Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted GUI
Component: scripted_gui
Constructs: limit, every_country, has_country_flag, set_temp_variable, has_variable
Source: game
File: common/scripted_guis/EAI_custom_bonus_gui.txt

Code:
scripted_gui = {
	EAI_custom_bonus = {
		context_type = player_context
		window_name = EAI_config_CUSTOM_BONUS_window
		dirty = ROOT.EAI_refresh_gui
		visible = {
			has_country_flag = EAI_config_CUSTOM_BONUS
		}
		effects = {
			EAI_config_CUSTOM_BONUS_save_button_click = {
				EAI_config_CUSTOM_BONUS_copy_settings = yes
				EAI_refresh_gui = yes
			}
			EAI_config_CUSTOM_BONUS_load_button_click = {
				EAI_config_CUSTOM_BONUS_paste_settings = yes
				EAI_refresh_gui = yes
			}
			EAI_config_CUSTOM_BONUS_1_button_shift_right_click = {
				set_temp_variable = {
					EAI_selected_custom_bonus_setting = 1
				}
				EAI_DIFFICULTY_custom_bonus_shift_right_click = yes
			}
			EAI_config_CUSTOM_BONUS_1_button_control_right_click = {
				set_temp_variable = {
					EAI_selected_custom_bonus_setting = 1
				}
				EAI_DIFFICULTY_custom_bonus_control_right_click = yes
			}
			EAI_config_CUSTOM_BONUS_1_button_right_click = {
				set_temp_variable = {
					EAI_selected_custom_bonus_setting = 1
				}
				EAI_DIFFICULTY_custom_bonus_right_click = yes
			}
			EAI_config_CUSTOM_BONUS_1_button_shift_click = {
				set_temp_variable = {
					EAI_selected_custom_bonus_setting = 1
				}
				EAI_DIFFICULTY_custom_bonus_shift_click = yes
			}
			EAI_config_CUSTOM_BONUS_1_button_control_click = {
				set_temp_variable = {
					EAI_selected_custom_bonus_setting = 1
				}
				EAI_DIFFICULTY_custom_bonus_control_click = yes
			}
			EAI_config_CUSTOM_BONUS_1_button_click = {
				set_temp_variable = {
					EAI_selected_custom_bonus_setting = 1
				}
				EAI_DIFFICULTY_custom_bonus_click = yes
			}
			EAI_config_CUSTOM_BONUS_2_button_shift_right_click = {
				set_temp_variable = {
					EAI_selected_custom_bonus_setting = 2
				}
				EAI_DIFFICULTY_custom_bonus_shift_right_click = yes
			}
			EAI_config_CUSTOM_BONUS_2_button_control_right_click = {
				set_temp_variable = {
					EAI_selected_custom_bonus_setting = 2
				}
				EAI_DIFFICULTY_custom_bonus_control_right_click = yes
			}
			EAI_config_CUSTOM_BONUS_2_button_right_click = {
				set_temp_variable = {
					EAI_selected_custom_bonus_setting = 2
				}
				EAI_DIFFICULTY_custom_bonus_right_click = yes
			}
			EAI_config_CUSTOM_BONUS_2_button_shift_click = {
				set_temp_variable = {
					EAI_selected_custom_bonus_setting = 2
				}
				EAI_DIFFICULTY_custom_bonus_shift_click = yes
			}
			EAI_config_CUSTOM_BONUS_2_button_control_clic
# ... (truncated)
### Entity: AI Strategy
Component: r56_JAP_dont_join_the_people_i_want_to_hurt
Constructs: has_war_with
Source: game
File: common/ai_strategy/r56_SIK.txt

Code:
r56_JAP_dont_join_the_people_i_want_to_hurt = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		ROOT = {
			exists = yes
		}
		KHM = {
			exists = yes
			has_war_with = SIK
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = KHM
		value = -250
	}
}
### Entity: Shared Focus
Component: MICRO_develop_our_dockyards
Constructs: shared_focus, limit, completion_reward, has_focus_tree, is_coastal, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_microstate_shared.txt

Code:
shared_focus = {
	id = MICRO_develop_our_dockyards
	text = MNC_develop_our_dockyards
	icon = GFX_focus_POL_develop_polish_shipbuilding
	cost = 10
	x = 34
	y = 0
	offset = {
		trigger = {
			has_focus_tree = luxembourg_tree
		}
		x = -35
		y = 0
	} {
		trigger = {
			has_focus_tree = andorra_focus
		}
		x = -37
		y = 0
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: AAT_finland_the_white_death.2
Constructs: ai_chance, has_completed_focus, add_equipment_to_stockpile, limit, has_government, add_war_support, fire_only_once, has_variable
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_the_white_death.2
	title = AAT_finland_the_white_death.2.t
	desc = AAT_finland_the_white_death.2.desc
	picture = GFX_report_event_FIN_camouflaged_white_death
	fire_only_once = yes
	trigger = {
		has_variable = FIN_white_death_target_country
		FIN = {
			NOT = {
				has_government = communism
			}
		} {
			any_core_state = {
				ROOT = {
					divisions_in_state = {
						size = > 0
						state = PREV
					}
				}
			}
		}
		has_offensive_war_with = FIN
		is_subject = no
		OR = {
			has_global_flag = FIN_snipers_active FIN_snipers_active_with_extra_arms
		}
	}
	mean_time_to_happen = {
		days = 14
	}
	option = {
		name = AAT_finland_the_white_death.2.a
		ai_chance = {
			base = 50
		}
		IF = {
			limit = {
				has_global_flag = FIN_snipers_active
				NOT = {
					FIN = {
						has_completed_focus = FIN_winter_warfare
					}
				}
			}
			add_manpower = -100
			add_war_support = -0.01
		}
		ELSE_IF = {
			limit = {
				has_global_flag = FIN_snipers_active_with_extra_arms
				NOT = {
					FIN = {
						has_completed_focus = FIN_winter_warfare
					}
				}
			}
			add_manpower = -250
			add_war_support = -0.01
		} {
			limit = {
				has_global_flag = FIN_snipers_active
				FIN = {
					has_completed_focus = FIN_winter_warfare
				}
			}
			add_manpower = -200
			add_war_support = -0.02
		} {
			limit = {
				has_global_flag = FIN_snipers_active_with_extra_arms
				FIN = {
					has_completed_focus = FIN_winter_warfare
				}
			}
			add_manpower = -400
			add_war_support = -0.02
		}
		add_command_power = 10
		hidden_effect = {
			random_list = {
				70 = {
					set_global_flag = FIN_simo_hayha_appears_flag
				}
				30 = {
					set_global_flag = FIN_simo_hayha_appears_and_is_wounded_flag
				}
			}
		}
	} {
		name = AAT_finland_the_white_death.2.b
		ai_chance = {
			base = 50
			modifier = {
				add = 100
				OR = {
					has_equipment = {
						infantry_equipment = > 1500
					}
					is_historical_focus_on = yes
				}
			}
		}
		IF = {
			limit = {
				has_global_flag = FIN_snipers_active
				NOT = {
					FIN = {
						has_completed_focus = FIN_winter_warfare
					}
				}
			}
			add_manpower = -100
			add_war_support = -0.01
		}
		ELSE_IF = {
			limit = {
				has_global_flag = FIN_snipers_active_with_extra_arms
				NOT = {
					FIN = {
						has_completed_focus = FIN_winter_warfare
					}
				}
			}
			add_manpower = -250
			add_
# ... (truncated)
### Entity: Decision
Component: communism_on_the_rise
Constructs: add_equipment_to_stockpile, limit, political_power_gain, has_government, has_country_flag, add_stability, fire_only_once, industrial_capacity_factory
Source: game
File: common/decisions/political_decisions.txt

Code:
communism_on_the_rise = {
	prepare_for_communist_civil_war = {
		icon = generic_prepare_civil_war
		available = {
			communism = > 0.1
			num_of_controlled_states = > 1
		}
		visible = {
			NOT = {
				has_country_flag = preparation_for_communism_civil_war
			} {
				has_government = communism
			}
			OR = {
				has_idea_with_trait = communist_revolutionary ambitious_union_boss
				AND = {
					has_idea_with_trait = ARG_communist_insurrectionist
					original_tag = IRQ
				}
			}
			check_has_focus_tree_to_switch_to_communism = yes
		}
		fire_only_once = yes
		cost = 50
		complete_effect = {
			set_country_flag = preparation_for_communist_civil_war
		}
		ai_will_do = {
			factor = 0
		}
	}
	expand_civil_communist_support = {
		icon = generic_civil_support
		visible = {
			OR = {
				has_country_flag = preparation_for_communist_civil_war open_up_political_discourse_communism
			} {
				has_idea_with_trait = communist_revolutionary ambitious_union_boss
				AND = {
					has_idea_with_trait = ARG_communist_insurrectionist
					original_tag = IRQ
				}
			}
			NOT = {
				has_government = communism
			}
			check_has_focus_tree_to_switch_to_communism = yes
		}
		cancel_trigger = {
			hidden_trigger = {
				has_civil_war = yes
			}
		}
		fire_only_once = no
		cost = 25
		days_remove = 30
		modifier = {
			communism_drift = 0.02
			stability_weekly = -0.03
			political_power_gain = -0.2
		}
		ai_will_do = {
			factor = 1
		}
	}
	army_support_for_communist_civil_war = {
		icon = generic_army_support
		visible = {
			has_country_flag = preparation_for_communist_civil_war
			OR = {
				has_idea_with_trait = communist_revolutionary ambitious_union_boss
				AND = {
					has_idea_with_trait = ARG_communist_insurrectionist
					original_tag = IRQ
				}
			}
			NOT = {
				has_government = communism
			}
			check_has_focus_tree_to_switch_to_communism = yes
		}
		cancel_trigger = {
			hidden_trigger = {
				has_civil_war = yes
			}
		}
		fire_only_once = no
		cost = 50
		days_remove = 30
		modifier = {
			command_power_gain = -0.2
		}
		remove_effect = {
			if = {
				limit = {
					check_variable = {
						var = army_support_var
						value = 0.1
						compare = less_than
					}
				}
				set_variable = {
					var = army_support_var
					value = 0.1
				}
			} {
				limit = {
					check_variable = {
						var = army_support_var
						value = 0.1
						compare = greater_than
# ... (truncated)
### Entity: Military Industrial Organization
Component: zeebrugge_smederijen_organization
Source: game
File: common/military_industrial_organization/organizations/r56_BEL_organization.txt

Code:
zeebrugge_smederijen_organization = {
	name = zeebrugge_smederijen
	include = generic_artillery_organization
	icon = GFX_idea_generic_artillery_manufacturer_1
	allowed = {
		original_tag = FLA
	}
}
### Entity: Idea
Component: ARG_war_division_idea
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/argentina.txt

Code:
ARG_war_division_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_war_division
	modifier = {
		fascism_drift = 0.12
		weekly_manpower = 250
		production_speed_arms_factory_factor = 0.05
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_expert_raiders
Constructs: prerequisite, completion_reward, add_mastery_bonus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_expert_raiders
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = PER_expand_dockyards
	}
	x = 2
	y = 1
	relative_position_id = PER_expand_dockyards
	mutually_exclusive = {
		focus = PER_merchant_navy
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	search_filters = {

	}
	completion_reward = {
		navy_experience = 25
		add_mastery_bonus = {
			name = PER_expert_raiders
			bonus = 0.2
			days = 180
			grand_doctrine = new_convoy_raiding
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_launch_a_coup
Constructs: prerequisite, remove_ideas, completion_reward, add_popularity, set_politics
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_launch_a_coup
	icon = GFX_goal_CHI_support_pro_japanese_faction
	prerequisite = {
		focus = MON_invite_pince_su
	}
	x = 0
	y = 1
	relative_position_id = MON_invite_pince_su
	cost = 7.16
	ai_will_do = {
		factor = 30
	}
	available = {
		fascism = > 0.4
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		MON_jap_high_influence_increase_effect = yes
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		remove_ideas = MON_questioned_popular_support
		custom_effect_tooltip = MON_tree_is_in_development_tt
	}
	search_filters = {
		FOCUS_FILTER_INFLUENCE_INCREASE
	}
}
### Entity: Military Industrial Organization
Component: CAN_general_motors_armoured_cars_organization
Constructs: has_dlc, equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/CAN_organization_r56.txt

Code:
CAN_general_motors_armoured_cars_organization = {
	name = CAN_general_motors_armoured_cars_organization
	include = generic_armored_car_organization
	icon = GFX_idea_usa_general_motors
	allowed = {
		tag = CAN
		has_dlc = La Resistance
	}
	initial_trait = {
		name = generic_armored_car_organization
		equipment_bonus = {
			armor_value = 0.05
			defense = 0.05
			build_cost_ic = -0.05
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_against_axis
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_against_axis
	icon = GFX_focus_generic_anti_fascist_diplomacy
	prerequisite = {
		focus = HON_better_industry
	} {
		focus = HON_fortifications
	}
	x = 20
	y = 6
	cost = 5
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_ideas = why_we_fight_focus
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: nationalist_agitator
Constructs: democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
nationalist_agitator = {
	random = no
	sprite = 13
	democratic_drift = 0.1
}
### Entity: National Focus
Tree: den_focus
Component: DEN_The_Stolen_Kingdom
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_subject, is_in_faction_with, create_wargoal, annex_everything
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_The_Stolen_Kingdom
	icon = GFX_focus_NOR_the_kingdom_of_norway
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		is_subject = no
		NOR = {
			exists = yes
			NOT = {
				is_in_faction_with = DEN
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_ANNEXATION
	}
	bypass = {
		has_country_flag = den_integrated_norway
	}
	prerequisite = {
		focus = DEN_Focus_Outwards
	}
	mutually_exclusive = {
		focus = DEN_Scandinavian_Cooperation
	}
	will_lead_to_war_with = NOR
	x = -1
	y = 2
	relative_position_id = DEN_Form_a_Cabinet
	completion_reward = {
		if = {
			limit = {
				NOR = {
					has_country_flag = nor_den_supportive
				}
			}
			NOR = {
				country_event = {
					id = christian_denmark.7
					hours = 30
				}
			}
		}
		else_if = {
			limit = {
				NOR = {
					has_country_flag = nor_den_opposed
				}
			}
			create_wargoal = {
				target = NOR
				type = annex_everything
			}
		}
		else = {
			custom_effect_tooltip = den_brothers_torn_apart_tt
		}
	}
}
### Entity: Effect Reference
Construct: add_war_support
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## add_war_support
* Aliases: ws
* Arguments: unity amount

Gives/removes war support from player
### Entity: Scripted Trigger
Component: EAI_NAV_design_priority
Constructs: has_design_based_on
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_NAV_design_priority = {
	OR = {
		AND = {
			EAI_FTR_aircraft_production = yes
			NOT = {
				has_design_based_on = small_plane_airframe
			}
		} {
			EAI_HFTR_aircraft_production = yes
			NOT = {
				has_design_based_on = medium_plane_fighter_airframe
			}
		} {
			EAI_CAS_aircraft_production = yes
			NOT = {
				has_design_based_on = small_plane_cas_airframe
			}
		} {
			EAI_TAC_aircraft_production = yes
			NOT = {
				has_design_based_on = medium_plane_airframe
			}
		} {
			EAI_CV_aircraft_production = yes
			NOT = {
				has_design_based_on = cv_small_plane_airframe cv_small_plane_naval_bomber_airframe
			}
		}
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_use_the_natural_harbors
Constructs: prerequisite, limit, completion_reward, is_coastal, is_controlled_by, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_use_the_natural_harbors
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = HOA_promote_local_crafts
	}
	mutually_exclusive = {
		focus = HOA_the_capital_city_airport
	}
	x = -1
	y = 1
	relative_position_id = HOA_promote_local_crafts
	cost = 10
	available = {
		any_owned_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	search_filters = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_one_for_all_all_for_one
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_one_for_all_all_for_one
	icon = GFX_focus_generic_workers
	prerequisite = {
		focus = PER_iranian_revolutionary_vanguard
	}
	x = 0
	y = 1
	relative_position_id = PER_iranian_revolutionary_vanguard
	cost = 5
	available = {

	}
	bypass = {

	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = PER_idea_one_for_all_all_for_one
	}
}
### Entity: Idea
Component: EAI_DD_7/modern_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/modern_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_destroyer_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: Idea
Component: AST_british_intel_sharing
Constructs: removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_british_intel_sharing = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_spy_intel
	modifier = {
		operative_slot = 1
		agency_upgrade_time = -0.15
		intel_network_gain_factor = 0.15
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_confer_with_the_congress
Constructs: prerequisite, completion_reward, add_political_power, unlock_decision_category_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_confer_with_the_congress
	icon = GFX_focus_RAJ_a_congress_resurgent
	prerequisite = {
		focus = RAJ_concessions_to_the_industrialists RAJ_empower_provincial_authorities
	}
	x = 1
	y = 1
	relative_position_id = RAJ_concessions_to_the_industrialists
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_political_power = 100
		unlock_decision_category_tooltip = RAJ_concessions_to_the_congress_cat
	}
}
### Entity: Idea
Component: SPR_masters_of_our_own_fate_tooltip
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_masters_of_our_own_fate_tooltip = {
	name = SPR_masters_of_our_own_fate
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = SPR
		attack_bonus_against = 0.15
		defense_bonus_against = 0.05
	}
}
### Entity: Event
Component: liechtenstein.7
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.7
	picture = GFX_report_event_german_troops
	title = liechtenstein.7.t
	desc = liechtenstein.7.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.7.a
	}
}
### Entity: Idea
Component: LAT_saeima_idea_dem_1
Constructs: stability_factor, war_support_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/latvia.txt

Code:
LAT_saeima_idea_dem_1 = {
	picture = LAT_saeimas
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		democratic_drift = 0.2
		stability_factor = 0.1
		war_support_factor = 0.1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_innovative_warfare
Constructs: prerequisite, completion_reward, has_war_with_major, has_tech, add_tech_bonus, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_innovative_warfare
	icon = GFX_focus_ARG_develop_the_electricity_sector
	prerequisite = {
		focus = GER_army_indoctrination GER_autonomy_in_the_kriegsschulen
	}
	x = 1
	y = 2
	relative_position_id = GER_army_indoctrination
	cost = 10
	available = {
		has_war_with_major = yes
		has_tech = advanced_machine_tools
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = GER_innovative_warfare
			ahead_reduction = 2
			uses = 1
			category = armor artillery naval_equipment air_equipment
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GER_add_or_modify_wunderwaffen = yes
		add_to_variable = {
			GER_wunderwaffen_special_project_speed_factor = 0.05
			tooltip = special_project_speed_factor_tt
		} {
			GER_wunderwaffen_production_speed_facility_factor = 0.05
			tooltip = production_speed_facility_factor_tt
		}
	}
}
### Entity: Effect Reference
Construct: random_occupied_country
Constructs: limit, random_occupied_country
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_occupied_country

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on random occupied country that fulfills the "limit" trigger.
```
### Entity: National Focus
Component: r56_RAJ_militarized_hindutva
Constructs: prerequisite, limit, add_ideas, has_country_flag, completion_reward, has_dlc, create_operative_leader, set_country_flag
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus = {
	id = r56_RAJ_militarized_hindutva
	icon = GFX_focus_RAJ_indianisation_of_army
	x = 0
	y = 1
	prerequisite = {
		focus = r56_RAJ_hindu_nationalism
	}
	relative_position_id = r56_RAJ_hindu_nationalism
	cost = 10
	ai_will_do = {
		factor = 25
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					any_other_country = {
						has_country_flag = aiyappan_recruited
					}
				}
			}
			create_operative_leader = {
				name = Aiyappan Pillai Madhavan Nair
				portrait_path = gfx/leaders/India/portrait_india_generic_operative_male_3.dds
				traits = {
					operative_demolition_expert operative_natural_orator
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					JAP RAJ
				}
			}
			set_country_flag = aiyappan_recruited
		}
		add_ideas = militarism_focus
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_embrace_the_illicit_trade
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_embrace_the_illicit_trade
	icon = GFX_goal_generic_trade
	prerequisite = {
		focus = CHI_sea_new_model_province
	}
	mutually_exclusive = {
		focus = CHI_sea_root_out_corruption
	}
	x = 1
	y = 1
	relative_position_id = CHI_sea_new_model_province
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = CHI_embrace_the_opium_trade
	}
}