedo ship_anti_air ship_light_battery dp_light_battery ship_light_medium_battery ship_medium_battery ship_secondaries ship_dp_secondaries ship_airplane_launcher ship_mine_layer
				}
			}
			mid_2_custom_slot = mid_1_custom_slot
			rear_1_custom_slot = {
				required = no
				allowed_module_categories = {
					ship_anti_air ship_light_battery dp_light_battery ship_light_medium_battery ship_medium_battery ship_airplane_launcher ship_mine_layer ship_depth_charge
				}
			}
		}
		module_count_limit = {
			category = ship_radar
			count = < 2
		} {
			category = ship_sonar
			count = < 2
		}
		default_modules = {
			fixed_ship_battery_slot = empty
			fixed_ship_anti_air_slot = empty
			fixed_ship_fire_control_system_slot = empty
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = cruiser_ship_engine_1
			mid_1_custom_slot = empty
			mid_2_custom_slot = empty
			rear_1_custom_slot = empty
		}
		
# ... (truncated)
### Entity: National Focus
Tree: pol_focus
Component: POL_heavy_fighter_concept
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_heavy_fighter_concept
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = POL_air_innovations POL_fighter_modernisation
	}
	x = 1
	y = 1
	relative_position_id = POL_air_innovations
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_tech_bonus = {
				name = POL_heavy_fighter_concept
				bonus = 1.0
				uses = 1
				category = cat_heavy_fighter
			}
		}
		ELSE = {
			add_tech_bonus = {
				name = POL_heavy_fighter_concept
				bonus = 1.0
				uses = 1
				category = medium_air
			}
		}
	}
}
### Entity: Event
Component: mongol_khalkin_gol.6
Constructs: is_triggered_only, add_war_support, fire_only_once, add_timed_idea, set_country_flag, unlock_decision_tooltip
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_khalkin_gol.6
	title = mongol_khalkin_gol.6.t
	desc = mongol_khalkin_gol.6.d
	picture = GFX_report_event_SOV_military_offensive
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol_khalkin_gol.6.a
		add_war_support = 0.02
		add_timed_idea = {
			idea = MON_soviet_assistance_khalkin_gol
			days = 180
		}
		set_country_flag = MON_khalkin_gol_soviets_invited
		unlock_decision_tooltip = MON_request_soviet_infantry MON_request_soviet_tanks
		MON_soviet_medium_influence_increase_effect = yes
	} {
		name = mongol_khalkin_gol.6.b
		add_war_support = 0.05
	}
}
### Entity: Idea
Component: strikes_1
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/zzz_generic.txt

Code:
strikes_1 = {
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	picture = generic_production_bonus
	modifier = {
		consumer_goods_factor = 0.4
		local_resources_factor = -0.2
		industrial_capacity_factory = -0.2
		industrial_capacity_dockyard = -0.2
	}
}
### Entity: Idea
Component: TUR_the_redshirts
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/turkey.txt

Code:
TUR_the_redshirts = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = MEX_politicised_army
	removal_cost = -1
	modifier = {
		conscription = 0.02
		fascism_drift = 0.03
		resistance_garrison_penetration_chance = -0.15
	}
}
### Entity: Country History
Country: RKK
Component: RKK_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/RKK - Reichskommisariat Kaukasien.txt

Code:
# Misc for RKK
capital = 231
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_research_slots = 3
set_convoys = 0
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		CAS2 = 1
		heavy_fighter1 = 1
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Event
Component: DOD_hungary.81
Constructs: is_triggered_only
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.81
	title = DOD_hungary.81.t
	desc = DOD_hungary.81.desc
	picture = GFX_report_event_german_polish_border
	is_triggered_only = yes
	option = {
		name = DOD_hungary.81.a
		transfer_state = 664
	}
}
### Entity: Event
Component: wtt_infiltration.598
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.598
	title = wtt_infiltration.2.t
	desc = wtt_infiltration.2.desc
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	option = {
		name = wtt_infiltration.2.a
	}
}
### Entity: Modifier Reference
Construct: army_bonus_air_superiority_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_bonus_air_superiority_factor

* Number with 2 decimal places
* **Categories**: air
### Entity: Event
Component: kmt.240
Constructs: is_triggered_only, ai_chance, has_government, has_war_together_with
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.240
	title = kmt.240.t
	desc = kmt.240.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = kmt.240.a
		ai_chance = {
			base = 50
			modifier = {
				add = 40
				CHI = {
					has_government = fascism
				}
			}
		}
		JAP = {
			country_event = {
				id = kmt.241
				days = 1
			}
		}
	} {
		name = kmt.233.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 95
				has_war_together_with = JAP
			}
		}
		CHI = {
			country_event = {
				id = kmt.242
				days = 1
			}
		}
	}
}
### Entity: Country History
Country: ALG
Component: ALG_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project, set_politics, set_popularities
Source: game
File: history/countries/ALG - Algeria.txt

Code:
# Misc for ALG
capital = 459
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
{
	set_politics = {
		ruling_party = neutrality
		last_election = 1936.1.1
		election_frequency = 48
		elections_allowed = no
	}
	set_popularities = {
		democratic = 25
		fascism = 20
		communism = 5
		neutrality = 50
	}
}
### Entity: Idea
Component: RAJ_marginalized_muslim_community_very_happy
Constructs: stability_factor, removal_cost, conscription_factor, autonomy_gain
Source: game
File: common/ideas/british_raj.txt

Code:
RAJ_marginalized_muslim_community_very_happy = {
	picture = raj_marginalized_muslim_community_happy
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		conscription_factor = 0.06
		autonomy_gain = 0.9
	}
}
### Entity: Order of Battle
Component: air_wing_303
Source: game
File: history/units/PRU_1939_air_legacy.txt

Code:
air_wings = {
	303 = {
		fighter_equipment_0 = {
			owner = PRU
			amount = 27
		}
		CAS_equipment_1 = {
			owner = PRU
			amount = 27
		}
		tac_bomber_equipment_1 = {
			owner = PRU
			amount = 20
		}
	}
}
### Entity: Order of Battle
Component: air_wing_62
Source: game
File: history/units/GER_1939_air_bba.txt

Code:
air_wings = {
	62 = {
		small_plane_naval_bomber_airframe_1 = {
			owner = GER
			amount = 54
			version_name = Do 22
		}
	}
}
### Entity: Character
Component: JAP_soto_trait
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_soto_trait = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	experience_gain_army_factor = 0.1
}
### Entity: Order of Battle
Component: 501e Rgt. de Chars de Combat
Constructs: division_template
Source: game
File: history/units/FRA_1939.txt

Code:
division = {
	name = 501e Rgt. de Chars de Combat
	location = 6529
	division_template = Brigade de Chars de Combat
	start_experience_factor = 0.2
}
### Entity: AI Strategy
Component: ITA_please_help_me_buget_this_my_country_is_dieing
Constructs: has_government
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_please_help_me_buget_this_my_country_is_dieing = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_government = fascism
		date = < 1937.6.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 35
	} {
		type = equipment_production_min_factories
		id = artillery
		value = 2
	} {
		type = equipment_production_min_factories
		id = armor
		value = 1
	}
}
### Entity: Scripted Trigger
Component: EAI_is_prepared_for_war
Constructs: has_war_with, has_country_flag, has_manpower
Source: game
File: common/scripted_triggers/EAI_DIPLOMACY_triggers.txt

Code:
EAI_is_prepared_for_war = {
	OR = {
		NOT = {
			any_home_area_neighbor_country = {
				has_war_with = PREV
			}
		}
		AND = {
			enemies_strength_ratio = < 0.5
			surrender_progress = < 0.05
			NOT = {
				has_country_flag = {
					flag = EAI_MILITARY_trend_losing_war
					value = 1
					days = > 60
				}
			}
		}
	}
	NOT = {
		EAI_is_not_independent = yes
	}
	has_manpower = > 200000
}
### Entity: Event
Component: slovakk.1
Constructs: is_triggered_only, ai_chance, limit, is_historical_focus_on, add_state_claim, create_wargoal, take_claimed_state
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = slovakk.1
	title = libya.1.t
	desc = libya.1.d
	picture = GFX_report_event_cze_divided_nation
	is_triggered_only = yes
	option = {
		name = libya.1.a
		ai_chance = {
			base = 90
		}
		if = {
			limit = {
				SLO = {
					controls_state = 664
				}
			}
			HUN = {
				transfer_state = 664
			}
			GER = {
				puppet = SLO
			}
		}
	} {
		name = libya.1.b
		ai_chance = {
			base = 10
			modifier = {
				is_historical_focus_on = no
				factor = 100
			}
		}
		HUN = {
			add_state_claim = 70 71
			create_wargoal = {
				type = take_claimed_state
				target = SLO
			}
		}
		GER = {
			create_wargoal = {
				type = take_claimed_state
				target = SLO
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_rally_ancient_history
Constructs: prerequisite, has_government, has_war_with, add_stability, add_opinion_modifier, completion_reward, allow_branch, add_timed_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_rally_ancient_history
	icon = GFX_focus_PER_rally_ancient_history
	prerequisite = {
		focus = PER_shahanshah
	}
	x = 0
	y = 1
	relative_position_id = PER_shahanshah
	cost = 5
	available = {
		has_government = neutrality
		NOT = {
			has_war_with = USA ENG FRA GER SOV JAP ITA
		}
	}
	bypass = {
		OR = {
			has_war_with = USA ENG FRA GER SOV JAP ITA
		}
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		PER = {
			country_event = {
				id = PER_imperial_events.30
				hours = 1
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt CHL_skip_one_line_tt
		add_timed_idea = {
			idea = PER_celebration_idea
			days = 365
		}
		USA = {
			add_opinion_modifier = {
				target = PER
				modifier = large_increase
			}
		}
		ENG = {
			add_opinion_modifier = {
				target = PER
				modifier = large_increase
			}
		}
		GER = {
			add_opinion_modifier = {
				target = PER
				modifier = large_increase
			}
		}
		FRA = {
			add_opinion_modifier = {
				target = PER
				modifier = large_increase
			}
		}
		SOV = {
			add_opinion_modifier = {
				target = PER
				modifier = large_increase
			}
		}
		JAP = {
			add_opinion_modifier = {
				target = PER
				modifier = large_increase
			}
		}
		ITA = {
			add_opinion_modifier = {
				target = PER
				modifier = large_increase
			}
		}
		add_stability = -0.1
	}
}