Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_communist_revolution
Constructs: has_completed_focus, prerequisite, limit, has_government, add_war_support, add_stability, completion_reward, has_civil_war
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_communist_revolution
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = MEX_focus_the_red_shirts
	}
	x = 1
	y = 1
	relative_position_id = MEX_focus_the_red_shirts
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		communism = > 0.4
		has_civil_war = no
		NOT = {
			has_completed_focus = MEX_focus_party_of_the_revolution
		} {
			has_completed_focus = MEX_focus_institutional_revolution
		} {
			has_completed_focus = MEX_focus_catholic_politics
		} {
			has_completed_focus = MEX_focus_crusade_against_atheism
		} {
			has_completed_focus = MEX_focus_revanchist_revolution
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_stability = 0.05
		add_war_support = 0.05
		if = {
			limit = {
				has_global_flag = flag_mexico_invited_trotsky_to_government
				NOT = {
					has_global_flag = flag_trotsky_dead
				} {
					SOV = {
						has_country_leader = {
							ruling_only = yes
							character = MEX_leon_trotsky
						}
					}
				}
			}
			add_country_leader_role = {
				character = MEX_leon_trotsky
				country_leader = {
					expire = 1965.1.1
					ideology = leninism
					traits = {
						exiled_revolutionary
					}
				}
				promote_leader = yes
			}
			add_ai_strategy = {
				type = antagonize
				id = SOV
				value = 200
			} {
				type = alliance
				id = SOV
				value = -200
			} {
				type = befriend
				id = SOV
				value = -200
			} {
				type = protect
				id = SOV
				value = -200
			}
			SOV = {
				add_ai_strategy = {
					type = antagonize
					id = ROOT
					value = 200
				} {
					type = alliance
					id = ROOT
					value = -200
				} {
					type = befriend
					id = ROOT
					value = -200
				} {
					type = protect
					id = ROOT
					value = -200
				}
			}
		} {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			set_politics = {
				ruling_party = communism
				elections_allowed = yes
			}
		} {
			limit = {
				has_global_flag = flag_mexico_invited_trotsky_to_government
			}
			set_party_name = {
				ideology = communism
				name = MEX_party_workers_peasants_mexico_short
				long_name = MEX_party_workers_peasants_mexico_long
			}

# ... (truncated)
### Entity: Decision
Component: INS_pacific_revolution_cat
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/INS_decision_categories.txt

Code:
INS_pacific_revolution_cat = {
	priority = 30
	icon = GFX_decision_category_SOV_propaganda
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	visible = {
		has_completed_focus = INS_pacific_revolution
	}
}
### Entity: Scripted Trigger
Component: INC_Majority
Constructs: check_variable
Source: game
File: common/scripted_triggers/r56_indian_provincial_election_triggers.txt

Code:
INC_Majority = {
	AND = {
		check_variable = {
			inc_state = > neutral
		} {
			inc_state = > upa_state
		} {
			inc_state = > ifb_state
		}
	}
}
### Entity: Order of Battle
Component: air_wing_3
Constructs: create_if_missing
Source: game
File: history/units/SWI_1936_air_legacy.txt

Code:
air_wings = {
	3 = {
		fighter_equipment_0 = {
			owner = SWI
			amount = 36
			create_if_missing = yes
		}
		CAS_equipment_1 = {
			owner = SWI
			amount = 12
			create_if_missing = yes
		}
	}
}
### Entity: Idea
Component: idea_RAJ_japanese_army_advisors
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_japanese_army_advisors = {
	allowed = {
		original_tag = RAJ
	}
	picture = jap_zaibatsu_ally
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_war_with = JAP
	}
	removal_cost = -1
	modifier = {
		experience_gain_army_factor = 0.15
		experience_gain_air_factor = 0.15
	}
}
### Entity: Modifier Reference
Component: TUR_pan_turkism
Constructs: compliance_gain
Source: game
File: common/modifiers/r56_static_modifiers.txt

Code:
TUR_pan_turkism = {
	valid_relation_trigger = {
		always = yes
	}
	compliance_gain = 0.25
}
### Entity: Character
Component: OMA_musa_al_saif
Source: game
File: common/characters/OMA.txt

Code:
OMA_musa_al_saif = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = OMA_musa_al_saif
		ledger = army
		allowed = {
			original_tag = OMA
		}
		traits = {
			military_theorist
		}
	}
	name = Musa al-Saif
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_implement_western_electronics
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_implement_western_electronics
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = TUR_continue_the_push_for_autarky
	}
	x = -3
	y = 1
	relative_position_id = TUR_continue_the_push_for_autarky
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = TUR_implement_western_electronics
			bonus = 0.75
			uses = 1
			category = electronics
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: denmark.46
Constructs: is_triggered_only
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.46
	title = denmark.46.t
	desc = denmark.46.d
	picture = GFX_report_event_danish_liberation2
	is_triggered_only = yes
	option = {
		name = denmark.46.a
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_rectification_campaign
Constructs: prerequisite, remove_ideas, completion_reward, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_rectification_campaign
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = PRC_agrarian_socialism
	}
	x = 0
	y = 1
	relative_position_id = PRC_agrarian_socialism
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {
		NOT = {
			has_idea = PRC_power_struggles
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		remove_ideas = PRC_power_struggles
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_wolfs_of_bohemia
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_mastery_bonus, add_to_variable, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_wolfs_of_bohemia
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = CZE_skoda_naval_yards
	}
	mutually_exclusive = {
		focus = CZE_legacy_of_the_kriegsmarine CZE_leverage_gunboat_experience
	}
	x = 3
	y = 1
	relative_position_id = CZE_skoda_naval_yards
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_mastery_bonus = {
			name = CZE_wolfs_of_bohemia
			bonus = 0.25
			days = 365
			track = submarines
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt CZE_modify_ceskoslovenske_alecne_lodstvo_dynamic_modifier_tt generic_skip_one_line_tt
		navy_experience = 25
		add_to_variable = {
			CZE_ceskoslovenske_alecne_lodstvo_convoy_raiding_efficiency_factor = 0.1
			tooltip = convoy_raiding_efficiency_factor_tt
		} {
			CZE_ceskoslovenske_alecne_lodstvo_naval_torpedo_reveal_chance_factor = -0.1
			tooltip = naval_torpedo_reveal_chance_factor_tt
		}
		add_tech_bonus = {
			name = CZE_wolfs_of_bohemia
			bonus = 0.25
			uses = 1
			category = ss_tech
		}
		add_doctrine_cost_reduction = {
			name = CZE_wolfs_of_bohemia
			cost_reduction = 0.25
			uses = 2
			category = trade_interdiction_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
}
### Entity: Idea
Component: UZB_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/uzbekistan.txt

Code:
UZB_democratic_guy = {
	picture = generic_political_advisor_asia_1
	allowed = {
		original_tag = UZB
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: idea_RAJ_lions_of_the_great_war
Constructs: army_defence_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_lions_of_the_great_war = {
	name = RAJ_lions_of_the_great_war
	picture = SWE_the_lion_of_the_north
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.05
		army_defence_factor = 0.06
		experience_gain_army_factor = 0.15
	}
}
### Entity: Shared Focus
Component: BALTIC_path_to_the_north_sea
Constructs: shared_focus, prerequisite, limit, completion_reward, is_subject_of, is_subject, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_path_to_the_north_sea
	icon = GFX_focus_generic_attack_denmark
	prerequisite = {
		focus = BALTIC_western_revolution
	}
	x = 0
	y = 1
	relative_position_id = BALTIC_western_revolution
	will_lead_to_war_with = DEN
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			is_subject_of = SOU
			is_subject = no
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = DEN
			NOT = {
				country_exists = DEN
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					is_subject_of = SOU
					is_in_faction_with = SOU
				}
			}
			SOU = {
				hidden_effect = {
					country_event = {
						id = BALTIC_events.8
						days = 5
					}
				}
				custom_effect_tooltip = BALTIC_events_8_tt
			}
		}
		else = {
			create_wargoal = {
				type = topple_government
				target = DEN
				expire = 0
			}
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_corporate_consolidation
Constructs: prerequisite, remove_ideas, add_war_support, completion_reward, clr_country_flag
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_corporate_consolidation
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = HON_fruit_security
	} {
		focus = HON_american_arms
	}
	relative_position_id = HON_american_arms
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 15
	}
	completion_reward = {
		clr_country_flag = monroe_doctrine
		remove_ideas = USA_monroe_doctrine_idea
		add_war_support = 0.15
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: englandmod.21
Constructs: is_triggered_only
Source: game
File: events/ENF_england_events.txt

Code:
country_event = {
	id = englandmod.21
	title = englandmod.21.t
	desc = englandmod.21.d
	picture = GFX_report_event_crowd_in_prague
	is_triggered_only = yes
	option = {
		name = englandmod.21.a
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.22
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.22
	title = ww_BEL_event_diplomatic.22.t
	desc = ww_BEL_event_diplomatic.22.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.22.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: AI Strategy
Component: ENG_carrier_air_production
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_carrier_air_production = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		date = > 1938.6.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = cv_fighter
		value = 1
	} {
		type = equipment_production_min_factories
		id = cv_naval_bomber
		value = 1
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_expand_quami_template
Constructs: prerequisite, limit, completion_reward, add_to_variable, add_units_to_division_template, has_tech
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_expand_quami_template
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = AFG_asymmetric_warfare
	}
	x = -2
	y = 1
	relative_position_id = AFG_asymmetric_warfare
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = AFG_quami_intro_tt generic_skip_one_line_tt AFG_expand_quami_template_tt AFG_expand_quami_template_2_tt
		add_to_variable = {
			AFG_conscription_factor = 0.1
			tooltip = conscription_factor_tt
		}
		add_units_to_division_template = {
			template_name = Pashtun Levy
			regiments = {
				irregular_infantry = 0 1 2
			}
		}
		IF = {
			limit = {
				has_tech = tech_engineers
			}
			add_units_to_division_template = {
				template_name = Pashtun Levy
				support = {
					engineer = 0
				}
			}
		} {
			limit = {
				has_tech = tech_military_police
			}
			add_units_to_division_template = {
				template_name = Pashtun Levy
				support = {
					military_police = 0
				}
			}
		} {
			limit = {
				has_tech = tech_field_hospital
			}
			add_units_to_division_template = {
				template_name = Pashtun Levy
				support = {
					field_hospital = 0
				}
			}
		}
	}
}
### Entity: Character
Component: CHI_tu_yuming
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_tu_yuming = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = CHI_tu_yuming
		portraits = {
			army = {
				large = GFX_portrait_chi_du_yuming
				small = GFX_idea_CHI_du_yuming
			}
		}
		corps_commander = {
			visible = {
				has_completed_focus = CHI_burma_campaign
			}
			traits = {
				trait_cautious armor_officer
			}
			skill = 3
			attack_skill = 4
			defense_skill = 4
			planning_skill = 2
			logistics_skill = 3
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = CHI_tu_yuming
		portraits = {
			army = {
				large = GFX_portrait_chi_du_yuming
				small = GFX_idea_CHI_du_yuming
			}
		}
		corps_commander = {
			traits = {
				trait_cautious armor_officer
			}
			skill = 3
			attack_skill = 4
			defense_skill = 4
			planning_skill = 2
			logistics_skill = 3
			legacy_id = -1
		}
	}
}
### Entity: Idea
Component: infanry_private
Constructs: industrial_capacity_factory, removal_cost, research_bonus
Source: game
File: common/ideas/add_effects_pro.txt

Code:
infanry_private = {
	cost = 100
	removal_cost = -1
	picture = idea_generic_infantry_equipment_manufacturer_1
	research_bonus = {
		infantry_weapons = 0.1
	}
	modifier = {
		industrial_capacity_factory = 0.05
	}
}
### Entity: Achievement
Component: to_arms_in_dixie
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_global_flag
Source: game
File: common/achievements.txt

Code:
to_arms_in_dixie = {
	id = 76
	possible = {
		tag = USA
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_global_flag = USA_civil_war_fired_democrats
	}
}
### Entity: Modifier Reference
Construct: forced_surrender_limit
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## forced_surrender_limit

* Number with 2 decimal places
* **Categories**: country
### Entity: National Focus
Tree: ger_focus
Component: GER_expand_kummersdorfs_capacity
Constructs: prerequisite, limit, completion_reward, has_war_with_major, add_tech_bonus, add_breakthrough_progress, has_dlc, create_equipment_variant
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_expand_kummersdorfs_capacity
	icon = GFX_focus_generic_heavy_tank
	prerequisite = {
		focus = GER_advanced_panzer_research
	} {
		focus = GER_panzer_troops_school
	}
	x = 1
	y = 1
	relative_position_id = GER_panzer_troops_school
	cost = 5
	available = {
		has_war_with_major = yes
	}
	continue_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_tech_bonus = {
			name = GER_expand_kummersdorfs_capacity
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = cat_heavy_armor
		} {
			name = GER_expand_kummersdorfs_capacity
			bonus = 1
			uses = 1
			category = cat_medium_armor
		}
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.5
		}
		if = {
			limit = {
				has_dlc = No Step Back
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			create_equipment_variant = {
				name = Panther Ausf. A
				type = medium_tank_chassis_3
				design_team = mio:GER_man_organization
				modules = {
					main_armament_slot = tank_high_velocity_cannon
					turret_type_slot = tank_medium_three_man_tank_turret
					suspension_type_slot = tank_interleaved_suspension
					armor_type_slot = tank_welded_armor
					engine_type_slot = tank_gasoline_engine
					special_type_slot_1 = tank_radio_2
					special_type_slot_2 = sloped_armor
					special_type_slot_3 = smoke_launchers
				}
				upgrades = {
					tank_nsb_engine_upgrade = 5
					tank_nsb_armor_upgrade = 4
				}
				icon = GFX_GER_advanced_medium_tank_medium
			} {
				name = Tiger I Ausf. A
				type = heavy_tank_chassis_2
				design_team = mio:GER_porsche_organization
				modules = {
					main_armament_slot = tank_heavy_cannon
					turret_type_slot = tank_heavy_three_man_tank_turret
					suspension_type_slot = tank_interleaved_suspension
					armor_type_slot = tank_welded_armor
					engine_type_slot = tank_gasoline_engine
					special_type_slot_1 = tank_radio_1
					special_type_slot_2 = smoke_launchers
					special_type_slot_3 = additional_machine_guns
				}
				upgrades = {
					tank_nsb_engine_upgrade = 8
					tank_nsb_armor_upgrade = 6
				}
				icon = GFX_GER_advanced_heavy_tank_medium
			}
		} {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			if = {
				limit = {
					has_idea = porsche
				}
				swap_ideas = {
					remove_idea = porsche
					add_
# ... (truncated)
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_military_police_max_org_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_military_police_max_org_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Character
Component: PHI_edward_king
Constructs: has_completed_focus, has_war_with, has_country_flag, has_dlc, is_ally_with
Source: game
File: common/characters/PHI.txt

Code:
PHI_edward_king = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = PHI_edward_king
		portraits = {
			army = {
				large = GFX_portrait_PHI_edward_king
				small = GFX_portrait_PHI_edward_king_small
			}
		}
		corps_commander = {
			visible = {
				has_completed_focus = PHI_usaffe_headquarters
				OR = {
					is_ally_with = USA
					AND = {
						has_country_flag = PHI_recently_broke_USA_alliance
						NOT = {
							has_war_with = USA
						}
					}
				}
			}
			traits = {

			}
			skill = 2
			attack_skill = 3
			defense_skill = 2
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
		}
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.241
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.241
	title = SEA_imperial_influence_events.241.t
	desc = SEA_imperial_influence_events.241.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_naval_faction_demands_more_carriers_and_battleships
	}
}
### Entity: Character
Component: GUA_eduardo_villagran_ariza
Source: game
File: common/characters/GUA.txt

Code:
GUA_eduardo_villagran_ariza = {
	advisor = {
		slot = political_advisor
		idea_token = GUA_eduardo_villagran_ariza
		allowed = {
			original_tag = GUA
		}
		traits = {
			smooth_talking_charmer
		}
	}
	name = Eduardo Villagran Ariza
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_join_allies
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_in_faction, is_subject
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_join_allies
	icon = GFX_allies
	prerequisite = {
		focus = HON_against_axis
	}
	available = {
		is_in_faction = no
		is_subject = no
		OR = {
			has_government = democratic neutrality
		}
		any_other_country = {
			is_major = yes
			has_government = democratic
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = ENG
			any_other_country = {
				is_faction_leader = yes
				has_capitulated = no
				has_government = democratic
				is_in_faction_with = ROOT
			}
		}
	}
	x = 20
	y = 7
	cost = 5
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ENG
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Event
Component: cityfall.77
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.77
	title = cityfall.77.t
	desc = cityfall.77.desc
	picture = [GetFallofIstanbulImage]
	major = yes
	is_triggered_only = yes
	immediate = {
		797 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.77.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.77.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.77.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: Event
Component: SEA_PRC_political_events.8
Constructs: is_triggered_only, ai_chance
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_political_events.8
	title = SEA_PRC_political_events.8.t
	desc = SEA_PRC_political_events.8.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = SEA_PRC_political_events.8.a
		ai_chance = {
			base = 25
		}
		effect_tooltip = {
			ROOT = {
				diplomatic_relation = {
					country = FROM
					relation = non_aggression_pact
					active = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = SEA_PRC_political_events.9
				hours = 2
			}
		}
	} {
		name = SEA_PRC_political_events.8.b
		ai_chance = {
			base = 5
		}
		FROM = {
			country_event = {
				id = SEA_PRC_political_events.10
				hours = 2
			}
		}
	}
}
### Entity: Modifier Reference
Component: INS_tin_infrastructure_state
Constructs: has_dlc
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_tin_infrastructure_state = {
	icon = GFX_modifiers_generic_railways
	enable = {
		has_dlc = Thunder at Our Gates
	}
	state_resources_factor = 0.3
}