Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: denmark_overlord_events.12
Constructs: is_triggered_only, ai_chance, has_character, is_country_leader, has_character_flag, is_historical_focus_on
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.12
	title = denmark_overlord_events.11.t
	desc = denmark_overlord_events.12.desc
	picture = GFX_report_event_DEN_danish_politics
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.12.a
		ai_chance = {
			base = 1
		}
		trigger = {
			AND = {
				has_character = DEN_thorvald_stauning
				DEN_thorvald_stauning = {
					is_country_leader = no
				}
			}
			DEN_vilhelm_buhl = {
				is_country_leader = no
			}
		}
		DEN_socialdemokratiet_takes_over = yes
		OVERLORD = {
			country_event = {
				id = denmark_overlord_events.14
				days = 1
			}
		}
	} {
		name = denmark_overlord_events.12.b
		ai_chance = {
			base = 1
		}
		trigger = {
			DEN_knud_kristensen = {
				is_country_leader = no
			}
		}
		DEN_venstre_takes_over = yes
		OVERLORD = {
			country_event = {
				id = denmark_overlord_events.14
				days = 1
			}
		}
	} {
		name = denmark_overlord_events.12.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				OR = {
					DEN_rearming_ai = yes
					DEN_royal_ai = yes
					DEN_fascist_ai = yes
				}
			}
		}
		trigger = {
			DEN_christmas_moller = {
				is_country_leader = no
			}
			NOT = {
				DEN_christmas_moller = {
					has_character_flag = DEN_political_agitator_flag
				}
			}
		}
		DEN_konservative_takes_over = yes
		OVERLORD = {
			country_event = {
				id = denmark_overlord_events.14
				days = 1
			}
		}
	} {
		name = denmark_overlord_events.12.d
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				is_historical_focus_on = yes
			} {
				factor = 5
				OR = {
					DEN_historical_ai = yes
					DEN_rearming_ai = yes
				}
			}
		}
		trigger = {
			DEN_erik_scavenius = {
				is_country_leader = no
			}
		}
		DEN_erik_scavenius_takes_over = yes
		OVERLORD = {
			country_event = {
				id = denmark_overlord_events.14
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_17/motorized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/motorized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_sea_region_68
Constructs: has_country_flag, check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_sea_region_68 = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
		NOT = {
			has_country_flag = EAI_MILITARY_INVASION_planning_phase
		}
		is_in_array = {
			EAI_MILITARY_INVASION_sea_regions = 68
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strike_force_home_base
		id = 68
		value = 10000
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_hire_soviet_designer
Constructs: shared_focus, prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc, add_mio_size
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_hire_soviet_designer
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = CHI_sea_purchase_tanks
	} {
		focus = CHI_sea_rapprochement_with_soviet_union
	}
	x = 2
	y = 1
	relative_position_id = CHI_sea_purchase_tanks
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = PRC
		}
	}
	available = {
		SOV_will_support = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = CHI_hire_soviet_designer
			bonus = 1.0
			uses = 1
			category = armor
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = SOV_morozov_design_bureau_organization
			mio:SOV_morozov_design_bureau_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = SOV_morozov_design_bureau
		}
	}
}
### Entity: Character
Component: EGY_victor_tait
Constructs: has_completed_focus, has_war_with
Source: game
File: common/characters/EGY.txt

Code:
EGY_victor_tait = {
	name = Victor Tait
	portraits = {
		army = {
			small = GFX_idea_ENG_generic_land_1
		}
	}
	advisor = {
		cost = 100
		slot = air_chief
		idea_token = EGY_victor_tait
		allowed = {
			original_tag = EGY
		}
		available = {
			has_completed_focus = EGY_victor_taits_legacy
			NOT = {
				has_war_with = CAN
			}
		}
		traits = {
			air_chief_reform_2
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_heavy_armor_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_heavy_armor_focus
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = FRA_artillery_focus
	}
	x = 0
	y = 1
	relative_position_id = FRA_artillery_focus
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = FRA_heavy_armor_focus
			bonus = 1.0
			uses = 1
			category = cat_heavy_armor
		}
	}
}
### Entity: AI Strategy
Component: GER_invading_france_is_pointless_because_we_go_through_benelux_soon
Constructs: limit, has_dlc, has_tech
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_invading_france_is_pointless_because_we_go_through_benelux_soon = {
	allowed = {
		original_tag = GER
	}
	enable = {
		if = {
			limit = {
				NOT = {
					has_dlc = Man the Guns
				}
			}
			NOT = {
				has_tech = landing_craft
			}
		}
		else = {
			NOT = {
				has_tech = mtg_landing_craft
			}
		}
		date = < 1940.1.1
	}
	abort = {
		OR = {
			has_tech = landing_craft mtg_landing_craft
			date = > 1940.1.1
		}
	}
	ai_strategy = {
		type = invade
		id = FRA
		value = -2000
	} {
		type = invade
		id = POL
		value = -500
	}
}
### Entity: Event
Component: SEA_china.4
Constructs: is_triggered_only, ai_chance, has_government, add_opinion_modifier, fire_only_once, is_historical_focus_on, add_dynamic_modifier, add_ai_strategy
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.4
	title = SEA_china.4.t
	desc = SEA_china.4.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_china.4.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 100
				is_historical_focus_on = yes
			} {
				factor = 10
				FROM = {
					has_government = ROOT
				}
			}
		}
		effect_tooltip = {
			FROM = {
				add_dynamic_modifier = {
					modifier = CHI_american_support
				}
			}
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		} {
			country_event = {
				id = SEA_china.5
				hours = 6
			}
		}
		add_ai_strategy = {
			type = send_lend_lease_desire
			id = FROM
			value = 250
		}
	} {
		name = SEA_china.4.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = < -30
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = < -60
				}
			}
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
			country_event = {
				id = SEA_china.3
				hours = 6
			}
		}
	}
}
### Entity: Character
Component: HUN_the_national_socialist_count
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_the_national_socialist_count = {
	random = no
	sprite = 13
	fascism_drift = 0.1
	opinion_gain_monthly_same_ideology_factor = 0.75
	political_power_factor = 0.1
}
### Entity: Event
Component: iraq_hist.5
Constructs: is_triggered_only, remove_ideas, add_opinion_modifier, white_peace, give_military_access, set_autonomy, add_ai_strategy, set_country_flag
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = iraq_hist.5
	title = iraq_hist.5.t
	desc = iraq_hist.5.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = iraq_hist.5.a
		white_peace = ENG
		give_military_access = ENG
		ENG = {
			set_autonomy = {
				target = IRQ
				autonomy_state = autonomy_puppet
				end_wars = yes
			}
			add_ai_strategy = {
				type = ignore
				id = IRQ
				value = 100
			}
		}
		set_country_flag = IRQ_british_occupation_flag
		clr_country_flag = IRQ_historical_golden_square_coup
		drop_cosmetic_tag = yes
		set_politics = {
			ruling_party = neutrality
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.3
		}
		swap_ideas = {
			remove_idea = IRQ_golden_square_defense_government_idea
			add_idea = IRQ_golden_square_defense_government_idea_2
		}
	} {
		name = iraq_hist.5.b
		remove_ideas = IRQ_golden_square_defense_government_idea
		add_opinion_modifier = {
			target = GER
			modifier = medium_increase
		}
		add_ai_strategy = {
			type = alliance
			id = GER
			value = 100
		}
		GER = {
			add_opinion_modifier = {
				target = IRQ
				modifier = medium_increase
			}
			add_ai_strategy = {
				type = alliance
				id = IRQ
				value = 100
			}
		}
	}
}
### Entity: Idea
Component: SPA_national_recovery_3
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_national_recovery_3 = {
	name = SPA_national_recovery
	picture = SPA_national_recovery
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.25
		production_speed_infrastructure_factor = 0.1
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_demand_solomon_kingdom
Constructs: prerequisite, limit, owns_state, add_opinion_modifier, completion_reward, every_state, is_core_of, is_owned_by
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_demand_solomon_kingdom
	prerequisite = {
		focus = ETH_death_to_saudis
	} {
		focus = ETH_demand_british_somalia
	}
	relative_position_id = ETH_death_to_saudis
	icon = GFX_goal_ETH_kingdom_of_judah
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		r56_script_i_am_sane = yes
		453 = {
			OWNER = {
				r56_script_target_is_sane = yes
			}
		}
	}
	bypass = {

	}
	will_lead_to_war_with = MPL ISR PAL JOR
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					is_core_of = PAL JOR
					state = 453
				}
				NOT = {
					is_owned_by = ROOT
				}
			}
			add_claim_by = ETH
		}
		if = {
			limit = {
				ENG = {
					owns_state = 453 454 1016 1017 949 966 455 1021 1022
				}
			}
			ENG = {
				add_opinion_modifier = {
					target = ETH
					modifier = large_decrease
				}
			}
			ETH = {
				add_opinion_modifier = {
					target = ENG
					modifier = large_decrease
				}
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
		}
		else_if = {
			limit = {
				MPL = {
					owns_state = 453 454 1016 1017 949 966 455 1021 1022
				}
			}
			MPL = {
				add_opinion_modifier = {
					target = ETH
					modifier = large_decrease
				}
			}
			ETH = {
				add_opinion_modifier = {
					target = MPL
					modifier = large_decrease
				}
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
		}
		every_other_country = {
			limit = {
				NOT = {
					is_ally_with = ROOT
				}
				any_controlled_state = {
					OR = {
						state = 453 454 1016 1017 949 966 455
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_claimed_state
					expire = 0
				}
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		ETH = {
			country_event = {
				id = ethiopia.1009
				days = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_a_national_housing_commission
Constructs: prerequisite, limit, remove_ideas, has_government, completion_reward, has_idea, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_a_national_housing_commission
	icon = GFX_focus_generic_low_cost_housing
	prerequisite = {
		focus = AST_take_it_to_the_streets
	}
	mutually_exclusive = {

	}
	relative_position_id = AST_take_it_to_the_streets
	x = 0
	y = 1
	cost = 10
	available = {
		OR = {
			has_idea = AST_strike_ongoing
			has_government = communism
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		285 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			increase_state_category = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			remove_ideas = AST_strike_ongoing
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: wtt_germany.39
Constructs: is_triggered_only, ai_chance, set_country_flag, set_state_name, set_province_name
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.39
	title = wtt_germany.39.t
	desc = wtt_germany.39.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wtt_germany.39.a
		ai_chance = {
			base = 10
		}
		set_country_flag = GER_von_falkenhausen_promise_to_china
		transfer_state = 743
		743 = {
			set_state_name = Tsingtao
		}
		set_province_name = {
			id = 10000
			name = Tsingtao
		}
		FROM = {
			country_event = {
				id = wtt_germany.41
			}
		}
	} {
		name = wtt_germany.39.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = wtt_germany.42
			}
		}
	}
}
### Entity: Effect Reference
Construct: clr_global_flag
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## clr_global_flag

* Supported Scopes: any
* Supported Targets: none

```
clear global flag
```
### Entity: Idea
Component: CHI_national_regeneration
Constructs: has_government, industrial_capacity_factory, army_attack_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_national_regeneration = {
	picture = generic_fascism_drift_bonus
	removal_cost = -1
	cancel = {
		OR = {
			NOT = {
				has_government = fascism
				original_tag = CHI
			}
			AND = {
				original_tag = CHI
				NOT = {
					any_subject_country = {
						tag = NCG
					}
				}
			}
		}
	}
	modifier = {
		industrial_capacity_factory = 0.01
		fascism_drift = 0.03
		army_attack_factor = 0.05
		political_power_factor = 0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Order of Battle
Component: Base Naval Palermo
Source: game
File: history/units/CAT_ARAGON_1936_naval_mtg.txt

Code:
fleet = {
	name = Base Naval Palermo
	naval_base = 10074
	task_force = {
		name = Escuadrón de Sicília
		location = 10074
		ship = {
			name = ARC República
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = CAT
					version_name = República Class
				}
			}
		} {
			name = ARC Cort General
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = CAT
					version_name = Méndez Núñes Class
				}
			}
		} {
			name = ARE Ramon Berenguer IV
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = CAT
					version_name = Churucca Class
				}
			}
		} {
			name = ARE Corona d'Aragó
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = CAT
					version_name = Churucca Class
				}
			}
		} {
			name = ARE Segador
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = CAT
					version_name = Churucca Class
				}
			}
		} {
			name = ARE Pau Claris i Casademunt
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = CAT
					version_name = Churucca Class
				}
			}
		}
	} {
		name = Grupo de Palermo
		location = 10074
		ship = {
			name = ARC B1
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = CAT
					version_name = B Class
				}
			}
		} {
			name = ARC B2
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = CAT
					version_name = B Class
				}
			}
		} {
			name = ARC B3
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = CAT
					version_name = B Class
				}
			}
		} {
			name = ARC B4
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = CAT
					version_name = B Class
				}
			}
		} {
			name = ARC B5
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = CAT
					version_name = B Class
				}
			}
		} {
			name = ARC B6
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = CAT
					version_name = B Class
				}
			}
		} {
			name = ARC C1
			definition = submarine
			equipment = {
				ship_hull_submarine_2 
# ... (truncated)
### Entity: National Focus
Tree: chi_focus
Component: CHI_collaborate_with_allied_forces
Constructs: prerequisite, completion_reward, has_dynamic_modifier
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_collaborate_with_allied_forces
	icon = GFX_focus_generic_provoke_border_clashes
	prerequisite = {
		focus = CHI_send_the_first_lady_abroad
	}
	x = -2
	y = 2
	relative_position_id = CHI_send_the_first_lady_abroad
	cost = 5
	available = {
		has_dynamic_modifier = {
			modifier = CHI_american_support
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		USA = {
			country_event = {
				id = wtt_china_shared.12
				hours = 1
			}
		}
		custom_effect_tooltip = CHI_collaborate_with_allied_forces_tt
	}
}
### Entity: Character
Component: navy_chief_naval_gunnery_designer_1
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_chief_naval_gunnery_designer_1 = {
	random = no
	sprite = 7
	naval_light_gun_hit_chance_factor = 0.001
	naval_heavy_gun_hit_chance_factor = 0.025
	navy_capital_ship_attack_factor = 0.05
	shore_bombardment_bonus = 0.05
	navy_anti_air_attack_factor = 0.02
	experience_gain_navy = @chief_experience_gain_low
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_industrial_evacuations
Constructs: prerequisite, has_war, completion_reward, cancel_if_invalid, unlock_decision_category_tooltip, set_variable
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_industrial_evacuations
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = CHI_sea_war_of_resistance
	}
	x = -2
	y = 1
	relative_position_id = CHI_sea_war_of_resistance
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		unlock_decision_category_tooltip = CHI_industrial_evacuations
		set_variable = {
			var = CHI_industrial_evacuations_amount_factor
			value = 0.75
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_rightful_heir_to_the_empire
Constructs: prerequisite, limit, random_country, owns_state, completion_reward, is_subject, create_wargoal, take_state_focus
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_rightful_heir_to_the_empire
	icon = GFX_SOV_the_rightful_heir_to_the_empire_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_church_candidates
	}
	mutually_exclusive = {
		focus = SOV_panslavic_nationalism
	}
	x = 0
	y = 2
	relative_position_id = SOV_church_candidates
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	search_filters = {

	}
	available = {
		is_subject = no
	}
	completion_reward = {
		random_country = {
			limit = {
				owns_state = 2
			}
			SOV = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					generator = {
						2
					}
				}
			}
		} {
			limit = {
				owns_state = 454
			}
			SOV = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					generator = {
						454
					}
				}
			}
		} {
			limit = {
				owns_state = 797
			}
			SOV = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					generator = {
						797
					}
				}
			}
		}
		add_state_claim = 2 797 454
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_stronger_together
Constructs: prerequisite, limit, has_war_with, completion_reward, is_faction_leader, every_other_country, is_on_continent, is_in_faction_with
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_stronger_together
	icon = GFX_goal_generic_major_alliance
	x = 3
	y = 1
	relative_position_id = SIA_southeast_asia_joint_command
	prerequisite = {
		focus = SIA_southeast_asia_joint_command SIA_pan_asian_weapon_standardization SIA_united_against_aggression SIA_the_hammers_that_strike
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_faction_leader = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		every_other_country = {
			limit = {
				capital_scope = {
					OR = {
						is_on_continent = asia australia middle_east
					}
				}
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				} {
					any_enemy_country = {
						OR = {
							tag = CHI
							is_in_faction_with = CHI
						}
					}
				}
			}
			country_event = {
				id = siam.45
				hours = 2
				random_hours = 4
			}
		}
	}
}
### Entity: Idea
Component: idea_PAR_prevent_total_state_bankcruptcy
Constructs: stability_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_PAR_prevent_total_state_bankcruptcy = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = gre_agricultural_communes
	modifier = {
		production_speed_buildings_factor = 0.15
		consumer_goods_factor = -0.1
		stability_factor = -0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_STRATEGY_CHL_wait_for_better_tanks
Constructs: limit, has_tech
Source: game
File: common/scripted_triggers/EAI_STRATEGY_triggers.txt

Code:
EAI_STRATEGY_CHL_wait_for_better_tanks = {
	if = {
		limit = {
			original_tag = SOV
			EAI_MODE_challenging = yes
		}
		OR = {
			has_tech = improved_medium_tank_chassis improved_heavy_tank_chassis
		}
	} {
		limit = {
			original_tag = USA
			EAI_MODE_challenging = yes
		}
		OR = {
			has_tech = improved_medium_tank_chassis improved_heavy_tank_chassis
		}
	}
}
### Entity: Scripted Effect
Component: CZE_bop_absurdly_high_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_bop_absurdly_high_increase_effect = {
	add_power_balance_value = {
		id = CZE_bop_army_readiness
		value = 1
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_expand_chromium_production
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_expand_chromium_production
	icon = GFX_goal_generic_chromium
	prerequisite = {
		focus = BUL_post_depression_economic_recovery
	}
	relative_position_id = BUL_post_depression_economic_recovery
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		212 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		add_resource = {
			type = chromium
			amount = 16
			state = 212
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_CHROMIUM
	}
}