Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ita_focus
Component: ITA_independence_rsi
Constructs: prerequisite, has_war, limit, add_opinion_modifier, completion_reward, is_subject, random_hours
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_independence_rsi
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = ITA_the_social_republic_prevails
	}
	x = 0
	y = 1
	relative_position_id = ITA_the_social_republic_prevails
	cost = 5
	available = {
		has_war = no
		is_subject = yes
	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				country_event = {
					id = BBA_italy_civil_war.5
					hours = 12
					random_hours = 6
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				OVERLORD = {
					end_puppet = ROOT
				}
				ROOT = {
					add_opinion_modifier = {
						target = PREV
						modifier = ITA_granted_us_independence
					}
				}
			}
		}
		else = {
			custom_effect_tooltip = ITA_independence_overlord_fallback_tt if_they_accept_tt ITA_independence_overlord_fallback_accept_tt
			effect_tooltip = {
				country_event = {
					id = BBA_italy_civil_war.5
					hours = 12
					random_hours = 6
				}
			}
		}
	}
}
### Entity: Idea
Component: VEN_fortress
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_fortress = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = FRA_fortification_focus
	modifier = {
		production_speed_bunker_factor = 0.15
		production_speed_coastal_bunker_factor = 0.15
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ENG_1939_nsb.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = ENG
		}
		requested_factories = 7
		progress = 0.1
		efficiency = 100
		industrial_manufacturer = mio:ENG_rsaf_enfield_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = ENG
		}
		requested_factories = 2
		progress = 0.3
		efficiency = 100
	} {
		equipment = {
			type = medium_tank_chassis_1
			creator = ENG
			version_name = Cruiser Mk. IV
		}
		requested_factories = 2
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:ENG_vauxhall_organization
	}
}
### Entity: Event
Component: bulgaria.1
Constructs: is_triggered_only, limit, add_state_core, is_core_of, remove_state_core
Source: game
File: events/Bulgaria.txt

Code:
country_event = {
	id = bulgaria.1
	title = bulgaria.1.t
	desc = bulgaria.1.d
	picture = [GetHitlerHandshakeEventPicture]
	is_triggered_only = yes
	option = {
		name = bulgaria.1.a
		BUL = {
			transfer_state = 77
			add_state_core = 77
		}
		if = {
			limit = {
				77 = {
					is_core_of = ROM
				}
			}
			ROM = {
				remove_state_core = 77
			}
		}
		hidden_effect = {
			news_event = {
				days = 1
				id = news.21
			}
		}
	}
}
### Entity: Trigger Reference
Construct: current_conscription_amount
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## current_conscription_amount

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks the current conscription amount of the country.

```
### Entity: AI Strategy
Component: ai_focus_military_equipment_PRC
Source: game
File: common/ai_focuses/PRC.txt

Code:
ai_focus_military_equipment_PRC = {
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_spread_the_revolution_through_iberia
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, create_wargoal, annex_everything
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_spread_the_revolution_through_iberia
	icon = GFX_focus_focus_fra_intervention_spain
	x = 0
	y = 1
	prerequisite = {
		focus = ADU_tip_the_balance_of_power
	}
	relative_position_id = ADU_tip_the_balance_of_power
	cost = 10
	ai_will_do = {
		factor = 2
	}
	will_lead_to_war_with = SPR POR
	available = {
		r56_script_i_am_sane = yes
		is_subject = no
	}
	bypass = {
		has_war_with = SPR POR
	}
	completion_reward = {
		create_wargoal = {
			target = POR
			type = annex_everything
			expire = 0
		} {
			target = SPR
			type = annex_everything
			expire = 0
		}
		if = {
			limit = {
				NAV = {
					exists = yes
				}
			}
			create_wargoal = {
				target = NAV
				type = annex_everything
				expire = 0
			}
		} {
			limit = {
				CAT = {
					exists = yes
				}
			}
			create_wargoal = {
				target = CAT
				type = annex_everything
				expire = 0
			}
		} {
			limit = {
				GLC = {
					exists = yes
				}
			}
			create_wargoal = {
				target = GLC
				type = annex_everything
				expire = 0
			}
		} {
			limit = {
				SPA = {
					exists = yes
				}
			}
			create_wargoal = {
				target = SPA
				type = annex_everything
				expire = 0
			}
		} {
			limit = {
				SPB = {
					exists = yes
				}
			}
			create_wargoal = {
				target = SPB
				type = annex_everything
				expire = 0
			}
		} {
			limit = {
				SPC = {
					exists = yes
				}
			}
			create_wargoal = {
				target = SPC
				type = annex_everything
				expire = 0
			}
		} {
			limit = {
				SPD = {
					exists = yes
				}
			}
			create_wargoal = {
				target = SPD
				type = annex_everything
				expire = 0
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.130
Constructs: is_triggered_only, limit, has_idea, set_country_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.130
	title = SEA_imperial_influence_events.130.t
	desc = SEA_imperial_influence_events.130.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_army_faction_demands_conscription_law_change
		hidden_effect = {
			IF = {
				limit = {
					has_idea = disarmed_nation
				}
				set_country_flag = JAP_in_on_disarmed_nation_flag
			}
			ELSE_IF = {
				limit = {
					has_idea = volunteer_only
				}
				set_country_flag = JAP_in_on_volunteer_only_flag
			} {
				limit = {
					has_idea = limited_conscription
				}
				set_country_flag = JAP_in_on_limited_conscription_flag
			} {
				limit = {
					has_idea = extensive_conscription
				}
				set_country_flag = JAP_in_on_extensive_conscription_flag
			} {
				limit = {
					has_idea = service_by_requirement
				}
				set_country_flag = JAP_in_on_service_by_requirement_flag
			} {
				limit = {
					has_idea = all_adults_serve
				}
				set_country_flag = JAP_in_on_all_adults_serve_flag
			}
		}
	}
}
### Entity: State History
Component: 670
Constructs: add_core_of
Source: game
File: history/states/670-Laos.txt

Code:
state = {
	id = 670
	name = STATE_670
	manpower = 1114000
	state_category = pastoral
	history = {
		owner = FRA
		add_core_of = LAO
		victory_points = {
			1464 3
		} {
			4613 2
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1362 1390 1464 1507 1520 4260 4339 4539 4568 4613 7075 7103 7218 7356 9961 10195 10238 10326 10496 12332 12392 12433
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: r56_com_hate_anti_com_SPR
Constructs: has_government, has_country_leader_with_trait, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_com_hate_anti_com_SPR = {
	allowed = {
		ROOT = {
			exists = yes
		}
	}
	enable = {
		ROOT = {
			has_government = communism
			exists = yes
		}
		SPR = {
			exists = yes
			OR = {
				has_country_leader_with_trait = r56_trait_opposed_to_communism anti_communist
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = SPR
		value = -800
	} {
		type = support
		id = SPR
		value = -25
	} {
		type = befriend
		id = SPR
		value = -25
	} {
		type = alliance
		id = SPR
		value = -75
	}
}
### Entity: Technology
Component: early_ship_hull_cruiser
Constructs: enable_equipments, enable_equipment_modules, allow_branch, has_dlc, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipments = {
		ship_hull_cruiser_1
	}
	enable_equipment_modules = {
		ship_airplane_launcher_1 cruiser_ship_engine_1 ship_armor_cruiser_1
	}
	path = {
		leads_to_tech = basic_ship_hull_cruiser
		research_cost_coeff = 1
	}
	allow_branch = {
		has_dlc = Man the Guns
	}
	on_research_complete = {
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_naval_torpedo_cruiser
		}
	}
	research_cost = 1.5
	start_year = 1922
	folder = {
		name = mtgnavalfolder
		position = {
			x = -1
			y = 2
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			OR = {
				tag = ENG JAP USA
			}
		}
	}
	categories = {
		naval_equipment ca_tech mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_cruiser_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_reclaim_the_eastern_trade_route
Constructs: prerequisite, has_war, completion_reward, is_subject, is_in_faction_with, has_army_manpower, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_reclaim_the_eastern_trade_route
	icon = GFX_focus_RAJ_british_investors
	relative_position_id = EGY_avenge_the_battle_of_tell_el_kebir
	x = -1
	y = 1
	cost = 10
	available = {
		is_subject = no
		country_exists = RAJ
	}
	prerequisite = {
		focus = EGY_avenge_the_battle_of_tell_el_kebir
	}
	bypass = {
		OR = {
			is_in_faction_with = RAJ
			NOT = {
				country_exists = RAJ
			}
		}
	}
	will_lead_to_war_with = RAJ
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 10
			has_army_manpower = {
				size = > 199999
			}
			RAJ = {
				OR = {
					is_subject = no
					has_war = yes
				}
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			target = RAJ
			type = puppet_wargoal_focus
			expire = 0
		}
	}
}
### Entity: Idea
Component: mecar
Constructs: research_bonus
Source: game
File: common/ideas/flanders.txt

Code:
mecar = {
	allowed = {
		original_tag = FLA
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: mtg_usa_civil_war_fascists.1
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_political_power, set_country_flag
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_fascists.1
	title = mtg_usa_civil_war_fascists.1.t
	desc = mtg_usa_civil_war_fascists.1.desc
	picture = GFX_report_event_gathering_protest
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		set_country_flag = mtg_usa_civil_war_fascists_1
	}
	option = {
		name = mtg_usa_civil_war_fascists.1.a
		ai_chance = {
			factor = 80
		}
		add_stability = -0.1
	} {
		name = mtg_usa_civil_war_fascists.1.b
		ai_chance = {
			factor = 20
		}
		custom_effect_tooltip = mtg_usa_civil_war_warning_tt
		add_political_power = -120
		USA_congress_small_opposition = yes
		country_event = {
			id = mtg_usa_civil_war_fascists.2
			days = 90
		}
	}
}
### Entity: Scripted Effect
Component: JAP_small_naval_faction_gain
Constructs: limit, check_variable, add_to_variable
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_small_naval_faction_gain = {
	if = {
		limit = {
			check_variable = {
				JAP_naval_faction_influence_level = < JAP_tier_4_minimum_limit
			}
		}
		if = {
			limit = {
				JAP_naval_faction_is_tier_1 = yes
			}
			if = {
				limit = {
					check_variable = {
						JAP_naval_faction_influence_level = < JAP_tier_1_to_tier_2_small_gate
					}
				}
				custom_effect_tooltip = JAP_small_naval_faction_gain_tt
			}
			else = {
				custom_effect_tooltip = JAP_small_naval_faction_gain_tt
				JAP_naval_faction_goes_up_from_tier_1_to_tier_2 = yes
			}
		}
		else_if = {
			limit = {
				JAP_naval_faction_is_tier_2 = yes
			}
			if = {
				limit = {
					check_variable = {
						JAP_naval_faction_influence_level = < JAP_tier_2_to_tier_3_small_gate
					}
				}
				custom_effect_tooltip = JAP_small_naval_faction_gain_tt
			}
			else = {
				custom_effect_tooltip = JAP_small_naval_faction_gain_tt
				JAP_naval_faction_goes_up_from_tier_2_to_tier_3 = yes
			}
		} {
			limit = {
				JAP_naval_faction_is_tier_3 = yes
			}
			if = {
				limit = {
					check_variable = {
						JAP_naval_faction_influence_level = < JAP_tier_3_to_tier_4_small_gate
					}
				}
				custom_effect_tooltip = JAP_small_naval_faction_gain_tt
			}
			else = {
				custom_effect_tooltip = JAP_small_naval_faction_gain_tt
				JAP_naval_faction_goes_up_from_tier_3_to_tier_4 = yes
			}
		}
		add_to_variable = {
			JAP_naval_faction_influence_level = JAP_small_influence_point
		}
	}
}
### Entity: Modifier Reference
Construct: army_attack_against_minor_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_attack_against_minor_factor

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: Idea
Component: EAI_DD_6/medium_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/medium_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Event
Component: tfv_south_africa.90
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.90
	title = tfv_south_africa.90.t
	desc = tfv_south_africa.90.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		IVO = {
			if = {
				limit = {
					SAF = {
						controls_state = 779
					}
				}
				transfer_state = 779
			}
		}
		SAF = {
			puppet = IVO
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		IVO = {
			if = {
				limit = {
					SAF = {
						controls_state = 779
					}
				}
				transfer_state = 779
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = IVO
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_avenge_sykes_picot
Constructs: prerequisite, has_war_with, completion_reward, is_ally_with, create_wargoal, annex_everything
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_avenge_sykes_picot
	icon = GFX_goal_generic_repeal_opressive_law
	prerequisite = {
		focus = PAL_hashemite
	}
	x = -7
	y = 1
	relative_position_id = PAL_hashemite
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		ENG = {
			NOT = {
				exists = no
				is_ally_with = PAL
				has_war_with = PAL
			}
		}
	}
	completion_reward = {
		PAL = {
			create_wargoal = {
				target = ENG
				type = annex_everything
				expire = 0
			} {
				target = FRA
				type = annex_everything
				expire = 0
			}
		}
	}
}
### Entity: Idea
Component: BOS_acas
Source: game
File: common/ideas/bosnia.txt

Code:
BOS_acas = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = BOS
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: SOV_gordey_levchenko
Constructs: limit, has_war_with, has_unit_leader, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_gordey_levchenko = {
	name = SOV_gordey_levchenko
	portraits = {
		navy = {
			small = GFX_idea_gordey_levchenko
		}
		army = {
			large = GFX_portrait_SOV_gordey_levchenko
		}
	}
	advisor = {
		slot = high_command
		idea_token = gordey_levchenko
		ledger = navy
		allowed = {
			original_tag = SOV
		}
		available = {
			hidden_trigger = {
				NOT = {
					any_other_country = {
						has_war_with = SOV
						original_tag = SOV
						has_unit_leader = 406
					}
				}
			}
			if = {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			navy_capital_ship_2
		}
		cost = 100
		ai_will_do = {
			base = 0.2
		}
	}
	navy_leader = {
		traits = {
			green_water_expert
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		maneuvering_skill = 1
		coordination_skill = 2
		legacy_id = 406
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: Event
Component: mtg_netherlands.37
Constructs: is_triggered_only
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.37
	title = mtg_netherlands.37.t
	desc = mtg_netherlands.37.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.37.a
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_113
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_113 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 113
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_113
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			113
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Order of Battle
Component: 3 Jiaodao Dui
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/r56_MAN_1936.txt

Code:
division = {
	name = 3 Jiaodao Dui
	location = 4506
	division_template = Huncheng Shih
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = JAP
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.8
}
### Entity: Idea
Component: AST_R56_merchant_navy_idea
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_merchant_navy_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = escort_effort_focus
	equipment_bonus = {
		ship_hull_light = {
			build_cost_ic = -0.1
			instant = yes
		}
		convoy = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_purge_religous_beurocracy
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_purge_religous_beurocracy
	icon = GFX_goal_generic_backstab
	prerequisite = {
		focus = SOV_civil_war_agrarian_socialism
	} {
		focus = SOV_civil_war_abolish_death_penalty
	} {
		focus = SOV_civil_war_cultural_autonomy
	}
	x = -1
	y = 1
	relative_position_id = SOV_civil_war_agrarian_socialism
	cost = 6
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SOV_amnesty_for_political_opponents
			add_idea = SOV_purge_religous_beurocracy
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: israel.24
Constructs: is_triggered_only, ai_chance, has_government, add_opinion_modifier, add_political_power, random_hours, save_event_target_as, is_ally_with
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.24
	title = israel.24.t
	desc = israel.24.d
	is_triggered_only = yes
	option = {
		name = israel.24.a
		ISR = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		} {
			country_event = {
				id = israel.25
				days = 1
				random_hours = 12
			}
		}
		save_event_target_as = ISR_herzl_event_target
		ai_chance = {
			base = 1
			modifier = {
				is_ally_with = ISR
				factor = 100
			} {
				has_government = ISR
				factor = 2
			} {
				has_government = democratic
				factor = 90
			} {
				has_government = communism
				factor = 80
			} {
				has_government = neutrality
				factor = 50
			} {
				has_government = fascism
				factor = 10
			} {
				TAG = GER
				has_government = fascism
				NOT = {
					is_ally_with = ISR
				}
				factor = 0
			}
		}
	} {
		name = israel.24.b
		ai_chance = {
			base = 1
			modifier = {
				is_ally_with = ISR
				factor = 0
			} {
				has_government = ISR
				factor = 0.666
			} {
				has_government = democratic
				factor = 10
			} {
				has_government = communism
				factor = 20
			} {
				has_government = neutrality
				factor = 50
			} {
				has_government = fascism
				factor = 90
			} {
				TAG = GER
				has_government = fascism
				NOT = {
					is_ally_with = ISR
				}
				factor = 100
			}
		}
		add_political_power = -30
		ISR = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		} {
			country_event = {
				id = israel.26
				days = 1
				random_hours = 12
			}
		}
		set_country_flag = ISR_herzl_body_denied
		save_event_target_as = ISR_herzl_event_target
	}
}
### Entity: State History
Component: 1007
Constructs: add_core_of, add_claim_by, add_to_array
Source: game
File: history/states/1007-Bahrain.txt

Code:
state = {
	id = 1007
	name = STATE_1007
	manpower = 74040
	state_category = pastoral
	resources = {
		oil = 6
	}
	history = {
		add_core_of = BHR
		add_claim_by = PER
		owner = ENG
		add_to_array = {
			state_victory_points = 13306
		}
		victory_points = {
			13306 1
		}
		buildings = {
			infrastructure = 1
			13306 = {
				naval_base = 2
			}
		}
	}
	provinces = {
		13306
	}
	local_supplies = 0.0
}
### Entity: Character
Component: ELS_mauro_espinola_castro
Source: game
File: common/characters/ELS.txt

Code:
ELS_mauro_espinola_castro = {
	advisor = {
		slot = high_command
		idea_token = ELS_mauro_espinola_castro
		ledger = army
		allowed = {
			original_tag = ELS
		}
		traits = {
			army_cavalry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Mauro Espínola Castro
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_3
		}
	}
}
### Entity: Idea
Component: FIN_british_threat
Constructs: removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_british_threat = {
	picture = FIN_british_threat
	allowed = {
		original_tag = FIN
	}
	removal_cost = -1
	targeted_modifier = {
		tag = ENG
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Scripted Trigger
Component: has_same_ideology
Constructs: has_government, has_same_ideology, has_same_ideology_tt
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
has_same_ideology = {
	custom_trigger_tooltip = {
		tooltip = has_same_ideology_tt
		OR = {
			AND = {
				has_government = democratic
				ROOT = {
					has_government = democratic
				}
			} {
				has_government = fascism
				ROOT = {
					has_government = fascism
				}
			} {
				has_government = communism
				ROOT = {
					has_government = communism
				}
			} {
				has_government = neutrality
				ROOT = {
					has_government = neutrality
				}
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_iranian_alliance
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_faction_leader, is_in_faction, is_subject
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_iranian_alliance
	icon = GFX_goal_generic_befriend_persia
	relative_position_id = ISR_the_periphery_strategy
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_the_periphery_strategy
	}
	available = {
		NOT = {
			has_war_with = PER
		}
		is_faction_leader = yes
		PER = {
			OR = {
				has_government = neutrality democratic
			}
		}
	}
	cost = 5
	bypass = {
		PER = {
			OR = {
				is_in_faction = yes
				is_subject = yes
			}
		}
	}
	completion_reward = {
		PER = {
			country_event = generic.5
		}
	}
}