Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: ALB_eqrem_belishi
Source: game
File: common/characters/ALB.txt

Code:
ALB_eqrem_belishi = {
	name = ALB_eqrem_belishi
	portraits = {
		civilian = {
			large = GFX_portrait_Eqrem_Belishi
		}
	}
	country_leader = {
		ideology = socialism
		expire = 1941.1.1.12
		id = -1
	}
}
### Entity: Character
Component: ban_of_croatia_slavonia
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
ban_of_croatia_slavonia = {
	random = no
	sprite = 13
	stability_factor = -0.1
	war_support_factor = 0.1
	army_core_defence_factor = 0.05
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_mansoura_agreement
Constructs: prerequisite, add_ideas, completion_reward, has_civil_war, add_popularity, set_politics
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_mansoura_agreement
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	relative_position_id = EGY_emphasise_the_need_for_reform
	x = -4
	y = 1
	cost = 5
	available = {
		has_civil_war = no
	}
	prerequisite = {
		focus = EGY_emphasise_the_need_for_reform
	}
	mutually_exclusive = {
		focus = EGY_the_free_officers_movement
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		country_event = {
			id = egypt.36
			hours = 6
		}
		effect_tooltip = {
			add_popularity = {
				ideology = democratic
				popularity = 0.1
			}
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
				last_election = 1935.12.17
				election_frequency = 48
			}
			add_ideas = EGY_farouk_i_idea
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = EGY_taha_hussein
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_save_airforce_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_save_airforce_strategy = {
	enable = {
		has_country_flag = EAI_MILITARY_save_airforce_strategy
		NOT = {
			has_country_flag = EAI_lift_airforce_restriction
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 1
		value = -500000
	} {
		type = strategic_air_importance
		id = 2
		value = -500000
	} {
		type = strategic_air_importance
		id = 3
		value = -500000
	} {
		type = strategic_air_importance
		id = 4
		value = -500000
	} {
		type = strategic_air_importance
		id = 5
		value = -500000
	} {
		type = strategic_air_importance
		id = 6
		value = -500000
	} {
		type = strategic_air_importance
		id = 7
		value = -500000
	} {
		type = strategic_air_importance
		id = 8
		value = -500000
	} {
		type = strategic_air_importance
		id = 9
		value = -500000
	} {
		type = strategic_air_importance
		id = 10
		value = -500000
	} {
		type = strategic_air_importance
		id = 11
		value = -500000
	} {
		type = strategic_air_importance
		id = 12
		value = -500000
	} {
		type = strategic_air_importance
		id = 13
		value = -500000
	} {
		type = strategic_air_importance
		id = 14
		value = -500000
	} {
		type = strategic_air_importance
		id = 15
		value = -500000
	} {
		type = strategic_air_importance
		id = 16
		value = -500000
	} {
		type = strategic_air_importance
		id = 17
		value = -500000
	} {
		type = strategic_air_importance
		id = 18
		value = -500000
	} {
		type = strategic_air_importance
		id = 19
		value = -500000
	} {
		type = strategic_air_importance
		id = 20
		value = -500000
	} {
		type = strategic_air_importance
		id = 21
		value = -500000
	} {
		type = strategic_air_importance
		id = 22
		value = -500000
	} {
		type = strategic_air_importance
		id = 23
		value = -500000
	} {
		type = strategic_air_importance
		id = 24
		value = -500000
	} {
		type = strategic_air_importance
		id = 25
		value = -500000
	} {
		type = strategic_air_importance
		id = 26
		value = -500000
	} {
		type = strategic_air_importance
		id = 27
		value = -500000
	} {
		type = strategic_air_importance
		id = 28
		value = -500000
	} {
		type = strategic_air_importance
		id = 29
		value = -500000
	} {
		type = strategic_air_importance
		id = 30
		value = -500000
	} {
		type = strategic_air_importance
		id = 31
		value = -500000
	} {
		type = strategic_air_importance
		id = 32
		value = -500000
	} {
		type = strategic_air_importance
	
# ... (truncated)
### Entity: State History
Component: 789
Constructs: add_core_of
Source: game
File: history/states/789-Cordoba.txt

Code:
state = {
	id = 789
	name = STATE_789
	history = {
		owner = SPR
		victory_points = {
			875 3
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
		add_core_of = SPR
	}
	provinces = {
		875 879 950 1090 1192 3810 3871 4095 6744 7198 10111 12083
	}
	manpower = 1428513
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: National Focus
Tree: par_focus
Component: PAR_chaco_war_decoration
Constructs: prerequisite, completion_reward, every_unit_leader, add_skill_level, add_attack, add_logistics, add_defense, every_country_division
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_chaco_war_decoration
	available = {

	}
	prerequisite = {
		focus = PAR_military_pensions
	}
	mutually_exclusive = {

	}
	icon = GFX_focus_generic_strike_at_democracy2
	relative_position_id = PAR_military_pensions
	x = 0
	y = 1
	cost = 5
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		every_unit_leader = {
			add_skill_level = 1
			add_attack = 2
			add_logistics = 1
			add_defense = 1
		}
		army_experience = 20
		every_country_division = {
			add_divisional_commander_xp = 2000
		}
	}
}
### Entity: Idea
Component: CAN_the_plan
Constructs: is_in_faction_with, removal_cost, equipment_bonus
Source: game
File: common/ideas/canada.txt

Code:
CAN_the_plan = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		is_in_faction_with = ENG
	}
	removal_cost = -1
	picture = generic_air_bonus
	equipment_bonus = {
		mio_cat_eq_only_light_fighter = {
			air_range = 0.1
			air_attack = 0.05
			instant = yes
		}
		mio_cat_eq_only_light_cas = {
			air_range = 0.1
			air_ground_attack = 0.05
			instant = yes
		}
		mio_cat_eq_only_light_nav = {
			air_range = 0.1
			naval_strike_attack = 0.05
			instant = yes
		}
		medium_plane_airframe = {
			air_range = 0.1
			air_ground_attack = 0.05
			instant = yes
		}
		medium_plane_fighter_airframe = {
			air_range = 0.1
			air_attack = 0.05
			instant = yes
		}
		medium_plane_scout_plane_airframe = {
			air_range = 0.1
			instant = yes
		}
		large_plane_airframe = {
			air_range = 0.1
			air_bombing = 0.05
			instant = yes
		}
		large_plane_maritime_patrol_plane_airframe = {
			air_range = 0.1
			instant = yes
		}
		transport_plane_equipment = {
			air_range = 0.1
			instant = yes
		}
	}
	modifier = {
		air_ace_generation_chance_factor = 0.1
	}
}
### Entity: Character
Component: maresal
Constructs: war_support_factor, mobilization_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
maresal = {
	random = no
	political_power_factor = 0.05
	war_support_factor = 0.1
	mobilization_speed = 0.1
	army_core_attack_factor = 0.05
}
### Entity: Country History
Country: VEN
Component: VEN_politics
Constructs: add_ideas, set_politics, set_popularities
Source: game
File: history/countries/VEN - Venezula.txt

Code:
# Politics & Parties for VEN
add_ideas = idea_VEN_blockade_inactive
set_politics = {
	ruling_party = fascism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 5
	fascism = 80
	communism = 15
}
### Entity: Order of Battle
Component: 1. Karpat·s'ka Sich
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/RUT_militias.txt

Code:
division = {
	name = 1. Karpat·s'ka Sich
	location = 3548
	division_template = Karpat·s'ka Sich
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = RUT
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: Special Project
Component: sp_r56_gammon_bomb
Constructs: set_technology, has_tech, breakthrough_cost, resource_cost
Source: game
File: common/special_projects/projects/r56_land_projects.txt

Code:
sp_r56_gammon_bomb = {
	specialization = specialization_land
	icon = GFX_sp_gammon_bomb
	project_tags = {
		sp_tag_r56_infantry
	}
	available = {
		FROM = {
			has_tech = support_weapons2
		}
	}
	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.medium
	breakthrough_cost = {
		specialization_land = 1
	}
	resource_cost = {
		resources = {
			aluminium = 4
		}
	}
	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = r56_gammon_bomb_tech
			}
			custom_override_tooltip = {
				tooltip = tech_effect|r56_gammon_bomb_tech
				set_technology = {
					r56_gammon_bomb_tech = 1
					popup = no
				}
			}
		}
	}
	generic_prototype_rewards = {
		sp_land_generic_reward_scientist_xp_1 sp_land_generic_reward_scientist_xp_2 sp_land_generic_reward_scientist_xp_3 sp_land_generic_reward_army_xp_1 sp_land_generic_reward_army_xp_2 sp_land_generic_reward_army_xp_3
	}
	unique_prototype_rewards = {

	}
}
### Entity: Event
Component: news.111
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.111
	title = news.111.t
	desc = news.111.d
	picture = GFX_news_event_soldiers_marching
	major = yes
	trigger = {
		358 = {
			is_controlled_by = GER
		} {
			is_owned_by = USA
		}
		GER = {
			has_war_with = USA
		}
		NOT = {
			has_global_flag = fall_of_new_york
		}
	}
	immediate = {
		set_global_flag = fall_of_new_york
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = GER USA
			}
		}
	} {
		name = news.100.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.100.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: Character
Component: AFG_mohammed_daoud_khan
Constructs: has_completed_focus, has_dlc, is_country_leader
Source: game
File: common/characters/AFG.txt

Code:
AFG_mohammed_daoud_khan = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		advisor = {
			slot = high_command
			idea_token = AFG_mohammed_daoud_khan
			ledger = army
			allowed = {
				original_tag = AFG
			}
			traits = {
				army_armored_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = AFG_mohammed_daoud_khan
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_arab_1
			}
		}
	} {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = AFG_mohammed_daoud_khan
		advisor = {
			slot = high_command
			idea_token = AFG_mohammed_daoud_khan
			ledger = army
			allowed = {
				original_tag = AFG
			}
			available = {
				is_country_leader = no
			}
			traits = {
				army_armored_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				cavalry_leader engineer_officer
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
			visible = {
				has_completed_focus = AFG_adopt_nufus
				is_country_leader = no
			}
		}
		portraits = {
			army = {
				large = GFX_portrait_AFG_mohammad_daoud_khan
				small = GFX_portrait_AFG_mohammad_daoud_khan_small
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_purchase_obsolete_ships
Constructs: prerequisite, completion_reward, set_country_flag
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_purchase_obsolete_ships
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = ETH_asmera_naval_college
	}
	x = 0
	y = 1
	relative_position_id = ETH_asmera_naval_college
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 0.5
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ETH_purchase_obsolete_ships_tt
		set_country_flag = generic_purchase_old_ships_flag
	}
}
### Entity: Modifier Reference
Component: CHI_protestant_work_ethic
Constructs: has_completed_focus, remove_trigger
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
CHI_protestant_work_ethic = {
	enable = {
		always = yes
	}
	icon = GFX_idea_MEX_church_power_5
	remove_trigger = {
		controller = {
			has_completed_focus = CHI_sanchun
		}
	}
	local_factories = 0.1
	state_resources_factor = 0.075
	state_production_speed_buildings_factor = 0.05
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_expand_the_centralization_efforts
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_expand_the_centralization_efforts
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = TUR_cult_of_the_marshal
	}
	mutually_exclusive = {
		focus = TUR_renew_the_democratic_reforms
	}
	x = 1
	y = 3
	relative_position_id = TUR_cult_of_the_marshal
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = -50
		add_stability = 0.03
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: Trigger Reference
Construct: is_debug
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_debug

* Supported Scopes: any
* Supported Targets: any

```
returns true if game is in debug mode (launched with -debug argument)
```
### Entity: National Focus
Tree: mon_focus
Component: MON_one_union_government
Constructs: prerequisite, has_war, limit, has_government, completion_reward, is_subject, is_in_faction_with, has_war_together_with
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_one_union_government
	icon = GFX_focus_SOV_international_union_of_soviet_republics
	x = 0
	y = 1
	relative_position_id = MON_new_comintern_beacon
	cost = 15
	prerequisite = {
		focus = MON_new_comintern_beacon
	}
	available = {
		has_government = communism
		is_subject = no
		num_of_factories = > 250
		SOV = {
			exists = yes
			is_in_faction_with = ROOT
			has_war = yes
			surrender_progress = > 0.6
		}
		has_war_together_with = SOV
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		SOV = {
			country_event = {
				id = mongol_soviet_puppet.17
				days = 1
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			every_state = {
				limit = {
					is_core_of = SOV
					NOT = {
						is_core_of = ROOT
					}
				}
				add_core_of = ROOT
			} {
				limit = {
					is_claimed_by = SOV
					NOT = {
						is_claimed_by = ROOT
					}
				}
				add_claim_by = ROOT
			}
			every_other_country = {
				limit = {
					is_subject_of = SOV
				}
				ROOT = {
					puppet = PREV
				}
			}
			SOV = {
				every_unit_leader = {
					set_nationality = ROOT
				}
			}
			annex_country = {
				target = SOV
				transfer_troops = yes
			}
			set_cosmetic_tag = MON_ONE_UNION
		}
	}
}
### Entity: Idea
Component: CIN_irregular_military3
Constructs: conscription_factor
Source: game
File: common/ideas/tykn_generic.txt

Code:
CIN_irregular_military3 = {
	allowed = {
		original_tag = CIN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = chi_army_corruption3
	modifier = {
		conscription_factor = 0.1
		army_core_defence_factor = 0.05
		dig_in_speed_factor = 0.1
		army_org_regain = 0.05
		army_org_factor = 0.05
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_Shared_Air_Doctrine
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_Shared_Air_Doctrine
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = LIT_Fighter_Competition LIT_Bomber_Competition
	}
	x = 0
	y = 1
	relative_position_id = LIT_Bomber_Competition
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: SIK_luo_wei
Source: game
File: common/characters/SIK.txt

Code:
SIK_luo_wei = {
	name = SIK_luo_wei
	portraits = {
		civilian = {
			large = GFX_portrait_SIK_luo_wei
		}
	}
	country_leader = {
		ideology = ultranationalism
		traits = {
			reluctant_interventionist dealbroker
		}
		expire = 1950.1.1.12
		id = -1
	}
}
### Entity: Idea
Component: TUR_objectors_flocking_to_military_service
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_objectors_flocking_to_military_service = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = no
	}
	picture = chi_army_corruption3
	removal_cost = -1
	modifier = {
		weekly_manpower = 2000
	}
}
### Entity: Idea
Component: idea_RAJ_hindu_militarism_2
Constructs: army_attack_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_hindu_militarism_2 = {
	name = idea_RAJ_hindu_militarism
	allowed = {
		original_tag = RAJ
	}
	picture = MEX_politicised_army_2
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	removal_cost = -1
	modifier = {
		experience_gain_army = 0.2
		army_org_factor = 0.08
		army_attack_factor = 0.05
		conscription_factor = 0.05
	}
}
### Entity: Unit Template
Component: CHL_BC_HISTORICAL
Source: game
File: common/units/names_ships/CHL_ship_names.txt

Code:
CHL_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		CHL
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = BACH 
	fallback_name = Crucero de Batalla %d
	unique = {
		República de Chile Lima Peruana Libertad Trujillana Argentina Pacífico Neptuno Cazador Cochrane Rímac County of Peebles Andalucía Guayacán
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_conduct_mass_arrests
Constructs: prerequisite, add_ideas, completion_reward, has_civil_war, is_subject, add_popularity
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_conduct_mass_arrests
	icon = GFX_goal_generic_secret_police
	prerequisite = {
		focus = SOV_civil_war_konev
	}
	relative_position_id = SOV_civil_war_konev
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = no
	}
	bypass = {
		is_subject = yes
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = SOV_civil_war_conduct_mass_arrests
		hidden_effect = {
			add_popularity = {
				ideology = communism
				popularity = 0.15
			}
		}
	}
}
### Entity: Country History
Country: ABK
Component: ABK_characters
Constructs: recruit_character
Source: game
File: history/countries/ABK - Abkhazia.txt

Code:
# Leaders & Characters for ABK
recruit_character = ABK_kirilli_bechvaya
### Entity: National Focus
Tree: fra_focus
Component: FRA_the_old_school
Constructs: prerequisite, limit, completion_reward, random_owned_state, is_core_of, is_coastal, is_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_the_old_school
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = FRA_naval_rearmament
	}
	mutually_exclusive = {
		focus = FRA_the_young_school
	}
	x = 0
	y = 1
	relative_position_id = FRA_naval_rearmament
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				is_core_of = ROOT
				is_coastal = yes
				is_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_equipment_effort_2
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_equipment_effort_2
	icon = GFX_goal_italy_adapt_great_war_tactics
	prerequisite = {
		focus = VNZ_equipment_effort
	}
	relative_position_id = VNZ_equipment_effort
	x = 1
	y = 2
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 1
			uses = 2
			category = support_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_political_commissars
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_political_commissars
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = BEL_independent_revolution BEL_sign_pact_with_soviets
	}
	relative_position_id = BEL_sign_pact_with_soviets
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		base = 5
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_ideas = political_commissars_focus
		if = {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.2
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = 0.2
			}
		}
		add_political_power = 200
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_POLITICAL
	}
}
### Entity: Joint Focus
Component: INSHOL_urge_gov_veto
Constructs: has_completed_focus, prerequisite, limit, joint_focus, add_political_power, has_subject, is_ai, is_hired_as_advisor
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_urge_gov_veto
	icon = GFX_focus_generic_subjugation
	text_icon = INSHOL_HOL_focus_style
	available = {
		original_tag = HOL
		has_subject = INS
	}
	prerequisite = {
		focus = INSHOL_begin_negotiations_soetardjo
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = INSHOL_begin_negotiations_soetardjo
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 0.3
			INS = {
				is_ai = no
			}
		} {
			factor = 1.1
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.5
			INS = {
				is_ai = no
			}
		} {
			factor = 0.75
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			add_autonomy_score = {
				value = -250
				localization = INSHOL_urge_gov_veto
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			add_political_power = -50
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			add_autonomy_score = {
				value = -250
				localization = INSHOL_urge_gov_veto
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			add_political_power = -50
		}
	}
}
### Entity: Event
Component: axis_minors_bulgaria.45
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.45
	title = axis_minors_bulgaria.45.t
	desc = axis_minors_bulgaria.45.d
	picture = GFX_report_event_lithuania_army
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.45.a
		create_wargoal = {
			type = take_state_focus
			target = ROM
			generator = {
				77
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ABroom_icon.png.html

Doc:
File

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