Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: india.7
Constructs: is_triggered_only, add_ideas, fire_only_once, set_country_flag, load_focus_tree, unlock_national_focus, set_party_name, add_ai_strategy
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.7
	title = india.4.t
	desc = india.4.desc
	fire_only_once = yes
	picture = GFX_report_event_picture_RAJ_Provincial_Result
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = raj_election_over
			load_focus_tree = {
				tree = r56_india
				keep_completed = no
			}
			unlock_national_focus = RAJ_Provincial_Elections
			set_party_name = {
				ideology = communism
				name = CPI
				long_name = Communist Party of India
			} {
				ideology = democratic
				name = RAJ_neutrality_party
				long_name = Indian National Congress
			} {
				ideology = neutrality
				name = UP
				long_name = Unionist Party
			}
		}
	}
	option = {
		name = india.4.a
		add_ai_strategy = {
			type = antagonize
			id = ENG
			value = 200
		}
		hidden_effect = {
			country_event = {
				id = india.417
				days = 1825
			}
			add_ai_strategy = {
				type = antagonize
				id = ENG
				value = 200
			}
			RAJ_create_INA_generals = yes
		} {
			unlock_national_focus = RAJ_Indian_National_Congress RAJ_Prepare_the_Lucknow_Session RAJ_Nehrus_Candidacy RAJ_Nehrus_Campaign RAJ_Azads_Support RAJ_An_Offer_for_Rajagopalachari RAJ_Secure_Rural_Hindus
		}
		set_country_flag = INC_victory INC_BYPASSED raj_election_over inc_support
		set_popularities = {
			democratic = 60
			neutrality = 10
			fascism = 0
			communism = 30
		}
		set_politics = {
			ruling_party = democratic
		}
	} {
		name = india.4.b
		add_ai_strategy = {
			type = antagonize
			id = ENG
			value = 25
		}
		set_popularities = {
			democratic = 30
			neutrality = 60
			fascism = 0
			communism = 10
		}
		set_politics = {
			ruling_party = neutrality
		}
		hidden_effect = {
			unlock_national_focus = RAJ_Unionist_Party RAJ_Appeal_to_Anglo_Indians RAJ_National_Unity RAJ_Fight_the_Muslim_League RAJ_Establish_a_Precense_in_Sindh RAJ_Appeal_to_the_Peasentry RAJ_Content_for_British_Rule RAJ_Siphon_Congress_Ministers
		}
		set_country_flag = UP_victory UP_BYPASSED raj_election_over upa_support
		add_ideas = RAJ_Assured_Stability
	} {
		name = india.4.c
		add_ai_strategy = {
			type = antagonize
			id = ENG
			value = 500
		}
		set_popularities = {
			democratic = 30
			neutrality = 10
			fascism = 0
			communism = 60
		}
		set_politics = {
			ruling_party = communism
		}
		hidden_effect = {
			country_event = {
				id = india.419
				days = 1825
			}
			RAJ_create_INA_generals = yes
		
# ... (truncated)
### Entity: Idea
Component: CZE_aftermath_of_a_purge
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_aftermath_of_a_purge = {
	removal_cost = -1
	picture = generic_purge
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = -0.05
	}
}
### Entity: Decision
Component: ICE_improve_the_viking_spirit
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/ICE_decision_categories.txt

Code:
ICE_improve_the_viking_spirit = {
	priority = 100
	icon = GFX_decision_category_ICE_the_viking_spirit
	visible_when_empty = no
	allowed = {
		original_tag = ICE
		has_dlc = Arms Against Tyranny
	}
	visible = {
		has_completed_focus = ICE_the_viking_spirit
	}
}
### Entity: AI Strategy
Component: ENG_maritime_patrol
Constructs: is_coastal, any_of
Source: game
File: common/ai_equipment/ENG_planes.txt

Code:
ENG_maritime_patrol = {
	category = air
	available_for = {
		ENG
	}
	roles = {
		air_maritime_patrol
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 50
			factor = 0
		} {
			all_owned_state = {
				is_coastal = no
			}
			factor = 0
		}
	}
	maritime_patrol_1_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = large_plane_maritime_patrol_plane_airframe_1
			modules = {
				fixed_main_weapon_slot = nav_bomber_weapon
				fixed_auxiliary_weapon_slot_1 = empty
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = {
					any_of = {
						engine_2_4x engine_1_4x
					}
				}
				special_type_slot_1 = {
					any_of = {
						lmg_defense_turret_2x lmg_defense_turret
					}
				}
				special_type_slot_2 = fuel_tanks_large
				special_type_slot_3 = flying_boat_large
			}
		}
		allowed_modules = {
			nav_bomber_weapon engine_2_4x engine_1_4x fuel_tanks_large flying_boat_large lmg_defense_turret lmg_defense_turret_2x
		}
	}
	maritime_patrol_2_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = large_plane_maritime_patrol_plane_airframe_2
			modules = {
				fixed_main_weapon_slot = nav_bomber_weapon
				fixed_auxiliary_weapon_slot_1 = nav_bomber_weapon
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_2_4x
				special_type_slot_1 = hmg_defense_turret_2x
				special_type_slot_2 = lmg_defense_turret_2x
				special_type_slot_3 = fuel_tanks_large
				special_type_slot_4 = flying_boat_large
				special_type_slot_5 = self_sealing_fuel_tanks_large
			}
		}
		allowed_modules = {
			nav_bomber_weapon engine_2_4x hmg_defense_turret_2x lmg_defense_turret_2x fuel_tanks_large flying_boat_large self_sealing_fuel_tanks_large
		}
	}
	maritime_patrol_3_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 4000
			type = large_plane_maritime_patrol_plane_airframe_3
			modules = {
				fixed_main_weapon_slot = nav_bomber_weapon
				fixed_auxiliary_weapon_slot_1 = nav_bomber_weapon
				fixed_auxiliary_weapon_slot_2 = nav_bomber_weapon
				engine_type_slot = {
					any_of = {
						engine_4_4x engine_3_4x
					}
				}
				special_type_slot_1 = cannon_defense_turret_2x
				special_type_slot_2 = {
					any_of = {
						air_ground_radar_2 air_ground_radar_1 recon_camera h
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AAmbox_warning_pn.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Ambox_warning_pn.png &#8206;(50 × 44 pixels, file size: 2 KB, MIME type: image/png)
### Entity: Idea
Component: SPR_anarchist_society_3
Constructs: has_government, industrial_capacity_factory
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_anarchist_society_3 = {
	name = SPR_anarchist_society
	picture = SPR_anarchist_society
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = -0.01
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		industrial_capacity_factory = 0.05
	}
}
### Entity: Modifier Reference
Component: colony_of_burma
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/RAJ.txt

Code:
colony_of_burma = {
	enable = {
		always = yes
	}
	remove_trigger = {
		controller = {
			NOT = {
				tag = RAJ
			}
		}
	}
	icon = GFX_modifiers_princely_states
	local_factories = -1
	local_manpower = -1
	resistance_target = -0.15
	local_intel_to_enemies = 0.25
	compliance_growth = 0.05
	local_supplies_for_controller = -0.25
}
### Entity: Unit Template
Component: NEP_MAR_01
Source: game
File: common/units/names_divisions/NEP_names_divisions.txt

Code:
NEP_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		NEP
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %dth Royal Nepalese Marine Div.
	ordered = {
		1 = {
			%dst Royal Nepalese Marine Div.
		}
		2 = {
			%dnd Royal Nepalese Marine Div.
		}
		3 = {
			%drd Royal Nepalese Marine Div.
		}
		4 = {
			%dth Royal Nepalese Marine Div.
		}
		5 = {
			%dth Royal Nepalese Marine Div.
		}
		6 = {
			%dth Royal Nepalese Marine Div.
		}
		7 = {
			%dth Royal Nepalese Marine Div.
		}
		8 = {
			%dth Royal Nepalese Marine Div.
		}
		9 = {
			%dth Royal Nepalese Marine Div.
		}
		10 = {
			%dth Royal Nepalese Marine Div.
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_add_to_valid_fortification_projects
Constructs: add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_add_to_valid_fortification_projects = {
	for_each_loop = {
		array = _target_provinces_
		add_to_temp_array = {
			_valid_provinces = v
		}
	}
}
### Entity: Character
Component: ICE_king_knud
Source: game
File: common/characters/ICE.txt

Code:
ICE_king_knud = {
	name = ICE_king_knud
	portraits = {
		civilian = {
			large = GFX_portrait_ICE_king_knud
			small = GFX_portrait_ICE_king_knud_small
		}
	}
}
### Entity: Character
Component: GNA_aco2
Source: game
File: common/characters/GNA.txt

Code:
GNA_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = GNA_aco2
		allowed = {
			original_tag = GNA
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: Game Rule
Component: PRC_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
PRC_ai_behavior = {
	name = PRC_AI_BEHAVIOR
	required_dlc = Waking the Tiger
	group = RULE_GROUP_AI_BEHAVIOR
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_OPTION_HISTORICAL_PRC_AI_DESC
		allow_achievements = yes
		exclude_dlc = No Compromise, No Surrender
	} {
		name = ALTERNATE
		text = RULE_OPTION_ALTERNATE
		desc = RULE_OPTION_ALTERNATE_PRC_AI_DESC
		exclude_dlc = No Compromise, No Surrender
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
		exclude_dlc = No Compromise, No Surrender
	} {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_OPTION_HISTORICAL_PRC_AI_DESC
		allow_achievements = yes
		required_dlc = No Compromise, No Surrender
	} {
		name = ALTERNATE_1
		text = RULE_OPTION_BOLSHEVIK_PRC
		desc = RULE_OPTION_BOLSHEVIK_PRC_DESC
		required_dlc = No Compromise, No Surrender
		allow_achievements = no
	} {
		name = ALTERNATE_2
		text = RULE_OPTION_ALTERNATE_GUOMAO
		desc = RULE_OPTION_ALTERNATE_GUOMAO_DESC
		required_dlc = No Compromise, No Surrender
		allow_achievements = no
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
		required_dlc = No Compromise, No Surrender
	}
}
### Entity: Unit Leader
Component: r56w_trait_army_personal_space
Source: game
File: common/unit_leader/r56w_traits.txt

Code:
r56w_trait_army_personal_space = {
	type = all
	allowed = {
		always = no
	}
	modifier = {
		army_armor_speed_factor = 0.75
		army_armor_attack_factor = 0.5
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_invite_ford
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_invite_ford
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = HON_irca
	}
	relative_position_id = HON_irca
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = HON_motorized_discount
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_light_tank_recon_max_org_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_light_tank_recon_max_org_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: National Focus
Tree: isr_focus
Component: ISR_elect_president
Constructs: prerequisite, completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_elect_president
	icon = GFX_goal_generic_internal_democracy
	relative_position_id = ISR_the_elections
	x = 0
	y = 2
	prerequisite = {
		focus = ISR_hashomer_leads ISR_mapai_cemented ISR_centre_victorious ISR_revisionist_revolution
	}
	cost = 10
	completion_reward = {
		unlock_decision_category_tooltip = ISR_vote_president_category
	}
}
### Entity: State History
Component: 504
Constructs: add_core_of
Source: game
File: history/states/504-Iguacu.txt

Code:
state = {
	id = 504
	name = STATE_504
	manpower = 229900
	state_category = rural
	history = {
		owner = BRA
		add_core_of = BRA
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			12951 2
		}
	}
	provinces = {
		5200 8224 12951
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_socialist_science
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_socialist_science
	icon = GFX_focus_generic_socialist_science
	x = 9
	y = 5
	cost = 10
	prerequisite = {
		focus = ALG_seize_arms
	} {
		focus = ALG_promote_atheism
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_motion_of_no_confidence
Constructs: prerequisite, add_stability, completion_reward, has_country_leader, has_character
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_motion_of_no_confidence
	prerequisite = {
		focus = ENG_global_defense
	}
	available = {
		has_country_leader = {
			character = ENG_neville_chamberlain
			ruling_only = yes
		}
	}
	bypass = {
		OR = {
			has_country_leader = {
				character = ENG_winston_churchill
				ruling_only = yes
			} {
				name = Lord Edward Halifax
				ruling_only = yes
			}
			NOT = {
				has_character = ENG_winston_churchill
			}
		}
	}
	continue_if_invalid = yes
	icon = GFX_focus_eng_motion_of_no_confidence
	x = 1
	y = 1
	relative_position_id = ENG_global_defense
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = -0.1
		country_event = {
			id = mtg_britain.22
		}
	}
}
### Entity: Wiki Documentation
Construct: Expeditionary_Forces
Source: wiki
File: wiki/Volunteer.html

Doc:
Expeditionary Forces[edit]
Sending Expeditionary Forces is a way to hand over your troops to allies in war. It is useful if you don’t want to control them, or if AI wants to fight in your theater and thinks you’ll do a better job than it. They can be handed over at any time, but AI will usually ship them to you as well.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Volunteers_and_Expeditionary_Forces&oldid=2526#Volunteers"
### Entity: Order of Battle
Component: 2 Duli Lu
Constructs: division_template
Source: game
File: history/units/r56_SIK_1936.txt

Code:
division = {
	name = 2 Duli Lu
	location = 12524
	division_template = Tuli Lü
	start_experience_factor = 0.3
	start_equipment_factor = 0.7
}
### Entity: Character
Component: SZK_jozsef_nyiro
Source: game
File: common/characters/SZK.txt

Code:
SZK_jozsef_nyiro = {
	name = SZK_jozsef_nyiro
	portraits = {
		civilian = {
			large = gfx/leaders/Europe/portrait_europe_generic_8.dds
		}
	}
	country_leader = {
		ideology = nazism
		expire = 1953.3.1
		id = -1
		traits = {
			editor
		}
	}
}
### Entity: Misc Config
Component: load_ncns_jap
Constructs: load_ncns_jap
Source: game
File: common/frontend/backgrounds/base_backgrounds.txt

Code:
load_ncns_jap = {
	dlc_allowed = No Compromise, No Surrender
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_42
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_42 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 42
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 42
	}
}
### Entity: Modding Documentation
Construct: sp_remove_selected_scientist_trait
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## sp_remove_selected_scientist_trait

"Remove a trait from the scientist. Requires the facility view with an attached scientist to be open.
ex:
sp_remove_selected_scientist_trait my_trait_token"
### Entity: Decision
Component: AUS_border_war_liechtenstein_category
Source: game
File: common/decisions/categories/r56_AUS_decision_categories.txt

Code:
AUS_border_war_liechtenstein_category = {
	icon = GFX_decision_category_border_conflicts
	priority = 100
	allowed = {
		original_tag = AUS
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_more_trucks_3
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_more_trucks_3 = {
	enable = {
		num_of_military_factories = > 60
		check_variable = {
			num_equipment@motorized_equipment = < 500
		}
	}
	abort = {
		NOT = {
			check_variable = {
				num_equipment@motorized_equipment = < 1000
			}
		}
	}
	ai_strategy = {
		type = equipment_production_surplus_management
		id = motorized_equipment
		value = 1
	} {
		type = equipment_variant_production_factor
		id = motorized_equipment
		value = 10
	}
}
### Entity: Idea
Component: UZB_nt
Source: game
File: common/ideas/uzbekistan.txt

Code:
UZB_nt = {
	ledger = navy
	picture = generic_navy_asia_3
	allowed = {
		original_tag = UZB
	}
	traits = {
		naval_theorist
	}
}
### Entity: Idea
Component: imperial_austerity_idea
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
imperial_austerity_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_for_a_better_future
Constructs: has_completed_focus, prerequisite, completion_reward, has_game_rule, add_timed_idea
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_for_a_better_future
	icon = GFX_focus_AUS_for_a_better_future
	prerequisite = {
		focus = AUS_strike_deal_with_italy AUS_renew_claims_in_italy AUS_integrate_hungary AUS_integrate_northwest
	}
	mutually_exclusive = {

	}
	x = 4
	y = 2
	relative_position_id = AUS_strike_deal_with_italy
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	offset = {
		x = -3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_demand_hungarian_submission
		}
	} {
		x = 1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_bring_hungary_back_into_the_fold
		}
	} {
		x = -4
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_bring_hungary_back_into_the_fold AUS_repeal_the_may_constitution
		}
	}
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = AUS_the_future_of_austria
			days = 720
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_beacon
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_beacon
	icon = GFX_goal_generic_freedom
	relative_position_id = MPL_secularization
	y = 2
	x = 0
	prerequisite = {
		focus = MPL_public_schools
	} {
		focus = MPL_constitution
	}
	cost = 10
	completion_reward = {
		add_ideas = MPL_beacon_idea
	}
}
### Entity: Country History
Country: VEN
Component: VEN_technology
Constructs: set_technology
Source: game
File: history/countries/VEN - Venezula.txt

Code:
# Starting Technologies for VEN
set_technology = {
	infantry_weapons = 1
	tech_trucks = 1
	gw_artillery = 1
	fuel_silos = 1
	fuel_refining = 1
}
### Entity: Country Tag
Component: JAI
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/r56_tag_aliases.txt

Code:
JAI = {
	original_tag = JAP
	has_country_flag = r56_JAP_fascist_rebel_check
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_33
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_33 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 33
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 33
	}
}
### Entity: Military Industrial Organization
Component: IRQ_tanks_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/IRQ_organization.txt

Code:
IRQ_tanks_organization = {
	include = generic_tank_organization
	allowed = {
		has_dlc = Graveyard of Empires
		original_tag = IRQ
	}
	visible = {

	}
	available = {

	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_vanguard_of_the_true_revolution
Constructs: prerequisite, limit, has_war_with, completion_reward, has_global_flag, every_other_country
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_vanguard_of_the_true_revolution
	icon = GFX_focus_spr_torchbearers_of_tomorrow
	prerequisite = {
		focus = SOV_left_opposition_coup
	} {
		focus = SOV_funds_for_the_cause
	}
	x = 0
	y = 2
	relative_position_id = SOV_funds_for_the_cause
	cost = 10
	available = {
		has_global_flag = SOV_soviet_civil_war
		NOT = {
			has_global_flag = SOV_soviet_civil_war_over
		}
	}
	search_filters = {

	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					has_war_with = ROOT
				}
				communism = > 0.05
			}
			country_event = {
				id = NSB_soviet_communist_civil_war.004
				days = 2
			}
		}
		hidden_effect = {
			country_event = {
				id = NSB_soviet_communist_civil_war.005
				days = 18
			}
		}
	}
}
### Entity: Event
Component: news.44
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.44
	title = news.44.t
	desc = news.44.d
	picture = GFX_news_event_029
	major = yes
	is_triggered_only = yes
	show_major = {
		NOT = {
			tag = GER
		}
	}
	option = {
		name = news.44.a
		trigger = {
			NOT = {
				TAG = GER ENG
			}
		}
	} {
		name = news.44.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.44.c
		trigger = {
			TAG = ENG
		}
	}
}