Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_look_to_the_past
Constructs: has_completed_focus, prerequisite, limit, add_war_support, add_stability, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_look_to_the_past
	icon = GFX_focus_generic_monarchy_1
	prerequisite = {
		focus = RAJ_great_depression_price_controls
	}
	x = -9
	y = 2
	relative_position_id = RAJ_great_depression_price_controls
	mutually_exclusive = {
		focus = RAJ_look_to_the_future
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		AFG = {
			NOT = {
				has_completed_focus = AFG_invite_the_mughal_prince
			}
		}
	}
	bypass = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = RAJ_provincial_autonomy RAJ_his_majestys_loyal_government RAJ_look_to_the_future
			}
		}
	}
	offset = {
		x = 7
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = RAJ_look_to_the_past
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_stability = 0.05
		add_war_support = 0.05
		add_political_power = 80
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_event_target
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_event_target

* Supported Scopes: any
* Supported Targets: any

```
checks if current scope or global scope has the specified event target saved
```
### Entity: Idea
Component: CZE_minorities_reset_neg
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_minorities_reset_neg = {
	removal_cost = -1
	picture = ICE_general_strike
	allowed = {
		TAG = ROM CZE YUG
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		conscription_factor = -0.15
	}
}
### Entity: Character
Component: AST_indomitable_scout
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_indomitable_scout = {
	random = no
	sprite = 13
	army_intel_factor = 0.1
	navy_intel_factor = 0.1
	airforce_intel_factor = 0.1
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_parachutistes_coloniaux
Constructs: prerequisite, limit, completion_reward, set_technology, has_tech, load_oob, add_tech_bonus
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_parachutistes_coloniaux
	icon = GFX_goal_indochina_parachutistes_coloniaux
	cost = 10
	prerequisite = {
		focus = FRI_expand_the_northern_air_bases FRI_fortify_the_chinese_border
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = paratroopers
				}
			}
			set_technology = {
				paratroopers = 1
			}
		}
		custom_effect_tooltip = FRI_parachutistes_coloniaux_tt
		hidden_effect = {
			load_oob = FRI_parachutistes_coloniaux_focus
		}
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1.0
			uses = 1
			category = r56_special_forces_training_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
	x = 2
	y = 7
	relative_position_id = FRI_expand_the_garde_indigene
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_prepare_the_pyrenees_defenses
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_prepare_the_pyrenees_defenses
	available = {
		has_full_control_of_state = 792 172 166 794 165
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_establish_the_directory SPA_extol_the_martyrs_of_the_war
	}
	icon = GFX_goal_generic_fortify_city
	x = 4
	y = 2
	relative_position_id = SPA_establish_the_directory
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = SPA_prepare_the_pyrenees_defenses_tt
		hidden_effect = {
			792 = {
				add_building_construction = {
					type = bunker
					province = {
						id = 6756
					}
					level = 2
					instant_build = yes
				}
			}
			172 = {
				add_building_construction = {
					type = bunker
					province = {
						id = 3737 3931
					}
					level = 2
					instant_build = yes
				}
			}
			166 = {
				add_building_construction = {
					type = bunker
					province = {
						id = 11838
					}
					level = 2
					instant_build = yes
				}
			}
			794 = {
				add_building_construction = {
					type = bunker
					province = {
						id = 915 899
					}
					level = 2
					instant_build = yes
				}
			}
			165 = {
				add_building_construction = {
					type = bunker
					province = {
						id = 3899 3898 11779 9824
					}
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_offensive_on_the_fascists
Constructs: prerequisite, limit, add_ideas, has_government, every_country, completion_reward, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_offensive_on_the_fascists
	icon = GFX_focus_attack_italy
	prerequisite = {
		focus = AUS_invite_the_entente
	}
	x = 0
	y = 1
	relative_position_id = AUS_invite_the_entente
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
		has_government = democratic
		any_country = {
			original_tag = ITA
			NOT = {
				is_in_faction_with = ROOT
			}
			exists = yes
			has_government = fascism
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		every_country = {
			limit = {
				OR = {
					original_tag = AUS
					is_in_faction_with = ROOT
				}
			}
			add_ideas = AUS_alpine_federation_against_fascism
		}
		IF = {
			limit = {
				has_government = democratic
				NOT = {
					has_wargoal_against = {
						target = ITA
					}
				}
			}
			create_wargoal = {
				type = topple_government
				target = ITA
			}
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Reform_the_Colonial_Economy
Constructs: shared_focus, has_completed_focus, limit, has_government, completion_reward, has_focus_autohide_rule_trigger_r56, allow_branch, has_focus_tree
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Reform_the_Colonial_Economy
	icon = GFX_focus_RAJ_clamp_down_on_corruption
	cost = 10
	mutually_exclusive = {
		focus = RAJ_Foster_Private_Investment RAJ_Establish_the_Planning_Commission
	}
	x = 12
	relative_position_id = RAJ_Establish_the_Planning_Commission
	offset = {
		x = -3
		trigger = {
			has_completed_focus = RAJ_Establish_the_Planning_Commission
			has_focus_autohide_rule_trigger_r56 = yes
		}
	} {
		x = -7
		trigger = {
			has_completed_focus = RAJ_Foster_Private_Investment
			has_focus_autohide_rule_trigger_r56 = yes
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = RAJ_Provincial_Elections
			}
		}
	}
	ai_will_do = {
		factor = 50
	}
	available = {
		if = {
			limit = {
				has_focus_tree = r56_india
			}
			has_completed_focus = RAJ_Linlithgows_Reign
		}
		else = {
			is_subject_of = ENG
			NOT = {
				has_government = communism
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				infrastructure = < 5
			}
			prioritize = {
				427
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				infrastructure = < 5
			}
			prioritize = {
				433
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				infrastructure = < 5
			}
			prioritize = {
				445
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				infrastructure = < 5
			}
			prioritize = {
				423
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_continue_centralization
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_continue_centralization
	icon = GFX_focus_BRA_centralization
	x = 1
	y = 1
	relative_position_id = BRA_repeal_the_national_security_law
	prerequisite = {
		focus = BRA_repeal_the_national_security_law
	}
	mutually_exclusive = {
		focus = BRA_greater_federalism
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = BRA_presidential_republic
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_request_soviet_support
Constructs: has_completed_focus, prerequisite, has_war, has_government, completion_reward, add_political_power, random_hours
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_request_soviet_support
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = TUR_lead_the_underground_komunist_partisi
	}
	x = -2
	y = 1
	relative_position_id = TUR_lead_the_underground_komunist_partisi
	cost = 5
	available = {
		SOV = {
			has_government = communism
			has_war = no
		}
		NOT = {
			has_completed_focus = TUR_storm_the_grand_national_assembly
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = -50
		SOV = {
			country_event = {
				id = turkey.15
				hours = 4
				random_hours = 2
			}
		}
		custom_effect_tooltip = TUR_request_soviet_support_tt
	}
}
### Entity: Character
Component: GER_secretary_of_state_security
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_secretary_of_state_security = {
	random = no
	sprite = 15
	operative_slot = 1
	agency_upgrade_time = -0.2
	resistance_damage_to_garrison = -0.2
	foreign_subversive_activites = -0.3
	subversive_activites_upkeep = -0.3
}
### Entity: Event
Component: recruit_generals.17
Constructs: ai_chance, fire_only_once, has_decision, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.17
	title = recruit_generals.17.t
	desc = recruit_generals.17.desc
	picture = GFX_report_event_force_publique
	hidden = yes
	trigger = {
		has_decision = try_to_recruit_mongol_officers
	}
	mean_time_to_happen = {
		days = 6
	}
	fire_only_once = yes
	option = {
		name = recruit_generals.17.a
		ai_chance = {
			factor = 100
		}
		country_event = {
			id = recruit_generals.18
			days = 6
		}
		random_list = {
			30 = {

			}
			70 = {
				MON = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Technology
Component: advanced_light_cruiser
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		light_cruiser_4
	}
	path = {
		leads_to_tech = advanced_heavy_cruiser
		research_cost_coeff = 0.75
	}
	research_cost = 2
	start_year = 1944
	folder = {
		name = naval_folder
		position = {
			x = -1
			y = 19
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			tag = USA
		} {
			factor = 2
			tag = JAP
		}
	}
	categories = {
		naval_artillery naval_equipment ca_tech mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_cruiser_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Scripted Trigger
Component: EAI_SP_build_nuclear_facility
Source: game
File: common/scripted_triggers/EAI_RESEARCH_special_projects_triggers.txt

Code:
EAI_SP_build_nuclear_facility = {
	EAI_nuclear_tech_focus = yes
	date = > 1937.6.1
	num_of_civilian_factories = > 50
	nuclear_facility = < 1
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_nuclear
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, has_tech, add_tech_bonus, is_subject
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_nuclear
	icon = GFX_goal_generic_nuclear_energy
	x = 0
	y = 1
	relative_position_id = TRK_soviet_secret_weapons
	cost = 10
	prerequisite = {
		focus = TRK_soviet_secret_weapons TRK_kun_project
	}
	available = {
		has_tech = excavation3
		OR = {
			controls_state = 404 881 590 732 585 405 742
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = JAP_german_rocketry
			bonus = 1
			uses = 1
			category = nuclear
		}
		if = {
			limit = {
				is_subject = yes
			}
			overlord = {
				add_tech_bonus = {
					name = JAP_german_rocketry
					bonus = 1
					uses = 1
					category = nuclear
				}
			}
		}
		else_if = {
			limit = {
				has_global_flag = SOV_TRK_weapon_cooperation
			}
			SOV = {
				add_tech_bonus = {
					name = JAP_german_rocketry
					bonus = 1
					uses = 1
					category = nuclear
				}
			}
		}
		add_ideas = ROM_uranium_supply_idea
	}
}
### Entity: Character
Component: ECU_federico_páez
Source: game
File: common/characters/ECU.txt

Code:
ECU_federico_páez = {
	name = Federico Páez
	portraits = {
		civilian = {
			large = GFX_Portrait_ecuador_federico_paez
		}
	}
	country_leader = {
		ideology = socialism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Event
Component: japan.9
Constructs: is_triggered_only
Source: game
File: events/Japan.txt

Code:
country_event = {
	id = japan.9
	title = japan.9.t
	desc = japan.9.d
	picture = GFX_report_event_german_advisors_remain
	is_triggered_only = yes
	option = {
		name = japan.9.a
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/CHL_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 8222
	division_template = División de Infanteria
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Unit Template
Component: SIA_MEC_01
Source: game
File: common/units/names_divisions/SIA_names_divisions.txt

Code:
SIA_MEC_01 = {
	name = Mechanised Divisions
	for_countries = {
		SIA
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		SIA_INF_01
	}
	fallback_name = %dth Thai Mechanized Div.
	ordered = {
		1 = {
			%dst Thai Mechanized Div.
		}
		2 = {
			%dnd Thai Mechanized Div.
		}
		3 = {
			%drd Thai Mechanized Div.
		}
		4 = {
			%dth Thai Mechanized Div.
		}
		5 = {
			%dth Thai Mechanized Div.
		}
		6 = {
			%dth Thai Mechanized Div.
		}
		7 = {
			%dth Thai Mechanized Div.
		}
		8 = {
			%dth Thai Mechanized Div.
		}
		9 = {
			%dth Thai Mechanized Div.
		}
		10 = {
			%dth Thai Mechanized Div.
		}
		11 = {
			%dth Thai Mechanized Div.
		}
		12 = {
			%dth Thai Mechanized Div.
		}
		13 = {
			%dth Thai Mechanized Div.
		}
		14 = {
			%dth Thai Mechanized Div.
		}
		15 = {
			%dth Thai Mechanized Div.
		}
		16 = {
			%dth Thai Mechanized Div.
		}
		17 = {
			%dth Thai Mechanized Div.
		}
		18 = {
			%dth Thai Mechanized Div.
		}
		19 = {
			%dth Thai Mechanized Div.
		}
		20 = {
			%dth Thai Mechanized Div.
		}
		21 = {
			%dst Thai Mechanized Div.
		}
		22 = {
			%dnd Thai Mechanized Div.
		}
		23 = {
			%drd Thai Mechanized Div.
		}
	}
}
### Entity: Modifier Reference
Construct: resistance_damage_to_garrison
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## resistance_damage_to_garrison

* Number with 2 decimal places
* **Categories**: country, state
### Entity: National Focus
Tree: lit_focus
Component: LIT_purchase_italian_ships
Constructs: prerequisite, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_purchase_italian_ships
	icon = GFX_focus_befriend_italy
	cost = 5
	prerequisite = {
		focus = LIT_purchase_foreign_ships
	}
	x = 2
	y = 0
	relative_position_id = LIT_purchase_french_ships
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		unlock_decision_tooltip = LIT_buy_ships_italy_r56
	}
}
### Entity: Scripted Effect
Component: SWI_add_large_good_opinion
Constructs: limit, has_country_flag, add_opinion_modifier, is_ai, set_variable, is_in_faction, every_other_country, is_in_faction_with
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_add_large_good_opinion = {
	effect_tooltip = {
		add_opinion_modifier = {
			target = ROOT
			modifier = SWI_extensive_appeasement
		}
	}
	if = {
		limit = {
			SWI = {
				is_ai = no
			}
		}
		hidden_effect = {
			ROOT = {
				set_variable = {
					var = SWI_target_opinion_country
					value = PREV
				}
				SWI_determine_target_and_fallout_countries = yes
			}
			var:ROOT.SWI_target_opinion_country = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_extensive_appeasement
				}
			}
			if = {
				limit = {
					var:ROOT.SWI_target_opinion_country = {
						is_in_faction = yes
					}
				}
				every_other_country = {
					limit = {
						is_in_faction_with = var:ROOT.SWI_target_opinion_country
						NOT = {
							original_tag = var:ROOT.SWI_target_opinion_country
						}
					}
					add_opinion_modifier = {
						target = ROOT
						modifier = SWI_extensive_appeasement
					}
				}
			}
		} {
			ROOT = {
				if = {
					limit = {
						has_country_flag = SWI_add_fallout_to_opinion
					}
					for_each_scope_loop = {
						array = SWI_fallout_opinion_countries
						add_opinion_modifier = {
							target = ROOT
							modifier = SWI_grave_breach_of_neutrality
						}
						if = {
							limit = {
								is_in_faction = yes
							}
							every_other_country = {
								limit = {
									is_in_faction_with = PREV
									NOT = {
										original_tag = PREV ROOT
									}
								}
								add_opinion_modifier = {
									target = ROOT
									modifier = SWI_grave_breach_of_neutrality
								}
							}
						}
					}
				}
				clr_country_flag = SWI_add_fallout_to_opinion
				SWI_update_neighbor_opinion_balance = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_default_ratios
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_default_ratios = {
	enable = {
		NOT = {
			has_country_flag = EAI_military_focus_config_finished
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_carrier
		value = 100
	} {
		type = role_ratio
		id = naval_capital_bb
		value = 100
	} {
		type = role_ratio
		id = naval_capital_bc
		value = 100
	} {
		type = role_ratio
		id = naval_cruiser_heavy
		value = 100
	} {
		type = role_ratio
		id = naval_cruiser_light
		value = 100
	} {
		type = role_ratio
		id = naval_screen
		value = 100
	} {
		type = role_ratio
		id = naval_escort
		value = 100
	}
}
### Entity: Scripted Effect
Component: LIE_update_gold_trade_modifiers_for_ourselves_negative
Constructs: add_to_variable
Source: game
File: common/scripted_effects/LIE_scripted_effects.txt

Code:
LIE_update_gold_trade_modifiers_for_ourselves_negative = {
	ROOT = {
		add_to_variable = {
			LIE_gold_trade_consumer_goods_factor = LIE.LIE_gold_trade_consumer_goods_factor_decrease
		} {
			LIE_gold_trade_building_speed_factor = LIE.LIE_gold_trade_building_speed_factor_decrease
		} {
			LIE_gold_trade_research_speed_factor = LIE.LIE_gold_trade_research_speed_factor_decrease
		} {
			LIE_gold_trade_lack_of_resource_penalty_factor = LIE.LIE_gold_trade_lack_of_resource_penalty_factor_decrease
		} {
			LIE_gold_trade_factory_max_efficiency_factor = LIE.LIE_gold_trade_factory_max_efficiency_factor_decrease
		}
		clamp_variable = {
			var = LIE_gold_trade_building_speed_factor
			min = 0
		} {
			var = LIE_gold_trade_consumer_goods_factor
			max = 0
		} {
			var = LIE_gold_trade_research_speed_factor
			min = 0
		} {
			var = LIE_gold_trade_lack_of_resource_penalty_factor
			min = 0
		} {
			var = LIE_gold_trade_factory_max_efficiency_factor
			min = 0
		}
	}
	custom_effect_tooltip = LIE_end_liechtenstein_benefits_gold_trade_with_dynamic_mod_TT
}
### Entity: State History
Component: 882
Constructs: add_core_of
Source: game
File: history/states/882-Pavlodar.txt

Code:
state = {
	id = 882
	name = STATE_882
	state_category = rural
	resources = {
		chromium = 6
	}
	history = {
		owner = SOV
		add_core_of = KAZ SOV
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			7708 1
		}
	}
	provinces = {
		1879 4670 4685 7317 7708 10202 10235 10630 12616
	}
	manpower = 230210
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: balanced_exercises
Constructs: removal_cost
Source: game
File: common/ideas/tmodern_exercises.txt

Code:
balanced_exercises = {
	cost = 75
	removal_cost = -1
	picture = generic_army_asia_7
	modifier = {
		experience_gain_army = 0.15
		experience_gain_army_factor = 0.1
		experience_gain_air = 0.15
		experience_gain_air_factor = 0.1
		air_ace_generation_chance_factor = 0.1
		experience_gain_navy = 0.15
		experience_gain_navy_factor = 0.1
	}
}
### Entity: Event
Component: BBA_african_union_events.4
Constructs: is_triggered_only, ai_chance, has_war, has_country_flag, has_same_ideology, has_opinion, is_in_faction_with, is_in_faction
Source: game
File: events/BBA_AfricanUnion_events.txt

Code:
country_event = {
	id = BBA_african_union_events.4
	title = BBA_african_union_events.4.t
	desc = BBA_african_union_events.4.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = BBA_african_union_events.4.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 5
				has_same_ideology = yes
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = > 0
				}
			} {
				factor = 0
				AND = {
					NOT = {
						is_in_faction_with = FROM
					}
					is_in_faction = yes
					has_war = yes
				}
			} {
				factor = 0.5
				has_same_ideology = no
			} {
				factor = 5
				has_country_flag = threatened_by_org_africa_leader
			}
		}
		set_african_central_bank_variables = yes
		add_dynamic_modifier = {
			modifier = african_union_central_bank_modifier
		}
		country_event = {
			id = BBA_african_union_events.21
			days = 365
		}
		FROM = {
			country_event = {
				id = BBA_african_union_events.6
				hours = 12
			}
		}
	} {
		name = BBA_african_union_events.4.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				is_subject_of = FROM
			}
		}
		FROM = {
			country_event = {
				id = BBA_african_union_events.5
				hours = 12
			}
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_oun_militias
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_oun_militias
	icon = GFX_goal_Ukraine_OUN_radicals
	prerequisite = {
		focus = UKR_cement_military_rule
	}
	relative_position_id = UKR_cement_military_rule
	available = {
		fascism = > 0.4
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_ideas = RUT_idea_oun_militias
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Modifier Reference
Component: r56_severe_jim_crow
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_severe_jim_crow = {
	icon = GFX_segregation_2_icon
	local_manpower = -0.2
	state_production_speed_buildings_factor = -0.1
}
### Entity: Character
Component: TOG_pot
Source: game
File: common/characters/TOG.txt

Code:
TOG_pot = {
	advisor = {
		slot = political_advisor
		idea_token = TOG_pot
		allowed = {
			original_tag = TOG
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}