Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: decisions.1
Constructs: is_triggered_only, limit, add_political_power, is_field_marshal, has_unit_leader_flag, has_trait, random_army_leader, set_unit_leader_flag
Source: game
File: events/Decisions_Events.txt

Code:
country_event = {
	id = decisions.1
	title = decisions.1.t
	desc = decisions.1.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					any_army_leader = {
						average_stats = < 2
						is_field_marshal = no
						NOT = {
							has_unit_leader_flag = hidden_sympathies
						} {
							has_trait = hidden_sympathies
						}
					}
				}
				random_army_leader = {
					limit = {
						average_stats = < 2
						is_field_marshal = no
						NOT = {
							has_unit_leader_flag = hidden_sympathies
						} {
							has_trait = hidden_sympathies
						}
					}
					set_unit_leader_flag = hidden_sympathies
				}
			} {
				limit = {
					any_army_leader = {
						NOT = {
							average_stats = < 2
						} {
							has_unit_leader_flag = hidden_sympathies
						} {
							has_trait = hidden_sympathies
						}
						average_stats = < 3
						is_field_marshal = no
					}
				}
				random_army_leader = {
					limit = {
						NOT = {
							average_stats = < 2
						} {
							has_unit_leader_flag = hidden_sympathies
						} {
							has_trait = hidden_sympathies
						}
						average_stats = < 3
						is_field_marshal = no
					}
					set_unit_leader_flag = hidden_sympathies
				}
			} {
				limit = {
					any_army_leader = {
						NOT = {
							average_stats = < 3
						} {
							has_unit_leader_flag = hidden_sympathies
						} {
							has_trait = hidden_sympathies
						}
						average_stats = < 4
						is_field_marshal = no
					}
				}
				random_army_leader = {
					limit = {
						NOT = {
							average_stats = < 3
						} {
							has_unit_leader_flag = hidden_sympathies
						} {
							has_trait = hidden_sympathies
						}
						average_stats = < 4
						is_field_marshal = no
					}
					set_unit_leader_flag = hidden_sympathies
				}
			} {
				limit = {
					any_army_leader = {
						NOT = {
							average_stats = < 4
						} {
							has_unit_leader_flag = hidden_sympathies
						} {
							has_unit_leader_flag = hidden_sympathies
						} {
							has_trait = hidden_sympathies
						}
						is_field_marshal = no
					}
				}
				random_army_leader = {
					limit = {
						NOT = {
							average_stats = < 4
						} {
							has_unit_leader_flag = hidden_sympathies
						} {
							has_trait = hidden_sympathies
						}
						is_field_marshal = no
					}
					set_unit_leader_fl
# ... (truncated)
### Entity: Effect Reference
Construct: set_state_controller
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_state_controller

* Supported Scopes: COUNTRY
* Supported Targets: none

```
set controller for state
```
### Entity: Country History
Country: BAH
Component: BAH_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/BAH - Bahamas.txt

Code:
# Politics & Parties for BAH
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 75
	fascism = 1
	communism = 1
	neutrality = 23
}
### Entity: Modding Documentation
Construct: country_leader_desc
Source: vanilla_docs
File: documentation/loc_formatter_documentation.md

Doc:
## country_leader_desc
The country_leader_desc formatter gets the description for a possible country leader.
### Entity: Modding Documentation
Construct: collision
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## collision
* Aliases: debug_collision

Toggles debug display of normals/bounding boxes/collision
### Entity: Idea
Component: HOL_imperial_ambitions
Constructs: has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_imperial_ambitions = {
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.05
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_economic_stabilization
Constructs: prerequisite, completion_reward, has_country_leader, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_economic_stabilization
	icon = GFX_focus_generic_low_cost_housing
	available = {
		has_country_leader = {
			ruling_only = yes
			character = INS_bonifacius_cornelis_de_jonge
		}
	}
	prerequisite = {
		focus = INS_governor_general_de_jonge
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INS_governor_general_de_jonge
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = INS_dutch_east_indies_tt
		add_to_variable = {
			var = INS_dutch_east_indies_production_speed_buildings_factor
			value = 0.1
			tooltip = production_speed_buildings_factor_tt
		} {
			var = INS_dutch_east_indies_research_speed_factor
			value = 0.05
			tooltip = research_speed_factor_tt
		}
	}
}
### Entity: Name List
Component: SOO
Source: game
File: common/names/tymodern_names.txt

Code:
SOO = {
	male = {
		names = {
			Afako Akhsar Akhsarbek Akhsartag Alan Alibek Alimbeg Alyksandr Amurkhan Aslaenberg Asmat Atsamaz Azaamt Bakhva Barysbi Batradaz Bega Bekyzae Dauyt Dimitr Dzaeuyg Dzakhot Dzambeg Dzambolat Dzankhot Dzantemir Dzaug Dzhambulad Elbazuko Ezbrus Fedyr Gaemaet Gaito Geuaergi Irbeg Isaq Kaurbek Kazbek Khadzhimurat Khazbi Khetag Kuydzaeg Lazaer Makhamat Makharbek Mikhal Mushtaefa Muzafer Myssot Nikala Phaule Qambolat Saermaet Sauarmag Seqa Solsanbek Sozy Sozyryqo Taetaergqan Taimuraz Tamerlan Torez Totradz Tsomak Tsotsoko Tugan Uryzmag Vano Zhamiraet Znaur
		}
	}
	female = {
		names = {
			Agunda Allae Arianae Dzerassa Elenae Fatimae Irinae Lira Olgae Roksalana Rukhsana Rushana Svetlanae Veronikae Zalina Zarina Zinae
		}
	}
	surnames = {
		Abaev Aguzarov Alborov Alborty Bazaev Bazzaty Bestaev Bestauty Bibilov Bibylty Britaev Dudaev Dudarov Dudayev Dzhioev Dzhioty Gabaraev Gabaraty Galaztae Gazaev Gazdanov Gazdanty Gazdiev Kharebaty Kharebov Laliev Pliev Tmenov
	}
	callsigns = {

	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Talk%3AUnited_States.html

Doc:
Sure, but stick it on a Project page instead. Empty sections are silly. ~ Meneth (talk) 21:47, 27 January 2014 (CET)

Retrieved from "http://www.hoi4wiki.com/index.php?title=Talk:United_States&oldid=2138"
### Entity: National Focus
Tree: men_focus
Component: MEN_work_with_the_communists
Constructs: prerequisite, add_ideas, completion_reward, add_popularity, create_corps_commander
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_work_with_the_communists
	icon = GFX_focus_chi_cooperation_with_the_communists
	prerequisite = {
		focus = MEN_the_principle_of_nationalism MEN_the_principle_of_democracy
	}
	mutually_exclusive = {
		focus = MEN_subdue_the_communist_threat
	}
	x = 2
	y = 1
	relative_position_id = MEN_the_principle_of_democracy
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		effect_tooltip = {
			create_corps_commander = {
				name = Ulaankhüü
				skill = 1
				attack_skill = 1
				defense_skill = 1
				planning_skill = 1
				logistics_skill = 1
				traits = {

				}
			} {
				name = Serengdongrub
				skill = 1
				attack_skill = 1
				defense_skill = 1
				planning_skill = 1
				logistics_skill = 1
				traits = {

				}
			}
		}
		custom_effect_tooltip = available_military_high_command r56_newline
		show_ideas_tooltip = MEN_ulanhu MEN_serengdongrub_army
		add_ideas = MEN_cooperation_with_the_communists
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_INTERNAL_AFFAIRS
	}
}
### Entity: Idea
Component: SWE_anti_chi_cold_war
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_anti_chi_cold_war = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_war_preparation
	targeted_modifier = {
		tag = CHI
		defense_bonus_against = 0.15
	}
}
### Entity: Event
Component: SEA_generic_events.2
Constructs: is_triggered_only, ai_chance, add_stability, add_popularity
Source: game
File: events/SEA_generic_events.txt

Code:
country_event = {
	id = SEA_generic_events.2
	title = SEA_generic_events.2.t
	desc = SEA_generic_events.2.desc
	picture = GFX_report_event_generic_strike
	is_triggered_only = yes
	option = {
		name = SEA_generic_events.2.a
		ai_chance = {
			base = 0
		}
		add_popularity = {
			ideology = ROOT
			popularity = 0.03
		}
		add_stability = -0.01
	} {
		name = SEA_generic_events.2.b
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Idea
Component: porsche_denmark
Constructs: has_completed_focus, limit, has_war_with, is_subject_of, has_global_flag, research_bonus
Source: game
File: common/ideas/r56_denmark.txt

Code:
porsche_denmark = {
	allowed = {
		original_tag = DEN
	}
	picture = porsche
	available = {
		OR = {
			is_subject_of = GER WGR
			if = {
				limit = {
					NOT = {
						has_global_flag = DEN_use_DLC_tree
					}
				}
				has_completed_focus = DEN_Invite_the_Wehrwirtschaftsfuhrer
			}
		}
		NOT = {
			has_war_with = GER WGR
		}
	}
	research_bonus = {
		armor = 0.2
	}
	traits = {
		heavy_tank_manufacturer
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_bill_of_rights_for_veterans
Constructs: prerequisite, add_war_support, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_bill_of_rights_for_veterans
	icon = GFX_focus_PHI_bill_of_rights_for_veterans
	prerequisite = {
		focus = PHI_universal_sufferage
	}
	relative_position_id = PHI_universal_sufferage
	x = -3
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt PHI_modify_economic_recovery_dynamic_modifier_tt
		add_to_variable = {
			PHI_the_great_depression_conscription_factor = 0.1
			tooltip = conscription_factor_tt
		} {
			PHI_the_great_depression_weekly_casualties_war_support = 0.0025
			tooltip = weekly_casualties_war_support_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: MEX_social_catholicism
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_social_catholicism = {
	name = MEX_social_catholicism
	picture = generic_democratic_drift_bonus
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		democratic_drift = 0.2
		production_speed_industrial_complex_factor = 0.2
		production_speed_infrastructure_factor = 0.2
	}
}
### Entity: Trigger Reference
Construct: is_winning
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_winning

* Supported Scopes: COMBATANT
* Supported Targets: none

```
check if defender side in combat
```
### Entity: Wiki Documentation
Construct: Parameters
Source: wiki
File: wiki/Template%3AIcon.html

Doc:
Parameters

```
{{{Icon|icon name|text}}}
```

Parameter
Info
Required
Notes
Examples

1 |
icon name |
Required |
The concept you want an icon for |

```
infantry
```
,
```
heavy tank
```

|

2 |
text |
Optional |
Text linked to be displayed alongside the icon. Leave it blank if you don't want any text. Write
```
1
```
if you want the default text that goes with the icon |

```
1
```
,
```
Paradox
```

|
### Entity: Country History
Country: DAG
Component: DAG_characters
Constructs: recruit_character
Source: game
File: history/countries/DAG - Dagestan.txt

Code:
# Leaders & Characters for DAG
recruit_character = DAG_khair_hajji_uzunsky DAG_adil_girey_takhtarov
### Entity: Scripted Effect
Component: WTT_political_struggle_remove_current_country
Constructs: limit, clr_country_flag, clear_variable, every_state, clr_state_flag
Source: game
File: common/scripted_effects/WTT_china_political_struggle_effects.txt

Code:
WTT_political_struggle_remove_current_country = {
	hidden_effect = {
		clr_country_flag = wtt_political_struggle
		clear_variable = total_political_support_points
		every_state = {
			limit = {
				WTT_is_potential_political_struggle_state = yes
			}
			clr_state_flag = majority_political_platform_@PREV
			clear_variable = political_platform_@PREV
		}
		WTT_clear_country_event_target = yes
	}
}
### Entity: Event
Component: nauru.1
Constructs: is_triggered_only, ai_chance, add_ideas, add_opinion_modifier, fire_only_once, add_offsite_building, has_opinion
Source: game
File: events/Nauru.txt

Code:
country_event = {
	id = nauru.1
	title = nauru.1.t
	desc = nauru.1.desc
	picture = GFX_news_event_CUB_st_louie
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nauru.1.a
		ROOT = {
			add_ideas = NRU_phosphate_reservers
			add_opinion_modifier = {
				target = FROM
				modifier = trade_deal_relations
			}
		}
		FROM = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
		}
		add_opinion_modifier = {
			target = ROOT
			modifier = trade_deal_relations
		}
		ai_chance = {
			base = 50
			modifier = {
				add = 50
				has_opinion = {
					target = FROM
					value = > 45
				}
			}
		}
	} {
		name = nauru.1.b
		FROM = {
			country_event = nauru.3
		}
		ai_chance = {
			base = 50
		}
	}
}
### Entity: Event
Component: wtt_warlord_vs_prc.3
Constructs: is_triggered_only
Source: game
File: events/WTT_PRC.txt

Code:
country_event = {
	id = wtt_warlord_vs_prc.3
	title = wtt_warlord_vs_prc.3.t
	desc = wtt_warlord_vs_prc.3.desc
	picture = GFX_report_event_soviet_purge_officers_01
	is_triggered_only = yes
	option = {
		name = wtt_warlord_vs_prc.3.a
	}
}
### Entity: Idea
Component: INS_plane_making
Constructs: has_dlc, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/indonesia.txt

Code:
INS_plane_making = {
	picture = generic_aircraft_support
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	removal_cost = -1
	equipment_bonus = {
		fighter = {
			build_cost_ic = -0.15
			instant = yes
		}
		heavy_fighter = {
			build_cost_ic = -0.15
			instant = yes
		}
		cas = {
			build_cost_ic = -0.15
			instant = yes
		}
		naval_bomber = {
			build_cost_ic = -0.15
			instant = yes
		}
		strategic_bomber = {
			build_cost_ic = -0.15
			instant = yes
		}
		tactical_bomber = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Country History
Country: SNG
Component: SNG_politics
Constructs: add_ideas, set_politics, set_popularities
Source: game
File: history/countries/SNG - Singapur.txt

Code:
# Politics & Parties for SNG
add_ideas = {

}
set_politics = {
	ruling_party = neutrality
	last_election = 1935.6.9
	election_frequency = 12
	elections_allowed = yes
}
set_popularities = {
	neutrality = 100
}
### Entity: Event
Component: SEA_japan_foreign_policy.136
Constructs: is_triggered_only, limit, add_war_support, has_country_flag, fire_only_once, add_timed_idea
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.136
	title = SEA_japan_foreign_policy.136.t
	desc = SEA_japan_foreign_policy.136.desc
	picture = GFX_report_event_usa_pearl_harbor_airphoto
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.136.a
		add_war_support = 0.05
		IF = {
			limit = {
				has_country_flag = JAP_inflicted_loss_nr_3
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			effect_tooltip = {
				add_timed_idea = {
					idea = JAP_day_of_infamy_3
					days = 180
				}
			}
		}
		ELSE_IF = {
			limit = {
				has_country_flag = JAP_inflicted_loss_nr_2
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			effect_tooltip = {
				add_timed_idea = {
					idea = JAP_day_of_infamy_2
					days = 180
				}
			}
		} {
			limit = {
				has_country_flag = JAP_inflicted_loss_nr_1
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			effect_tooltip = {
				add_timed_idea = {
					idea = JAP_day_of_infamy_1
					days = 180
				}
			}
		}
	}
}
### Entity: Character
Component: AUS_franz_bohme
Constructs: has_completed_focus, has_country_flag, has_dlc
Source: game
File: common/characters/AUS.txt

Code:
AUS_franz_bohme = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		advisor = {
			slot = army_chief
			idea_token = AUS_franz_bohme
			allowed = {
				original_tag = AUS
			}
			available = {
				has_completed_focus = AUS_establish_bohme_plan
			}
			visible = {
				NOT = {
					has_completed_focus = AUS_follow_the_jansa_plan
				}
			}
			traits = {
				army_chief_offensive_2
			}
			cost = 100
			ai_will_do = {
				base = 1
				modifier = {
					factor = 10
					original_tag = AUS
					OR = {
						has_completed_focus = AUS_demand_hungarian_submission AUS_bring_hungary_back_into_the_fold
					}
				}
			}
		}
		name = AUS_franz_bohme
		portraits = {
			army = {
				large = GFX_portrait_AUS_franz_bohme
				small = GFX_portrait_AUS_franz_bohme_small
			}
		}
		field_marshal = {
			traits = {
				brilliant_strategist harsh_leader offensive_doctrine
			}
			skill = 2
			attack_skill = 3
			defense_skill = 1
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
			visible = {
				OR = {
					original_tag = AUS
					AND = {
						original_tag = GER
						has_country_flag = AUS_annexed
					}
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		advisor = {
			slot = army_chief
			idea_token = AUS_franz_bohme
			allowed = {
				original_tag = AUS
			}
			traits = {
				army_chief_maneuver_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = AUS_franz_bohme
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_1
			}
		}
	}
}
### Entity: Character
Component: PHI_mercantalist_improved
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_mercantalist_improved = {
	random = no
	sprite = 13
	resource_trade_cost_bonus_per_factory = -1
	trade_opinion_factor = -0.1
	local_resources_factor = 0.25
	consumer_goods_factor = -0.2
}
### Entity: Scripted Effect
Component: BUL_bzns_low_loyalty_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_bzns_low_loyalty_decrease_effect = {
	custom_effect_tooltip = BUL_bzns_tt BUL_low_loyalty_decrease_tt
	add_to_variable = {
		BUL_bzns_loyalty = BUL_faction_low_decrease
	}
	clamp_variable = {
		var = BUL_bzns_loyalty
		min = 0
		max = 100
	}
}
### Entity: Character
Component: stalin_political_paranoia
Source: game
File: common/country_leader/00_traits.txt

Code:
stalin_political_paranoia = {
	random = no
	drift_defence_factor = 0.1
	custom_modifier_tooltip = SOV_paranoia_modifier_increase_effect_tt
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_partition_czechoslovakia_heimwehr
Constructs: prerequisite, limit, completion_reward, has_army_manpower, is_subject, is_ally_with, random_hours
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_partition_czechoslovakia_heimwehr
	text = AUS_partition_czechoslovakia
	icon = GFX_goal_AUS_split_czechoslovakia_federal
	relative_position_id = AUS_catholic_german_identity
	x = -1
	y = 1
	prerequisite = {
		focus = AUS_catholic_german_identity
	}
	available = {
		has_army_manpower = {
			size = > 124999
		}
		is_subject = no
	}
	bypass = {
		CZE = {
			OR = {
				exists = no
				is_ally_with = AUS
			}
		}
	}
	cost = 10
	will_lead_to_war_with = CZE
	completion_reward = {
		if = {
			limit = {
				is_ally_with = HUN
			}
			HUN = {
				country_event = {
					id = austria.27
					days = 1
					random_hours = 12
				}
			}
		}
		else = {
			CZE = {
				country_event = {
					id = austria.30
					days = 1
					random_hours = 12
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_foreign_aircraft_designers
Constructs: prerequisite, limit, has_war_with, completion_reward
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_foreign_aircraft_designers
	prerequisite = {
		focus = BUL_reorganize_the_military_industry
	}
	icon = GFX_goal_generic_air_fighter2
	relative_position_id = BUL_darzhavna_aeroplanna_rabotilnitsa
	x = 2
	y = 0
	cost = 5
	mutually_exclusive = {
		focus = BUL_darzhavna_aeroplanna_rabotilnitsa
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		effect_tooltip = {
			if = {
				limit = {
					country_exists = GER
					NOT = {
						has_war_with = GER
					}
					GER = {
						BUL_is_valid_subject = yes
					}
				}
				activate_targeted_decision = {
					target = GER
					decision = BUL_aircraft_agreements
				}
			} {
				limit = {
					country_exists = ENG
					NOT = {
						has_war_with = ENG
					}
					ENG = {
						BUL_is_valid_subject = yes
					}
				}
				activate_targeted_decision = {
					target = ENG
					decision = BUL_aircraft_agreements
				}
			} {
				limit = {
					country_exists = SOV
					NOT = {
						has_war_with = SOV
					}
					SOV = {
						BUL_is_valid_subject = yes
					}
				}
				activate_targeted_decision = {
					target = SOV
					decision = BUL_aircraft_agreements
				}
			}
		}
		hidden_effect = {
			activate_targeted_decision = {
				target = GER
				decision = BUL_aircraft_agreements
			} {
				target = ENG
				decision = BUL_aircraft_agreements
			} {
				target = SOV
				decision = BUL_aircraft_agreements
			}
		}
	}
}
### Entity: Character
Component: IRQ_armenian_oil_magnate
Source: game
File: common/country_leader/00_traits.txt

Code:
IRQ_armenian_oil_magnate = {
	random = no
	sprite = 13
	local_resources_factor = 0.1
	consumer_goods_factor = -0.1
	improve_relations_maintain_cost_factor = -0.1
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_petition_the_nobles
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, allow_branch, has_game_rule, set_party_name
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_petition_the_nobles
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = CZE_appeal_to_the_castle
	}
	mutually_exclusive = {
		focus = CZE_unify_the_fascist_parties
	}
	x = -3
	y = 1
	relative_position_id = CZE_appeal_to_the_castle
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = CZE_unify_the_fascist_parties CZE_coalition_building
				}
			}
		}
	}
	offset = {
		x = 3
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_petition_the_nobles
		}
	}
	cost = 5
	ai_will_do = {
		factor = 2
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		CZE_karel_schwarzenberg = {
			promote_character = yes
		}
		set_party_name = {
			ideology = neutrality
			long_name = CZE_neutrality_party_monarchist
			name = CZE_neutrality_party_monarchist
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = CZE_aristocratic_support_1
		hidden_effect = {
			remove_trait = {
				character = CZE_josef_rozsevac
				slot = political_advisor
				trait = militant_minister
			}
			add_trait = {
				character = CZE_josef_rozsevac
				slot = political_advisor
				trait = militant_minister_2
			}
		}
		if = {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_very_low_decrease_effect = yes
		}
	}
}