Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: r56_afghanistan.87
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.87
	title = r56_afghanistan.87.t
	desc = r56_afghanistan.87.d
	picture = GFX_report_event_AFG_protests
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.87.a
		hidden_effect = {
			country_event = {
				id = r56_afghanistan.88
				days = 27
			}
		}
	}
}
### Entity: Scripted Effect
Component: SWI_concessions_to_party_effects
Constructs: limit, has_government, has_country_flag, add_opinion_modifier, every_other_country, is_in_faction_with
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_concessions_to_party_effects = {
	FROM = {
		SWI_add_medium_good_opinion = yes
	}
	every_other_country = {
		limit = {
			has_country_flag = SWI_country_to_appease
			NOT = {
				is_in_faction_with = FROM
			} {
				original_tag = FROM
			}
			has_government = FROM
		}
		SWI_add_small_good_opinion = yes
	} {
		limit = {
			has_country_flag = SWI_country_to_appease
			NOT = {
				original_tag = FROM
			} {
				has_government = FROM
			}
		}
		add_opinion_modifier = {
			target = ROOT
			modifier = SWI_mild_breach_of_neutrality
		}
	}
}
### Entity: Character
Component: AUS_spineless
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
AUS_spineless = {
	random = no
	sprite = 13
	stability_factor = -0.1
	political_power_factor = 0.05
}
### Entity: Event
Component: KMT_event.99
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.99
	title = KMT_event.99.t
	desc = KMT_event.99.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = KMT_event.99.a
		custom_effect_tooltip = KMT_china_eco_dynamic_modifier_tt
		add_to_variable = {
			var = KMT_eco_cons
			value = 0.05
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: Character
Component: MLD_democratic_guy
Constructs: has_government
Source: game
File: common/characters/MLD.txt

Code:
MLD_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = MLD_democratic_guy
		allowed = {
			original_tag = MLD
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_preamble_to_the_constitution_of_india
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid, complete_tooltip, add_popularity
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_preamble_to_the_constitution_of_india
	icon = GFX_focus_generic_the_giant_wakes
	prerequisite = {
		focus = RAJ_sideline_the_conflict RAJ_pledge_for_the_allies RAJ_i_am_death
	}
	x = 2
	y = 1
	relative_position_id = RAJ_sideline_the_conflict
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	complete_tooltip = {

	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		}
	}
}
### Entity: AI Strategy
Component: r56_CHI_I_will_ally_the_winner_lol
Constructs: has_war_with, is_in_faction
Source: game
File: common/ai_strategy/r56_SIK.txt

Code:
r56_CHI_I_will_ally_the_winner_lol = {
	allowed = {
		OR = {
			original_tag = CHI PRC
		}
	}
	enable = {
		ROOT = {
			exists = yes
		}
		AND = {
			SIK = {
				exists = yes
				has_war_with = KHM
				is_in_faction = no
			}
			KHM = {
				exists = yes
				is_in_faction = no
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = KHM
		value = -250
	} {
		type = alliance
		id = SIK
		value = -250
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_marine_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_marine_attack_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Event
Component: DOD_hungary.55
Constructs: is_triggered_only, has_war_with, has_country_flag, is_in_faction_with, set_country_flag
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.55
	title = DOD_hungary.55.t
	desc = DOD_hungary.55.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = DOD_hungary.55.a
		trigger = {
			GER = {
				NOT = {
					OR = {
						has_war_with = HUN ROM
						is_in_faction_with = ROM
						has_country_flag = HUN_mediation_refused
					}
				}
			}
		}
		GER = {
			country_event = {
				id = DOD_hungary.58
				hours = 4
			}
			set_country_flag = HUN_mediation
		}
	} {
		name = DOD_hungary.55.b
		trigger = {
			ENG = {
				NOT = {
					OR = {
						has_war_with = HUN ROM
						is_in_faction_with = ROM
						has_country_flag = HUN_mediation_refused
					}
				}
			}
		}
		ENG = {
			country_event = {
				id = DOD_hungary.58
				hours = 4
			}
			set_country_flag = HUN_mediation
		}
	} {
		name = DOD_hungary.55.d
		trigger = {
			FRA = {
				NOT = {
					OR = {
						has_war_with = HUN ROM
						is_in_faction_with = ROM
						has_country_flag = HUN_mediation_refused
					}
				}
			}
		}
		FRA = {
			country_event = {
				id = DOD_hungary.58
				hours = 4
			}
			set_country_flag = HUN_mediation
		}
	} {
		name = DOD_hungary.55.e
		trigger = {
			ITA = {
				NOT = {
					OR = {
						has_war_with = HUN ROM
						is_in_faction_with = ROM
						has_country_flag = HUN_mediation_refused
					}
				}
			}
		}
		ITA = {
			country_event = {
				id = DOD_hungary.58
				hours = 4
			}
			set_country_flag = HUN_mediation
		}
	} {
		name = DOD_hungary.55.f
		trigger = {
			AND = {
				GER = {
					OR = {
						has_war_with = HUN ROM
						is_in_faction_with = ROM
						has_country_flag = HUN_mediation_refused
					}
				}
				ENG = {
					OR = {
						has_war_with = HUN ROM
						is_in_faction_with = ROM
						has_country_flag = HUN_mediation_refused
					}
				}
				FRA = {
					OR = {
						has_war_with = HUN ROM
						is_in_faction_with = ROM
						has_country_flag = HUN_mediation_refused
					}
				}
				ITA = {
					OR = {
						has_war_with = HUN ROM
						is_in_faction_with = ROM
						has_country_flag = HUN_mediation_refused
					}
				}
			}
		}
		HUN = {
			country_event = {
				id = DOD_hungary.63
				hours = 1
			}
		}
	}
}
### Entity: Idea
Component: FRA_hidden_materials
Constructs: has_government, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_hidden_materials = {
	picture = HUN_secret_rearmament
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		production_factory_efficiency_gain_factor = 0.05
	}
}
### Entity: Event
Component: r56_iraq.14
Constructs: is_triggered_only, limit
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = r56_iraq.14
	title = r56_iraq.14.t
	desc = r56_iraq.14.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = r56_iraq.14.a
		if = {
			limit = {
				ENG = {
					controls_state = 656
				}
			}
			transfer_state = 656
		} {
			limit = {
				ENG = {
					controls_state = 658
				}
			}
			transfer_state = 658
		} {
			limit = {
				ENG = {
					controls_state = 765
				}
			}
			transfer_state = 765
		} {
			limit = {
				ENG = {
					controls_state = 1007
				}
			}
			transfer_state = 1007
		}
	}
}
### Entity: Idea
Component: CHI_mutinious_military
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_mutinious_military = {
	picture = prc_the_long_march2
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.5
		army_org_factor = -0.5
		max_dig_in_factor = -0.5
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -1
		attack_bonus_against = -1
	}
}
### Entity: Trigger Reference
Construct: is_advisor
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_advisor

* Supported Scopes: CHARACTER
* Supported Targets: none

```
is_advisor = yes/no - Checks if the current character is an advisor
```
### Entity: Event
Component: turkey_hatay.1
Constructs: is_triggered_only, ai_chance, has_government, random_hours
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey_hatay.1
	title = turkey_hatay.1.t
	desc = turkey_hatay.1.d
	picture = GFX_event_turkey_hatay_protests
	is_triggered_only = yes
	option = {
		name = turkey_hatay.1.a
		ai_chance = {
			base = 10
			modifier = {
				original_tag = FRA
				OR = {
					has_government = democratic
					AND = {
						tag = event_target:vichy_france
						has_government = neutrality
					}
				}
				factor = 10
			} {
				original_tag = SYR
				factor = 0
			}
		}
		effect_tooltip = {
			TUR = {
				transfer_state = 799
			}
		}
		TUR = {
			country_event = {
				days = 1
				random_hours = 5
				id = turkey_hatay.2
			}
		}
	} {
		name = turkey_hatay.1.b
		ai_chance = {
			base = 5
			modifier = {
				original_tag = FRA
				OR = {
					has_government = democratic
					AND = {
						tag = event_target:vichy_france
						has_government = neutrality
					}
				}
				factor = 0
			} {
				original_tag = SYR
				factor = 10
			}
		}
		TUR = {
			country_event = {
				days = 1
				random_hours = 5
				id = turkey_hatay.3
			}
		}
	}
}
### Entity: AI Strategy
Component: ENG_naval_invasion_focus
Constructs: has_war
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
ENG_naval_invasion_focus = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_war = yes
		surrender_progress = < 0.05
		date = > 1943.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_invasion_focus
		value = 50
	}
}
### Entity: Event
Component: AST_diplomatic_events.82
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.82
	title = AST_diplomatic_events.82.t
	desc = AST_diplomatic_events.82.desc
	picture = GFX_report_event_AST_winston_platypus_2
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.82.a
	}
}
### Entity: Event
Component: r56.soviet.30
Constructs: is_triggered_only, ai_chance, limit, add_ideas, fire_only_once, add_political_power, add_popularity, set_politics
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.30
	title = r56.soviet.30.t
	desc = r56.soviet.30.d
	picture = GFX_report_event_tur_inonu_diplomacy
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.30.a
		ai_chance = {
			base = 2
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_ideas = SOV_tsar_vladimir_i
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		hidden_effect = {
			set_cosmetic_tag = SOV_Russian_Federation
			if = {
				limit = {
					is_ai = yes
				}
				add_political_power = -25
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: SIA_siamese_aeronautical_workshops_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_SIA_organization.txt

Code:
SIA_siamese_aeronautical_workshops_organization = {
	name = Siamese Aeronautical Workshops
	include = generic_general_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_3
	allowed = {
		original_TAG = SIA
	}
	initial_trait = {
		name = generic_mio_initial_trait_general_aircraft_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.03
		}
	}
}
### Entity: Idea
Component: EAI_DD_20/motorized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/motorized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Idea
Component: KMT_SOV_cooperation2
Constructs: has_war_with, removal_cost, planning_speed
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_SOV_cooperation2 = {
	removal_cost = -1
	picture = SOV_smersh_no_lar_ccp_sov_compatibility
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_war_with = SOV
	}
	on_remove = {

	}
	modifier = {
		planning_speed = 0.05
		max_planning = 0.05
		army_infantry_defence_factor = 0.05
		land_doctrine_cost_factor = -0.1
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_armor_focus
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, random_owned_state, is_controlled_by
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_armor_focus
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_military_research_facilities
	}
	mutually_exclusive = {
		focus = POR_advanced_light_aircraft
	}
	icon = GFX_goal_generic_army_tanks
	x = 0
	y = 1
	relative_position_id = POR_military_research_facilities
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 112
			}
			112 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_core_of = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		add_tech_bonus = {
			name = POR_armor_focus
			bonus = 1.0
			uses = 1
			category = armor
		}
	}
}
### Entity: Order of Battle
Component: air_wing_47
Source: game
File: history/units/GRE_1939_air_bba.txt

Code:
air_wings = {
	47 = {
		small_plane_airframe_0 = {
			owner = GRE
			creator = POL
			version_name = PZL P.24
			amount = 91
		}
		small_plane_cas_airframe_1 = {
			owner = GRE
			amount = 64
			creator = ENG
			version_name = Fairey Battle
		}
		medium_plane_airframe_1 = {
			owner = GRE
			amount = 51
			creator = ENG
			version_name = Bristol Blenheim
		} {
			owner = GRE
			amount = 51
			creator = ENG
			version_name = Bristol Blenheim
		}
		small_plane_naval_bomber_airframe_1 = {
			owner = GRE
			creator = GER
			version_name = Do 22
			amount = 24
		}
	}
}
### Entity: Character
Component: AFG_ruthless_goon
Constructs: war_support_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_ruthless_goon = {
	random = no
	sprite = 13
	resistance_damage_to_garrison = -0.1
	foreign_subversive_activites = -0.25
	neutrality_drift = 0.02
	war_support_factor = 0.05
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_central_bank
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_central_bank
	icon = GFX_goal_stock_exchange
	relative_position_id = CHL_consolidate_the_government
	x = 0
	y = 3
	cost = 10
	prerequisite = {
		focus = CHL_crackdown
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = {
			CHL_central_bank_idea
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_urban_industry_expansion
Constructs: has_completed_focus, prerequisite, limit, completion_reward, check_variable, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_urban_industry_expansion
	icon = GFX_goal_generic_light_industry
	relative_position_id = AUS_mixed_economy
	x = 2
	y = 1
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
	}
	prerequisite = {
		focus = AUS_mixed_economy
	}
	cost = 6
	completion_reward = {
		custom_effect_tooltip = AUS_lose_1_fund generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				is_core_of = AUS
			}
			prioritize = {
				4
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_absolute_monarchy
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, allow_branch, add_to_variable, has_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_absolute_monarchy
	icon = GFX_focus_generic_monarchy_2
	prerequisite = {
		focus = PER_root_out_conspiracies
	}
	x = 0
	y = 1
	relative_position_id = PER_root_out_conspiracies
	cost = 10
	allow_branch = {

	}
	available = {
		has_government = neutrality
	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = PER_legacy_of_greatness_tt CHL_skip_one_line_tt
		add_to_variable = {
			PER_legacy_research = 0.02
			tooltip = research_speed_factor_tt
		}
		if = {
			limit = {
				NOT = {
					has_idea = limited_conscription
				} {
					has_idea = extensive_conscription
				} {
					has_idea = service_by_requirement
				} {
					has_idea = all_adults_serve
				} {
					has_idea = scraping_the_barrel
				}
			}
			add_ideas = limited_conscription
		}
	}
}
### Entity: Idea
Component: NOR_continuous
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_continuous = {
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = communism fascism
			}
		}
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		monthly_population = 0.05
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_canadian_citizenship_act
Constructs: prerequisite, add_ideas, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_canadian_citizenship_act
	icon = GFX_focus_eng_decolonization
	x = 3
	y = 1
	prerequisite = {
		focus = CAN_north_american_alliance CAN_supply_the_empire
	}
	relative_position_id = CAN_supply_the_empire
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 5
			is_subject = no
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = CAN_canadian_citizenship
	}
}
### Entity: AI Strategy
Component: ai_focus_peaceful_SOV
Source: game
File: common/ai_focuses/SOV.txt

Code:
ai_focus_peaceful_SOV = {
	research = {
		industry = 15.0
		construction_tech = 5.0
		electronics = 10.0
		computing_tech = 10.0
	}
}
### Entity: Event
Component: egypt.65
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.65
	picture = GFX_report_event_german_volunteers
	title = egypt.65.t
	desc = egypt.65.d
	is_triggered_only = yes
	option = {
		name = egypt.65.a
		set_country_flag = EGY_GER_sent_advisors
		custom_effect_tooltip = available_military_high_command
		show_ideas_tooltip = wilhelm_fahrmbacher
	}
}
### Entity: Event
Component: venezuela.36
Constructs: is_triggered_only, fire_only_once, add_field_marshal_role
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.36
	picture = GFX_report_event_canada_treaty
	title = venezuela.36.t
	desc = venezuela.36.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.36.a
		add_field_marshal_role = {
			character = VEN_romulo_betancourt
			traits = {
				politically_connected offensive_doctrine trickster
			}
			skill = 4
			attack_skill = 4
			defense_skill = 1
			planning_skill = 4
			logistics_skill = 2
			legacy_id = 6976
		}
	}
}
### Entity: Idea
Component: SPR_establish_the_oraa
Constructs: encryption_factor
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_establish_the_oraa = {
	name = SPR_establish_the_oraa
	picture = nkvd_2
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		encryption_factor = 0.35
		resistance_damage_to_garrison = -0.25
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_Dockyards
Constructs: prerequisite, limit, completion_reward, has_tech, is_coastal, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_Dockyards
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = PAL_Small_Navy PAL_Sea_Dominance
	}
	x = -1
	y = 2
	relative_position_id = PAL_Sea_Dominance
	cost = 7.2
	available_if_capitulated = yes
	available = {
		has_tech = construction2
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				dockyard = > 0
				is_core_of = ISR
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: JUNO_brazil_events.34
Constructs: is_triggered_only, ai_chance, every_owned_state, has_war, limit, is_controlled_by, create_wargoal, take_state_focus
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.34
	title = JUNO_brazil_events.34.t
	desc = JUNO_brazil_events.34.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.34.a
		ai_chance = {
			base = 2
		}
		FROM = {
			country_event = {
				id = JUNO_brazil_events.35
				days = 1
			}
		}
	} {
		name = JUNO_brazil_events.34.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				has_war = yes
			}
		}
		FROM = {
			every_owned_state = {
				limit = {
					is_controlled_by = FROM
					region = 280
				}
				ROOT = {
					create_wargoal = {
						type = take_state_focus
						generator = PREV
						target = FROM
					}
				}
			}
			country_event = {
				id = JUNO_brazil_events.36
				days = 1
			}
		}
	}
}
### Entity: Event
Component: wtt_news.38
Constructs: is_triggered_only, is_literally_china
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.38
	title = wtt_news.38.t
	desc = wtt_news.38.desc
	picture = GFX_news_event_generic_communist_congress
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.38.a
		trigger = {
			original_tag = PRC
		}
	} {
		name = wtt_news.38.b
		trigger = {
			is_literally_china = yes
			NOT = {
				original_tag = PRC
			}
		}
	} {
		name = wtt_news.38.c
		trigger = {
			original_tag = SOV
		}
	} {
		name = wtt_news.38.d
		trigger = {
			NOT = {
				original_tag = CHI PRC SOV
				is_literally_china = yes
			}
		}
	}
}