Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: kmt.339
Constructs: is_triggered_only, limit, has_country_flag, add_manpower, declare_war_on, annex_everything, is_in_faction_with, remove_from_faction
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.339
	title = kmt.339.t
	desc = {
		text = kmt.339.d_rep_killed
		trigger = {
			has_country_flag = CQ_send_rep
		}
	} {
		text = kmt.339.d_fight
		trigger = {
			has_country_flag = CQ_send_troops
		}
	}
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		name = kmt.339.a
		if = {
			limit = {
				has_country_flag = CQ_send_troops
			}
			add_manpower = -100
			army_experience = 1
			else = {
				FROM = {
					declare_war_on = {
						target = ROOT
						type = annex_everything
					}
				}
			}
			if = {
				limit = {
					FROM = {
						is_in_faction_with = ROOT
					}
				}
				remove_from_faction = FROM
				declare_war_on = {
					target = FROM
					type = annex_everything
				}
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_inquart_backstab
Constructs: prerequisite, limit, has_government, completion_reward, has_civil_war, is_subject, is_subject_of, random_hours
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_inquart_backstab
	icon = GFX_goal_generic_backstab
	relative_position_id = AUS_cast_the_die
	x = 2
	y = 1
	prerequisite = {
		focus = AUS_cast_the_die
	}
	available = {
		has_civil_war = no
		OR = {
			is_subject = no
			is_subject_of = GER
		}
		GER = {
			has_government = fascism
		}
	}
	mutually_exclusive = {
		focus = AUS_independent_nazi
	}
	cost = 10
	completion_reward = {
		country_event = {
			id = austria.80
			days = 1
			random_hours = 12
		}
		hidden_effect = {
			if = {
				limit = {
					is_ai = yes
				}
				GER = {
					country_event = {
						id = austria.83
						days = 10
						random_hours = 24
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_return_of_the_kaiser
Constructs: prerequisite, has_government, has_war_with, has_country_flag, completion_reward, is_subject, has_country_leader, add_named_threat
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_return_of_the_kaiser
	icon = GFX_focus_ger_return_of_the_kaiser
	prerequisite = {
		focus = GER_revive_the_kaiserreich
	}
	available = {
		is_subject = no
		neutrality = > 0.4
		has_country_leader = {
			ruling_only = yes
			character = GER_august_von_mackensen
		}
		HOL = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		has_country_flag = GER_mackensen_dead
		NOT = {
			has_government = democratic
		}
	}
	x = -2
	y = 1
	relative_position_id = GER_revive_the_kaiserreich
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_named_threat = {
			threat = 5
			name = GER_return_of_the_kaiser
		}
		HOL = {
			country_event = {
				id = wtt_germany.3
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: BALTIC_axis_investments_idea
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_axis_investments_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = german_advisors
	modifier = {
		industrial_capacity_factory = 0.1
	}
}
### Entity: Idea
Component: MEX_strike_breaking
Constructs: has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/mexico.txt

Code:
MEX_strike_breaking = {
	picture = man_five_year_plan_industry
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		industrial_capacity_factory = 0.1
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_a_fleet_worthy_of_a_king
Constructs: prerequisite, limit, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_a_fleet_worthy_of_a_king
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_restore_the_empire
	}
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 3
	y = 1
	relative_position_id = SPA_restore_the_empire
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPA_a_fleet_worthy_of_a_king_3DY
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			name = SPA_a_fleet_worthy_of_a_king
			bonus = 1
			uses = 1
			category = dd_tech
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
			set_state_flag = SPA_a_fleet_worthy_of_a_king_3DY
		} {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPA_a_fleet_worthy_of_a_king_3DY
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
			set_state_flag = SPA_a_fleet_worthy_of_a_king_3DY
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_armor_intel_tier_1
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_armor_intel_tier_1 = {
	NOT = {
		EAI_armor_intel_tier_0 = yes
	}
	check_variable = {
		EAI_max_armor_seen = < 70
	}
}
### Entity: Decision
Component: form_byzantine_empire_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_byzantine_empire_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_generic_byzantine_empire
	allowed = {
		OR = {
			has_dlc = Waking the Tiger Battle for the Bosporus
		}
	}
}
### Entity: Idea
Component: AFG_modern_cataphracts_idea
Constructs: removal_cost
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_modern_cataphracts_idea = {
	picture = HABSBURG_cavalry
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		cavalry_attack_factor = 0.2
		cavalry_defence_factor = 0.2
	}
}
### Entity: Trigger Reference
Construct: has_opinion
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_opinion

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check what opinion the country has towards a specified country
```
### Entity: Scripted Effect
Component: EAI_add_AIR
Constructs: limit, has_country_flag, add_building_construction
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_add_AIR = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_add_AIR in [?This.id] [This.GetName]
	}
	add_building_construction = {
		type = air_base
		level = 1
		instant_build = no
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_weapon_modernisation
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_weapon_modernisation
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = CUB_maximo_gomez_command_academy
	}
	relative_position_id = CUB_maximo_gomez_command_academy
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CUB_weapon_modernisation
			bonus = 0.5
			uses = 2
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: kmt.12
Constructs: is_triggered_only, has_country_flag, fire_only_once
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.12
	title = kmt.12.t
	desc = {
		text = kmt.12.d_1
		trigger = {
			FROM.FROM = {
				NOT = {
					has_country_flag = mcmahon_case_to_ENG
				}
			}
		}
	} {
		text = kmt.12.d_2
		trigger = {
			FROM.FROM = {
				has_country_flag = mcmahon_case_to_ENG
			}
		}
	}
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = kmt.12.a
	}
}
### Entity: Scripted Effect
Component: EAI_PATHFIND_strategies
Constructs: limit
Source: game
File: common/scripted_effects/EAI_PATHFINDING_strategies.txt

Code:
EAI_PATHFIND_strategies = {
	if = {
		limit = {
			tag = ITA
		}
		EAI_path_exists_from_east_africa_to_north_africa = yes
	} {
		limit = {
			tag = GER
		}
		EAI_path_exists_from_berlin_to_tehran = yes
	}
}
### Entity: Character
Component: SWI_robert_tobler
Constructs: has_completed_focus
Source: game
File: common/characters/SWI.txt

Code:
SWI_robert_tobler = {
	country_leader = {
		ideology = fascism_ideology
		traits = {
			SWI_fascist_recruiter
		}
		expire = 1965.1.1.1
		id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = SWI_robert_tobler
		allowed = {
			original_tag = SWI
		}
		available = {
			SWI_can_be_councilor = yes
			has_completed_focus = SWI_the_national_front
			NOT = {
				has_completed_focus = SWI_ban_national_movement_for_switzerland
			}
		} {
			SWI_can_be_councilor = yes
		}
		visible = {
			SWI_councilor_visible = yes
		}
		traits = {
			SWI_fascist_recruiter
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 4000
			modifier = {
				factor = 5
				SWI_AI_is_fascist = yes
			} {
				factor = 0.2
				SWI_is_historical_ai = yes
			}
		}
	}
	name = SWI_robert_tobler
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_robert_tobler_small
			large = GFX_portrait_SWI_robert_tobler
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_nationalism_focus
Constructs: prerequisite, limit, has_government, is_major, completion_reward, is_puppet, is_historical_focus_on, add_timed_idea
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_nationalism_focus
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = SER_political_effort
	}
	available = {
		OR = {
			has_government = fascism neutrality
		}
		if = {
			limit = {
				is_puppet = yes
			}
			SER = {
				OVERLORD = {
					has_government = fascism
				}
			}
		}
	}
	relative_position_id = SER_political_effort
	x = 5
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			any_neighbor_country = {
				is_major = yes
				has_government = fascism
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = nationalism
			days = 1095
		}
	}
}
### Entity: Idea
Component: EAI_DD_1/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.01
			instant = yes
		}
	}
}
### Entity: Event
Component: lithuania.39
Constructs: is_triggered_only, add_political_power, random_days
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.39
	title = lithuania.39.t
	desc = lithuania.39.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.39.a
		add_political_power = 30
		hidden_effect = {
			country_event = {
				id = lithuania.40
				days = 200
				random_days = 200
			}
		}
	}
}
### Entity: Idea
Component: tone_percent
Constructs: stability_factor, has_government, industrial_capacity_factory, cancel_if_invalid
Source: game
File: common/ideas/tmodern_military_budget.txt

Code:
tone_percent = {
	available = {

	}
	modifier = {
		consumer_goods_factor = 0.01
		industrial_capacity_dockyard = 0.01
		industrial_capacity_factory = 0.01
		army_org_factor = 0.01
		army_morale_factor = 0.01
		offence = 0.01
		defence = 0.01
		stability_factor = -0.01
	}
	ai_will_do = {
		factor = 1
		modifier = {
			threat = < 0.5
			has_government = democratic
			factor = 40
		}
	}
	cancel_if_invalid = no
	default = yes
}
### Entity: Character
Component: BOL_jorge_blanco
Source: game
File: common/characters/BOL.txt

Code:
BOL_jorge_blanco = {
	portraits = {
		civilian = {
			large = GFX_portrait_Jorge_Blanco
		}
	}
	country_leader = {
		ideology = socialism
		traits = {
			ideological_crusader
		}
		expire = 1944.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Social_Democratic_Majority
Constructs: prerequisite, limit, has_country_flag, completion_reward, has_stability, check_variable, set_party_name, add_popularity
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Social_Democratic_Majority
	icon = GFX_goal_generic_labor_regulation
	cost = 10
	mutually_exclusive = {
		focus = DEN_DKP_Takeover DEN_Conservative_Majority DEN_DNSAP_Takeover DEN_King_Christian_Coup
	}
	ai_will_do = {
		factor = 50
	}
	available = {
		OR = {
			has_stability = > 0.7
			custom_trigger_tooltip = {
				tooltip = den_dem_maj_tt
				check_variable = {
					political_violence = > 4
				}
			}
		}
		has_country_flag = socialdemokratiet_dominating
		if = {
			limit = {
				has_country_flag = socialdemokratiet_dominating
			}
			democratic = > 0.4
		}
		else = {
			neutrality = > 0.4
		}
	}
	continue_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	prerequisite = {
		focus = DEN_Bolster_Labour_Rights
	}
	x = 0
	y = 3
	relative_position_id = DEN_Strengthen_the_Labour_Unions
	completion_reward = {
		set_party_name = {
			ideology = democratic
			name = Socialdemokratiet
			long_name = Socialdemokratiet
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		set_country_flag = political_violence_resolved
		hidden_effect = {
			remove_mission = den_upcoming_political_violence
		}
		custom_effect_tooltip = den_disable_political_violence_tt
		add_to_variable = {
			den_lower_loyalty = 20
			tooltip = den_lower_loyalty_tooltip
		} {
			den_middle_loyalty = 20
			tooltip = den_middle_loyalty_tooltip
		} {
			den_upper_loyalty = 20
			tooltip = den_upper_loyalty_tooltip
		}
		den_calculate_stratas = yes
		den_remove_conservative_ideas = yes
	}
}
### Entity: Order of Battle
Component: Force Navale des Carabiniers du Prince
Source: game
File: history/units/MNC_1936_naval_mtg.txt

Code:
fleet = {
	name = Force Navale des Carabiniers du Prince
	naval_base = 13307
	task_force = {
		name = Force Navale des Carabiniers du Prince
		location = 13307
		ship = {
			name = Honoré
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = MNC
					version_name = Louis Class
				}
			}
		} {
			name = Florestan
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = MNC
					version_name = Louis Class
				}
			}
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_daelim_petrochemicals
Constructs: prerequisite, limit, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_daelim_petrochemicals
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = KOR_hyundai_vehicles
	}
	relative_position_id = KOR_hyundai_vehicles
	x = 1
	y = 1
	cost = 7.2
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				525
			}
			limit = {
				free_building_slots = {
					building = synthetic_refinery
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = refining_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
}
### Entity: Character
Component: XIC_zhang_yanfo
Source: game
File: common/characters/XIC.txt

Code:
XIC_zhang_yanfo = {
	name = Zhang Yanfo
	portraits = {
		army = {
			small = GFX_kr_portrait_asia_generic_5_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = XIC_zhang_yanfo
		allowed = {
			original_tag = XIC
		}
		visible = {

		}
		available = {

		}
		traits = {
			prince_of_terror
		}
	}
}
### Entity: Event
Component: india.4440
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.4440
	title = india.4440.t
	desc = india.4440.desc
	picture = GFX_report_event_elections_cambodia
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 20
		}
		name = india.4440.a
		444 = {
			prince_independence_effect = yes
		}
		set_country_flag = concession_disable
	}
}
### Entity: Decision
Component: MPL_mandate_resistance_category
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, remove_ideas, fire_only_once, has_idea, check_variable, complete_effect
Source: game
File: common/decisions/MPL.txt

Code:
MPL_mandate_resistance_category = {
	MPL_lower_strikes_1 = {
		icon = GFX_decision_eng_trade_unions_support
		visible = {
			has_idea = MPL_arab_revolt_3
			has_completed_focus = MPL_british_occupation
		}
		fire_only_once = yes
		available = {
			custom_trigger_tooltip = {
				tooltip = MPL_order_above_50
				check_variable = {
					var = MPL_order_level
					value = 50
					compare = greater_than_or_equals
				}
			}
			OR = {
				has_completed_focus = MPL_arrest_arab MPL_police
			}
		}
		ai_will_do = {
			factor = 5000
		}
		complete_effect = {
			swap_ideas = {
				remove_idea = MPL_arab_revolt_3
				add_idea = MPL_arab_revolt_1
			}
		}
	}
	MPL_lower_strikes_2 = {
		icon = GFX_decision_eng_trade_unions_support
		visible = {
			has_idea = MPL_arab_revolt_1
			has_completed_focus = MPL_british_occupation
		}
		fire_only_once = yes
		available = {
			custom_trigger_tooltip = {
				tooltip = MPL_order_above_75
				check_variable = {
					var = MPL_order_level
					value = 75
					compare = greater_than_or_equals
				}
			}
			OR = {
				has_completed_focus = MPL_appease_arab_democrats MPL_arab_farmland MPL_arab_police
			}
		}
		ai_will_do = {
			factor = 5000
		}
		complete_effect = {
			swap_ideas = {
				remove_idea = MPL_arab_revolt_1
				add_idea = MPL_arab_revolt_2
			}
		}
	}
	MPL_lower_strikes_3 = {
		icon = GFX_decision_eng_trade_unions_support
		visible = {
			has_idea = MPL_arab_revolt_2
			has_completed_focus = MPL_british_occupation
		}
		fire_only_once = yes
		available = {
			custom_trigger_tooltip = {
				tooltip = MPL_order_100
				check_variable = {
					var = MPL_order_level
					value = 90
					compare = greater_than_or_equals
				}
			}
			has_completed_focus = MPL_white_paper
		}
		ai_will_do = {
			factor = 5000
		}
		complete_effect = {
			remove_ideas = MPL_arab_revolt_2
			clear_variable = MPL_order_level
		}
	}
	MPL_growing_resistance = {
		icon = GFX_decision_revolt
		days_mission_timeout = 60
		visible = {
			has_completed_focus = MPL_british_occupation
		}
		allowed = {
			always = no
		}
		available = {
			OR = {
				NOT = {
					has_idea = MPL_arab_revolt_1 MPL_arab_revolt_2 MPL_arab_revolt_3
				}
				custom_trigger_tooltip = {
					tooltip = MPL_order_100
					check_variable = {
						var = MPL_order_level
						value = 100
						compare = greater_than_or_equals
					}
				}
			}
		}
		is_good = no
		timeout_effect = {
			
# ... (truncated)
### Entity: AI Strategy
Component: HOL_distracted_garrison_1055
Constructs: limit, is_subject_of, is_owned_by, has_state_flag
Source: game
File: common/ai_strategy/HOL.txt

Code:
HOL_distracted_garrison_1055 = {
	allowed = {
		OR = {
			original_tag = HOL INS
		}
	}
	enable = {
		if = {
			limit = {
				original_tag = INS
			}
			is_subject_of = HOL
		}
		1055 = {
			OR = {
				is_owned_by = HOL event_target:INS_dutch_indonesia
			}
			has_state_flag = INS_feint_uprising
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		states = {
			1055
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	} {
		type = put_unit_buffers
		ratio = -10
		states = {
			334
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Infrastructure_Along_the_Indus
Constructs: completion_reward, add_building_construction, build_railway, build_only_on_allied
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Infrastructure_Along_the_Indus
	icon = GFX_goal_war_infrastructure
	cost = 10
	x = 25
	y = 0
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		440 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		1093 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		443 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		build_railway = {
			level = 1
			build_only_on_allied = yes
			fallback = yes
			path = {
				10735 10898
			}
			start_province = 3456
			target_province = 8007
		}
	}
}
### Entity: Event
Component: BBA_italy_naval_cooperation_programs.10
Constructs: is_triggered_only, clr_country_flag
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_naval_cooperation_programs.10
	title = BBA_italy_naval_cooperation_programs.10.t
	desc = BBA_italy_naval_cooperation_programs.10.desc
	picture = GFX_report_event_sailors_in_working_rig
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			clr_country_flag = ITA_escort_ships_purchase_ongoing_flag
		}
	}
	option = {
		name = BBA_italy_naval_cooperation_programs.10.a
	}
}
### Entity: Event
Component: denmark_occupation_event.101
Constructs: is_triggered_only, limit, has_country_flag, add_opinion_modifier, add_popularity, set_country_flag, set_rule, clr_country_flag
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_occupation_event.101
	title = denmark_occupation_event.101.t
	desc = denmark_occupation_event.101.desc
	picture = GFX_report_event_DEN_fascist_troops
	is_triggered_only = yes
	option = {
		name = denmark_occupation_event.101.a
		add_popularity = {
			ideology = var:DEN.DEN_overlord_nation
			popularity = 0.1
		}
		set_country_flag = DEN_unlock_military_branch_flag
		custom_effect_tooltip = DEN_unlock_military_branch_tt
		if = {
			limit = {
				has_country_flag = DEN_cannot_join_factions_flag
			}
			set_rule = {
				can_join_factions = yes
			} {
				can_decline_call_to_war = no
			}
			clr_country_flag = DEN_cannot_join_factions_flag
		}
		FROM = {
			add_to_faction = ROOT
		}
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = DEN_is_protectorate_flag
				}
				clr_country_flag = DEN_is_protectorate_flag
			}
		}
		DEN_restore_manpower = yes
		OVERLORD = {
			add_opinion_modifier = {
				modifier = DEN_cooperative_subject
				target = DEN
			}
		}
		mark_focus_tree_layout_dirty = yes
	}
}
### Entity: Idea
Component: GRE_socialist_economy_2
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/greece.txt

Code:
GRE_socialist_economy_2 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = home_of_revolution
	removal_cost = -1
	modifier = {
		communism_drift = 0.05
		political_power_factor = 0.05
		production_speed_industrial_complex_factor = 0.05
	}
}