Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Raid
Component: GER_eben_emael_raid
Constructs: has_completed_focus, limit, has_war_with, fire_only_once, is_in_faction_with, has_dlc, has_tech, is_owned_and_controlled_by
Source: game
File: common/raids/paratrooper_raids_custom.txt

Code:
GER_eben_emael_raid = {
	days_to_prepare = 30
	category = paratrooper_raids
	custom_map_icon = GFX_raid_type_icon_other_raid
	ai_will_do = {
		base = 100
		modifier = {
			factor = 0
			OR = {
				date = > 1941.1.1
				is_in_faction_with = BEL
			}
		}
	}
	command_power = 20
	allowed = {
		has_dlc = Gotterdammerung
		original_tag = GER
	}
	fire_only_once = yes
	visible = {
		has_completed_focus = GER_expanding_the_luftwaffe
		has_tech = paratroopers
	}
	show_target = {
		34 = {
			is_owned_and_controlled_by = BEL
		}
	}
	available = {
		34 = {
			is_owned_and_controlled_by = BEL
		}
	}
	launchable = {
		has_war_with = BEL
	}
	unit_requirements = {
		battalion_types = {
			paratrooper = {
				min = 2
			}
		}
	}
	essential_equipment = {
		transport_plane_equipment = 5
	}
	additional_equipment = {
		support_equipment = 100
		infantry_equipment = 200
	}
	target_type = {
		province = 11519
	}
	target_icon = GFX_eben_emael_target_icon
	target_loc_key = raid_target_name_eben_emael
	launch_sound = raid_launch_paratrooper
	arrow = {
		type = air
	}
	unit_model = {
		equipment = air_transport
	}
	starting_point = {
		types = {
			air_base
		}
	}
	success_factors = {
		success = {
			base = 0.75
			experience = {
				weight = 0.25
				start_weight = -0.2
				reference = 1.0
			}
			organisation = {
				weight = 0.1
				start_weight = -0.1
				reference = 100
			}
			strength = {
				weight = 0.1
				start_weight = -0.1
				reference = 1
			}
			recon = {
				weight = 0.05
				reference = 10
			}
			resistance = {
				reference = 100
				start_reference = 20
				weight = 0.4
			}
			air_superiority = {
				reference = 1
				start_reference = 0.5
				weight = 0.2
			}
			anti_air = {
				reference = 5
				weight = -0.1
			}
			interception = {
				reference = 500
				weight = -0.2
			}
			enemy_units = {
				reference = 2
				weight = -0.4
			}
			intel = {
				weight = 0.2
				reference = 100
			}
		}
	}
	success_levels = {
		failure = {
			victim_effects = {
				var:target_state = {
					IF = {
						limit = {
							bunker = > 0
						}
						damage_building = {
							type = bunker
							damage = 1
							province = var:ROOT.target_province
						}
					}
				}
			}
			actor_effects = {
				raid_damage_units = {
					org_damage = 0.95
					str_damage = 0.95
					ratio = yes
				}
				raid_add_unit_experience = 0.05
				add_raid_history_entry = yes
			}
			division_
# ... (truncated)
### Entity: Event
Component: mtg_britain.75
Constructs: is_triggered_only, division_template, limit, every_country, has_war_with, is_in_faction_with, white_peace
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.75
	title = mtg_britain.75.t
	desc = mtg_britain.75.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = mtg_britain.75.a
		effect_tooltip = {
			every_country = {
				limit = {
					is_in_faction_with = RAJ
					has_war_with = PAK
				}
				white_peace = PAK
			}
			RAJ = {
				white_peace = PAK
			}
		}
		delete_unit_template_and_units = {
			division_template = Pakistani Liberation Army
		}
		hidden_effect = {
			RAJ = {
				delete_unit_template_and_units = {
					division_template = Hindu Militia
				}
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.44
Constructs: is_triggered_only, ai_chance, fire_only_once, add_ai_strategy
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.44
	title = BBA_italy_interaction_events.44.t
	desc = BBA_italy_interaction_events.44.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = BBA_italy_interaction_events.44.a
		ai_chance = {
			base = 80
		}
		add_ai_strategy = {
			type = alliance
			id = FROM
			value = 200
		} {
			type = befriend
			id = FROM
			value = 100
		}
		FROM = {
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = 200
			} {
				type = befriend
				id = ROOT
				value = 100
			}
		} {
			country_event = {
				id = BBA_italy_interaction_events.45
				days = 2
				random = 6
			}
		}
	} {
		name = BBA_italy_interaction_events.44.b
		ai_chance = {
			base = 20
		}
		FROM = {
			country_event = {
				id = BBA_italy_interaction_events.46
				days = 2
				random = 6
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_integrate_princely_railways
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, build_railway
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_integrate_princely_railways
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = RAJ_east_india_railways
	}
	x = -1
	y = 1
	relative_position_id = RAJ_east_india_railways
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				controls_state = 429 427
			}
			build_railway = {
				path = {
					1349 10270 4353 12142 1359 10324 8087 4472 12114 4280 7340
				}
			}
		} {
			limit = {
				controls_state = 438 436 429
			}
			build_railway = {
				path = {
					1349 7013 4072 7060 7430 10030 4950 11995 4953 5096 5040 4045 2036 1377
				}
			}
		}
	}
}
### Entity: Event
Component: kmt.212
Constructs: is_triggered_only, ai_chance, is_owned_by, is_controlled_by, white_peace, set_global_flag
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.212
	title = kmt.212.t
	desc = kmt.212.d
	picture = GFX_report_event_chinese_soldiers_01
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 75
			modifier = {
				any_state = {
					OR = {
						region = 165 164
					}
					is_owned_by = CHI
					NOT = {
						state = 620 606 607 598
					}
					is_controlled_by = PRC
				}
				factor = 0
			}
		}
		name = kmt.212.a
		effect_tooltip = {
			white_peace = CHI
			diplomatic_relation = {
				country = CHI
				relation = non_aggression_pact
			}
		}
		custom_effect_tooltip = kmt_yangtze_partition_tt_prc
		CHI = {
			country_event = {
				id = kmt.213
			}
		}
	} {
		ai_chance = {
			base = 100
		}
		name = kmt.212.b
		CHI = {
			country_event = {
				id = kmt.214
			}
		}
		set_global_flag = PRC_refuse_yangtze_partisan
	}
}
### Entity: Idea
Component: NAV_acas
Source: game
File: common/ideas/navarra.txt

Code:
NAV_acas = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = NAV
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3ADelete/doc.html

Doc:
This is the documentation page for Template:Delete. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

Delete can be used to highlight candidates for deletion. This template calls for discussion. For articles requiring immediate deletion see Template:SpeedDelete. Tagged articles are added to the category: Candidates for deletion.

Contents

1 Parameters

2 Usage

3 Updating this template

4 Examples
### Entity: Event
Component: INS_political_events.18
Constructs: is_triggered_only, add_political_power, remove_advisor_role
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_political_events.18
	title = INS_political_events.18.t
	desc = INS_political_events.18.desc
	picture = GFX_report_event_INS_declaration_of_independence
	is_triggered_only = yes
	option = {
		name = INS_political_events.18.a
		effect_tooltip = {
			PHI_tan_malaka = {
				remove_advisor_role = {
					slot = yes
				}
			}
		}
		add_political_power = 100
	}
}
### Entity: Character
Component: DEN_christian_evers
Constructs: has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_christian_evers = {
	name = DEN_christian_evers
	portraits = {
		navy = {
			large = GFX_portrait_DEN_christian_evers
			small = GFX_portrait_DEN_christian_evers_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = DEN_christian_evers
		ledger = navy
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		traits = {
			navy_anti_submarine_1
		}
		cost = 50
		ai_will_do = {
			base = 1.0
		}
	}
	navy_leader = {
		traits = {
			seawolf chief_engineer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		maneuvering_skill = 2
		coordination_skill = 1
	}
}
### Entity: Modifier Reference
Component: JAP_communist_party_modifier
Constructs: research_speed_factor, has_government, remove_trigger, communism_drift, conscription_factor, annex_cost_factor, puppet_cost_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_communist_party_modifier = {
	icon = GFX_idea_JAP_the_japanese_communist_party
	enable = {
		always = yes
	}
	remove_trigger = {
		OR = {
			has_government = neutrality fascism
		}
	}
	communism_drift = JAP_communist_party_communism_drift
	political_power_factor = JAP_communist_party_political_power_factor
	conscription_factor = JAP_communist_party_conscription_factor
	research_speed_factor = JAP_communist_party_research_speed_factor
	offensive_war_stability_factor = JAP_communist_party_offensive_war_stability_factor
	annex_cost_factor = JAP_communist_party_annex_cost_factor
	puppet_cost_factor = JAP_communist_party_puppet_cost_factor
	defensive_war_stability_factor = JAP_communist_party_defensive_war_stability_factor
	operative_slot = JAP_communist_party_operative_slot
	enemy_operative_detection_chance_factor = JAP_communist_party_enemy_operative_detection_chance_factor
	enemy_operative_intel_extraction_rate = JAP_communist_party_enemy_operative_intel_extraction_rate
	enemy_operative_capture_chance_factor = JAP_communist_party_enemy_operative_capture_chance_factor
	army_core_defence_factor = JAP_communist_party_army_core_defence_factor
	weekly_manpower = JAP_communist_party_weekly_manpower
}
### Entity: National Focus
Component: r56_polynesia_focus
Constructs: shared_focus
Source: game
File: common/national_focus/r56_polynesia_shared.txt

Code:
focus_tree = {
	id = r56_polynesia_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			OR = {
				original_tag = TON FIJ NIU RAP TUV KIR SOL VAN FSM MRS PLU GUM CHT HAW
			}
		}
	}
	default = no
	reset_on_civilwar = no
	shared_focus = PLY_tourism_based_industry PLY_agriculture_based_economy PLY_UNIFIED_polynesian_unifacation PLY_develop_our_dockyards PLY_build_airport PLY_militarize_the_police_force GEN_State_Matter
	continuous_focus_position = {
		x = 2000
		y = 1000
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_maintain_quami
Constructs: has_completed_focus, add_stability, completion_reward, has_game_rule, add_command_power, add_to_variable
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_maintain_quami
	icon = GFX_focus_AFG_quami
	x = 25
	y = 0
	offset = {
		x = -25
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AFG_support_king_zahir
		}
	}
	mutually_exclusive = {
		focus = AFG_adopt_nufus
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		add_command_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt AFG_quami_intro_tt generic_skip_one_line_tt AFG_maintain_quami_tt
		add_to_variable = {
			AFG_modifier_army_sub_unit_irregular_infantry_defence_factor = 0.2
			tooltip = modifier_army_sub_unit_irregular_infantry_defence_factor_tt
		} {
			AFG_modifier_army_sub_unit_irregular_infantry_speed_factor = 0.1
			tooltip = modifier_army_sub_unit_irregular_infantry_speed_factor_tt
		}
	}
}
### Entity: Idea
Component: EAI_DD_2/light_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/light_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_plains_warfare
Constructs: prerequisite, limit, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_plains_warfare
	icon = GFX_focus_generic_horse_studs
	prerequisite = {
		focus = SWI_neutral_entente SWI_switzerland_on_the_offense
	}
	relative_position_id = SWI_neutral_entente
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = < 0.8
		fascism = < 0.2
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_council
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		army_experience = 100
		add_tech_bonus = {
			name = SWI_plains_warfare
			category = cat_mechanized_equipment
			bonus = 2
			uses = 2
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: siam.30
Constructs: is_triggered_only
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.30
	hidden = yes
	is_triggered_only = yes
	immediate = {
		subtract_from_variable = {
			SIA_military_expansion_costs_cg = 1
		}
	}
}
### Entity: Idea
Component: den_german_advisors
Constructs: has_government, removal_cost, planning_speed
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_german_advisors = {
	removal_cost = -1
	picture = german_advisors
	available = {
		has_government = fascism
		GER = {
			NOT = {
				has_government = communism democratic
			}
		}
	}
	modifier = {
		experience_gain_army = 0.05
		experience_gain_army_factor = 0.15
		training_time_army_factor = -0.1
		planning_speed = 0.1
		army_org_factor = 0.1
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_motorized_equipment_2
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_motorized_equipment_2 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_motorized_equipment_2
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = motorized_equipment
		value = 2
	}
}
### Entity: Idea
Component: boeing
Constructs: research_bonus
Source: game
File: common/ideas/usa.txt

Code:
boeing = {
	allowed = {
		original_tag = USA
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		heavy_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: Shared Focus
Component: ARAB_establish_a_military_academy
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, every_army_leader, add_planning
Source: game
File: common/national_focus/r56_arab_minor_military_shared.txt

Code:
shared_focus = {
	id = ARAB_establish_a_military_academy
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = ARAB_establish_a_armor_corp ARAB_equipment_effort_3
	}
	x = -3
	y = 1
	text = ABC_establish_a_military_academy
	relative_position_id = ARAB_establish_a_armor_corp
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		every_army_leader = {
			add_planning = 1
		}
		add_ideas = ABC_establish_a_military_academy_idea
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_91
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_91 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 91
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 91
	}
}
### Entity: Idea
Component: HUN_the_volksbund_idea
Constructs: stability_factor, war_support_factor, has_government, fascism_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_the_volksbund_idea = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = democratic communism
			}
		}
	}
	picture = HUN_the_volksbund_idea
	modifier = {
		drift_defence_factor = -0.2
		stability_factor = -0.05
		war_support_factor = -0.05
		fascism_drift = 0.04
	}
}
### Entity: Shared Focus
Component: BALTIC_trade_with_neighbors
Constructs: shared_focus, prerequisite, limit, add_opinion_modifier, completion_reward, cancel_if_invalid, every_other_country, random_owned_controlled_state
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_trade_with_neighbors
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = BALTIC_natural_resources
	}
	mutually_exclusive = {
		focus = BALTIC_invest_in_baltic_trade
	}
	x = -1
	y = 1
	relative_position_id = BALTIC_natural_resources
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					original_tag = EST LAT LIT
				}
				NOT = {
					original_tag = ROOT
				}
			}
			add_opinion_modifier = {
				target = PREV
				modifier = BALTIC_trade
			}
		}
		if = {
			limit = {
				original_tag = LIT
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = industrial_complex
										size = > 0
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		else_if = {
			limit = {
				original_tag = LAT
			}
			190 = {
				add_resource = {
					type = steel
					amount = 8
				}
			}
		} {
			limit = {
				original_tag = EST
			}
			13 = {
				add_resource = {
					type = oil
					amount = 4
				}
			}
		}
	}
}
### Entity: Event
Component: naw_norway.216
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.216
	title = naw_norway.216.t
	desc = naw_norway.216.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = naw_norway.216.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Event
Component: news.247
Constructs: is_triggered_only, has_war_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.247
	title = news.247.t
	desc = news.247.d
	picture = GFX_news_event_canada_army
	major = yes
	is_triggered_only = yes
	option = {
		name = news.247.a
		trigger = {
			NOT = {
				TAG = CAN GER
			} {
				has_war_with = GER
			}
		}
	} {
		name = news.247.b
		trigger = {
			TAG = CAN
		}
	} {
		name = news.247.c
		trigger = {
			TAG = GER
		}
	} {
		name = news.247.e
		trigger = {
			has_war_with = GER
		}
	}
}
### Entity: Character
Component: MPL_avraham_stern
Constructs: limit, has_power_balance, add_power_balance_value
Source: game
File: common/characters/MPL.txt

Code:
MPL_avraham_stern = {
	name = Avraham Stern
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MPL_avraham_stern
		allowed = {
			TAG = MPL
		}
		visible = {
			always = no
		}
		traits = {
			fascist_demagogue
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = MPL_power_balance
						}
					}
					add_power_balance_value = {
						id = MPL_power_balance
						value = 0.2
						tooltip_side = MPL_jewish_side
					}
				}
			}
		}
	}
}
### Entity: Event
Component: tfv_new_zealand.5
Constructs: is_triggered_only
Source: game
File: events/TFV_New_Zealand.txt

Code:
country_event = {
	id = tfv_new_zealand.5
	title = tfv_new_zealand.5.t
	desc = tfv_new_zealand.5.desc
	picture = GFX_report_event_ast_transfer_singapore
	is_triggered_only = yes
	option = {
		name = tfv_new_zealand.5.a
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_hit_colombia
Constructs: prerequisite, completion_reward, is_subject, has_army_manpower, clr_country_flag, create_wargoal, take_state_focus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_hit_colombia
	prerequisite = {
		focus = PRU_hit_argentina
	} {
		focus = PRU_hit_chile
	}
	icon = GFX_goal_COL_legitimize_gran_colombia
	x = 1
	y = 1
	relative_position_id = PRU_hit_argentina
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 100000
		}
		COL = {
			r56_script_target_is_sane = yes
		}
		r56_script_i_am_sane = yes
	}
	ai_will_do = {
		factor = 10
	}
	bypass = {
		COL = {
			r56_script_standard_bypass = yes
		}
	}
	will_lead_to_war_with = COL
	completion_reward = {
		COL = {
			clr_country_flag = monroe_doctrine
		}
		USA = {
			diplomatic_relation = {
				country = PRU
				relation = guarantee
				active = no
			}
		}
		create_wargoal = {
			type = take_state_focus
			target = COL
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AAchievement.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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The following pages link to Template:Achievement:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Achievement"
### Entity: National Focus
Tree: hon_focus
Component: HON_support_the_spanish_monarchy
Constructs: prerequisite, add_ideas, has_war_with, add_opinion_modifier, completion_reward, has_dlc, has_global_flag, set_rule
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_support_the_spanish_monarchy
	available = {
		has_dlc = La Resistance
		NOT = {
			has_global_flag = SPR_R56_focus_tree
		} {
			has_war_with = SPB
		}
		SPR_scw_in_progress = yes
		country_exists = SPB
	}
	icon = GFX_focus_spa_supremacy_of_the_communion
	prerequisite = {
		focus = HON_monarchist_coup
	}
	x = 33
	y = 4
	cost = 5
	ai_will_do = {
		factor = 0
	}
	completion_reward = {
		SPB = {
			add_opinion_modifier = {
				target = HON
				modifier = POR_helped_in_civil_war
			}
		}
		add_ideas = POR_volunteers_in_the_war_carlist
		set_rule = {
			can_send_volunteers = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SPA_CIVIL_WAR
	}
}
### Entity: Character
Component: URG_enrico_amancias_rodriguez
Source: game
File: common/characters/URG.txt

Code:
URG_enrico_amancias_rodriguez = {
	advisor = {
		slot = army_chief
		idea_token = URG_enrico_amancias_rodriguez
		allowed = {
			original_tag = URG
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_3
		}
	}
}