Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: KOS_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/kosovo.txt

Code:
KOS_democratic_guy = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = KOS
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: KOS_ar
Source: game
File: common/ideas/kosovo.txt

Code:
KOS_ar = {
	ledger = army
	picture = generic_army_europe_5
	allowed = {
		original_tag = KOS
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: KAZ_PAR_01
Source: game
File: common/units/names_divisions/KAZ_names_divisions.txt

Code:
KAZ_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		KAZ
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %dya Kazakska Vozdushno-Desantnaya Div.
	ordered = {
		1 = {
			%dya Kazakska Vozdushno-Desantnaya Div.
		}
		2 = {
			%dya Kazakska Vozdushno-Desantnaya Div.
		}
		3 = {
			%dya Kazakska Vozdushno-Desantnaya Div.
		}
		4 = {
			%dya Kazakska Vozdushno-Desantnaya Div.
		}
		5 = {
			%dya Kazakska Vozdushno-Desantnaya Div.
		}
		6 = {
			%dya Kazakska Vozdushno-Desantnaya Div.
		}
		7 = {
			%dya Kazakska Vozdushno-Desantnaya Div.
		}
		8 = {
			%dya Kazakska Vozdushno-Desantnaya Div.
		}
		9 = {
			%dya Kazakska Vozdushno-Desantnaya Div.
		}
		10 = {
			%dya Kazakska Vozdushno-Desantnaya Div.
		}
	}
}
### Entity: AI Strategy
Component: SAF_alternate_democratic
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/SAF_alternate_strategy_plan.txt

Code:
SAF_alternate_democratic = {
	name = South African democratic plan
	desc = 
	allowed = {
		original_tag = SAF
		has_dlc = Together for Victory
	}
	enable = {
		OR = {
			has_country_flag = SAF_AI_RANDOM_DEMOCRATIC_ALTERNATE
			has_game_rule = {
				rule = SAF_ai_behavior
				option = DEMOCRATIC_ALTERNATE
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		SAF_south_african_railways SAF_expand_the_mining_industry SAF_heavy_engineering SAF_infrastructure_effort SAF_armament_effort SAF_south_african_steel SAF_expand_the_rand_mines SAF_fund_the_university_of_south_africa SAF_seaward_defence_force SAF_pretoria_arms SAF_special_service_battalion SAF_improve_the_three_oh_three SAF__south_african_military_college SAF_support_the_policy_of_appeasement SAF_police_windhoek SAF_native_laws_amendment_act SAF_commit_to_the_five_year_plan SAF_voortrekker_monument SAF_improve_the_hawker_hartbees SAF_war_measures_act SAF_suppress_the_stormjaers SAF_csir SAF_joint_air_training_scheme SAF_desert_equipment SAF_secure_interests_in_africa SAF_expand_the_south_african_artillery SAF_mechanization_effort SAF_equipment_effort SAF_commemorate_the_battle_of_blood_river SAF_work_for_all_poor SAF_emergency_workers SAF_cape_garrison_artillery SAF_perfect_the_cab_rank_technique SAF_secure_the_cape_sea_route SAF_q_services_corps SAF_reconstitute_the_cape_corps SAF_protect_the_trade SAF_expand_the_simons_town_base SAF_armor_effort SAF_sa_engineer_corps SAF_anti_submarine_tactics SAF_strengthen_the_cape_garrison_artillery SAF_desert_air_force SAF_retain_experienced_pilots SAF_expand_the_cape_corps SAF_south_african_special_forces SAF_establish_the_atomics_energy_board
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Modding Documentation
Construct: faction_influence_score
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### faction_influence_score
* description: ![MD]
 Checks influence value of current country in the faction
### Entity: Idea
Component: PHI_benguet_corporation_improved_idea
Constructs: has_completed_focus, has_dlc
Source: game
File: common/ideas/philippines.txt

Code:
PHI_benguet_corporation_improved_idea = {
	name = PHI_benguet_corporation
	picture = PHI_benguet_corporation
	allowed = {
		original_tag = PHI
		has_dlc = No Compromise, No Surrender
	}
	available = {

	}
	visible = {
		has_completed_focus = PHI_mineral_prospecting
	}
	cost = 150
	traits = {
		resource_development_company_2
	}
	modifier = {

	}
}
### Entity: Idea
Component: JAP_bastion_of_democracy
Constructs: stability_factor, political_power_gain, army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_bastion_of_democracy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_fortify_the_borders
	modifier = {
		political_power_gain = 0.25
		army_attack_factor = 0.05
		army_core_defence_factor = 0.05
		army_core_attack_factor = 0.05
		stability_factor = 0.05
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_pan_balkan_workers_congress
Constructs: prerequisite, completion_reward, is_faction_leader, is_subject, cancel_if_invalid, set_faction_name, unlock_decision_tooltip
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_pan_balkan_workers_congress
	icon = GFX_focus_YUG_pan_slavic_congress
	prerequisite = {
		focus = YUG_invite_bulgaria
	} {
		focus = YUG_invite_albania
	} {
		focus = YUG_federal_defense_council
	}
	x = -1
	y = 1
	relative_position_id = YUG_invite_bulgaria
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		is_faction_leader = yes
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_faction_name = panbalkan_workers_congress
		unlock_decision_tooltip = YUG_instigate_in_greece YUG_instigate_in_romania YUG_instigate_in_hungary
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_310
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_310 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 310
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 310
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_that_which_is_rightfully_ours
Constructs: prerequisite, completion_reward, add_political_power, is_subject, add_timed_idea
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_that_which_is_rightfully_ours
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = HOA_countryleader
	}
	x = 0
	y = 2
	relative_position_id = HOA_countryleader
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		add_political_power = 75
		add_timed_idea = {
			idea = HOA_rightfully_ours_idea
			days = 720
		}
	}
}
### Entity: Idea
Component: RAJ_marginalized_muslim_community_angry
Constructs: stability_factor, war_support_factor, removal_cost, conscription_factor, autonomy_gain
Source: game
File: common/ideas/british_raj.txt

Code:
RAJ_marginalized_muslim_community_angry = {
	picture = raj_marginalized_muslim_community_angry
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		war_support_factor = -0.05
		conscription_factor = -0.2
		autonomy_gain = -0.4
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_rally_the_indian_left
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_rally_the_indian_left
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = RAJ_league_against_gandhism
	}
	x = 2
	y = 0
	relative_position_id = RAJ_all_india_kisan_sabha
	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
	} {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = RAJ_puran_chand_joshi RAJ_bhalchandra_trimbak_ranadive RAJ_elamkulam_manakkal_sakaran_namboodiripad RAJ_shripad_amrit_dange RAJ_sahajanand_saraswati
	}
}
### Entity: State History
Component: 761
Constructs: add_core_of
Source: game
File: history/states/761-Hulunbuir.txt

Code:
state = {
	id = 761
	name = STATE_761
	provinces = {
		1776 4745 4852 7697 7743 10541 10567 10612 10638 12537 12690 13150
	}
	manpower = 2000000
	buildings_max_level_factor = 1.0
	state_category = pastoral
	history = {
		owner = MAN
		add_core_of = CHI MAN PRC
		victory_points = {
			10612 1
		} {
			1776 1
		} {
			13150 1
		} {
			12690 1
		}
		buildings = {
			infrastructure = 2
		}
	}
	local_supplies = 0.0
}
### Entity: Decision
Component: AFG_communist_bop_category
Constructs: has_government, has_global_flag
Source: game
File: common/decisions/categories/r56_AFG_decision_categories.txt

Code:
AFG_communist_bop_category = {
	icon = generic_crisis
	allowed = {
		original_tag = AFG
	}
	priority = 10
	visible = {
		has_government = communism
		NOT = {
			has_global_flag = afg_dlc_focus_tree
		}
	}
}
### Entity: Event
Component: mtg_netherlands.71
Constructs: is_triggered_only, add_ideas
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.71
	title = mtg_netherlands.71.t
	desc = mtg_netherlands.71.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.71.a
		add_ideas = HOL_german_defectors_2
	}
}
### Entity: Character
Component: GXC_wang_shuming
Source: game
File: common/characters/Warlords_China.txt

Code:
GXC_wang_shuming = {
	name = GXC_wang_shuming
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_1
		}
	}
	advisor = {
		slot = air_chief
		idea_token = GXC_wang_shuming
		allowed = {
			original_tag = GXC
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Idea
Component: PRC_china_national_nuclear_corporation
Constructs: has_completed_focus, has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_china_national_nuclear_corporation = {
	picture = idea_PRC_china_national_nuclear_corporation
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	visible = {
		always = yes
	}
	available = {
		has_completed_focus = PRC_prepare_for_596
	}
	ai_will_do = {
		base = 1
	}
	traits = {
		PRC_nuclear_company
	}
	modifier = {
		specialization_nuclear_speed_factor = 0.1
		sp_tag_nuclear_power_speed_factor = 0.15
		production_speed_nuclear_reactor_factor = 0.1
	}
}
### Entity: Idea
Component: QUE_padlock_law
Constructs: industrial_capacity_factory, communism_drift
Source: game
File: common/ideas/quebec.txt

Code:
QUE_padlock_law = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_communism_banned
	modifier = {
		communism_drift = -0.03
		communism_acceptance = -50
		industrial_capacity_factory = 0.05
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_monarchist_sentiment
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, allow_branch, has_dlc, has_game_rule
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_monarchist_sentiment
	icon = GFX_focus_generic_monarchist_sentiment
	prerequisite = {
		focus = GER_tend_to_the_future_of_germany
	}
	mutually_exclusive = {
		focus = GER_start_the_proletarian_revolution
	}
	x = 11
	y = 1
	relative_position_id = GER_tend_to_the_future_of_germany
	cost = 2
	available = {

	}
	allow_branch = {
		has_dlc = Gotterdammerung
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = GER_start_the_proletarian_revolution GER_remilitarize_the_rhineland
			}
		}
	}
	offset = {
		x = -11
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = GER_monarchist_sentiment
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		if = {
			limit = {
				has_active_mission = GER_growing_public_dissent_mission
			}
			add_days_mission_timeout = {
				mission = GER_growing_public_dissent_mission
				days = 30
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_global_flag = GER_civil_war_has_started
			}
			set_party_name = {
				ideology = neutrality
				long_name = GER_neutrality_party_kaiserreich_long
				name = GER_neutrality_party_kaiserreich
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.03
		} {
			ideology = democratic
			popularity = 0.03
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		add_political_power = 50
		show_ideas_tooltip = GER_andreas_hermes GER_wilhelm_von_gayl GER_theodor_heuss
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_pre_empt_venezuelan_aggression
Constructs: prerequisite, completion_reward, has_idea, has_global_flag, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_pre_empt_venezuelan_aggression
	available = {
		custom_trigger_tooltip = {
			tooltip = HOL_pre_empt_venezuelan_aggression_tt
			NOT = {
				OR = {
					has_idea = HOL_shell_shocked_spectator_1 HOL_shell_shocked_spectator_2 HOL_shell_shocked_spectator_3 HOL_shell_shocked_spectator_4 HOL_shell_shocked_spectator_5
				}
			}
		}
		NOT = {
			has_idea = HOL_aloof_neutrality
		}
		has_global_flag = ven_claims_abc_islands
	}
	prerequisite = {
		focus = HOL_antilles_defenses
	}
	will_lead_to_war_with = VEN
	icon = GFX_goal_demand_sudetenland
	x = -1
	y = 1
	relative_position_id = HOL_antilles_defenses
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = VEN
			expire = 0
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_divert_military_funds
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, add_political_power, cancel_if_invalid, add_to_variable, set_country_flag
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_divert_military_funds
	icon = GFX_focus_AUS_raid_military_storages
	mutually_exclusive = {
		focus = JAP_return_of_the_manchukuo_exiles
	}
	x = 1
	y = 2
	relative_position_id = JAP_limit_military_power
	prerequisite = {
		focus = JAP_limit_military_power JAP_sway_the_navy_moderates
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = > 0.39
		NOT = {
			has_completed_focus = JAP_revoke_the_peace_preservation_law
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt JAP_limit_military_power_tt generic_skip_one_line_tt JAP_divert_military_funds_tt generic_skip_one_line_tt
		JAP_add_or_modify_civilian_cabinet = yes
		add_to_variable = {
			JAP_civilian_cabinet_mobilization_laws_cost_factor = 0.1
			tooltip = mobilization_laws_cost_factor_tt
		} {
			JAP_civilian_cabinet_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		}
		add_ideas = civilian_economy
		show_ideas_tooltip = JAP_low_on_funds_idea
		JAP_big_army_faction_loss = yes
		hidden_effect = {
			set_country_flag = JAP_diverted_military_funds_flag
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_very_low_increase_democratic_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_very_low_increase_democratic_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.05
		tooltip_side = ITA_democratic_side
	}
}
### Entity: Idea
Component: MEX_tga
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/mexico.txt

Code:
MEX_tga = {
	cost = 75
	allowed = {
		original_tag = MEX
		has_dlc = Man the Guns
	}
	available = {
		has_completed_focus = MEX_focus_tank_workshops
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		tank_manufacturer
	}
}
### Entity: Event
Component: generic_purchase_ships_events.03
Constructs: is_triggered_only, ai_chance, clr_country_flag
Source: game
File: events/Decisions_Events.txt

Code:
country_event = {
	id = generic_purchase_ships_events.03
	title = generic_purchase_ships_events.03.t
	desc = generic_purchase_ships_events.03.desc
	is_triggered_only = yes
	picture = GFX_report_event_ast_navy
	option = {
		name = generic_purchase_ships_events.03.a
		ai_chance = {
			base = 5
		}
		FROM = {
			clr_country_flag = negotiating_ship_purchase_flag@ROOT
		}
	}
}
### Entity: Idea
Component: AUS_modernize_officer_training
Constructs: removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_modernize_officer_training = {
	picture = generic_army_war_college
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_leader_start_attack_level = 1
		experience_gain_factor = 0.1
		army_leader_cost_factor = -0.1
		promote_cost_factor = -0.25
	}
}
### Entity: Idea
Component: AST_R56_alien_detention
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_alien_detention = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ast_classify_aliens
	modifier = {
		drift_defence_factor = 0.25
		foreign_subversive_activites = -0.25
		stability_factor = -0.05
	}
}
### Entity: Character
Component: air_airborne_2
Source: game
File: common/country_leader/00_traits.txt

Code:
air_airborne_2 = {
	sprite = 1
	paradrop_organization_factor = 1.8
	paratrooper_aa_defense = 0.15
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Idea
Component: race_for_the_bomb
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/zzz_generic.txt

Code:
race_for_the_bomb = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		production_speed_nuclear_reactor_factor = 0.15
		specialization_nuclear_speed_factor = 0.05
		production_speed_nuclear_facility_factor = 0.05
	}
	research_bonus = {
		nuclear = 0.05
	}
}
### Entity: Military Industrial Organization
Component: KOR_taechon_organization
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/KOR_organization.txt

Code:
KOR_taechon_organization = {
	name = KOR_taechon
	include = generic_light_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_1
	allowed = {
		owner = {
			or = {
				original_tag = KOR NKR
			}
		}
	}
	available = {
		owner = {
			controls_state = 918
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_light_aircraft_designer
		equipment_bonus = {
			air_agility = 0.05
			maximum_speed = 0.05
			air_attack = 0.05
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_total_war
Constructs: every_owned_state, prerequisite, limit, random_country, add_ideas, has_government, has_war_with, add_war_support
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_total_war
	select_effect = {
		if = {
			limit = {
				any_allied_country = {
					has_war_with = ROM
				}
			}
			add_ai_strategy = {
				type = prepare_for_war
				id = ROM
				value = 100
			}
		}
	}
	prerequisite = {
		focus = BUL_join_the_tripartite_pact
	}
	icon = GFX_goal_generic_attack_allies
	relative_position_id = BUL_join_the_tripartite_pact
	x = 2
	y = 1
	cost = 10
	mutually_exclusive = {
		focus = BUL_peaceful_development
	}
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_war_support = 0.1
		add_stability = -0.1
		add_ideas = BUL_total_war
		if = {
			limit = {
				ROM = {
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			ROM = {
				every_owned_state = {
					limit = {
						is_fully_controlled_by = ROM
					}
					add_claim_by = ROOT
				}
			}
			if = {
				limit = {
					NOT = {
						has_war_with = ROM
					}
				}
				create_wargoal = {
					type = annex_everything
					target = ROM
					expire = 180
				}
				custom_effect_tooltip = BUL_total_war_wargoal_expires_tt
			}
		}
		custom_effect_tooltip = BUL_total_war_join_wars_tt
		random_country = {
			limit = {
				is_faction_leader = yes
				is_in_faction_with = BUL
			}
			random_enemy_country = {
				limit = {
					NOT = {
						has_war_with = ROOT
					} {
						tag = SOV
					}
				}
				ROOT = {
					add_to_war = {
						targeted_alliance = PREV.PREV
						enemy = PREV
						hostility_reason = asked_to_join
					}
				}
			}
		}
		add_ai_strategy = {
			type = conquer
			id = ROM
			value = 100
		}
	}
}