Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: CHI_seek_japanese_support
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, political_power_gain, has_government, add_stability, fire_only_once, add_political_power
Source: game
File: common/decisions/CHI_warlord_decisions.txt

Code:
CHI_seek_japanese_support = {
	CHI_internal_party_support_fascism = {
		icon = generic_political_discourse
		available = {
			is_subject = no
		}
		visible = {
			OR = {
				has_completed_focus = CHI_seek_japanese_support CHI_sea_seek_japanese_support
			}
			JAP = {
				has_government = fascism
			}
		}
		fire_only_once = no
		days_remove = 90
		cost = 35
		modifier = {
			fascism_drift = 0.05
			stability_weekly = -0.005
			political_power_gain = -0.5
		}
		complete_effect = {

		}
	}
	CHI_aggresive_prosecution_of_opposition_fascism = {
		icon = generic_civil_support
		available = {
			has_equipment = {
				infantry_equipment = > 499
			}
			is_subject = no
		}
		visible = {
			OR = {
				has_completed_focus = CHI_seek_japanese_support CHI_sea_seek_japanese_support
			}
			JAP = {
				has_government = fascism
			}
		}
		fire_only_once = no
		days_remove = 90
		cost = 0
		modifier = {
			fascism_drift = 0.1
			stability_weekly = -0.01
		}
		remove_effect = {

		}
		complete_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -500
			}
		}
	}
	CHI_internal_party_support_communism = {
		icon = generic_political_discourse
		available = {
			is_subject = no
		}
		visible = {
			OR = {
				has_completed_focus = CHI_seek_japanese_support CHI_sea_seek_japanese_support
			}
			JAP = {
				has_government = communism
			}
		}
		fire_only_once = no
		days_remove = 90
		cost = 35
		modifier = {
			communism_drift = 0.05
			stability_weekly = -0.005
			political_power_gain = -0.5
		}
		complete_effect = {

		}
	}
	CHI_aggresive_prosecution_of_opposition_communism = {
		icon = generic_civil_support
		available = {
			has_equipment = {
				infantry_equipment = > 499
			}
			is_subject = no
		}
		visible = {
			OR = {
				has_completed_focus = CHI_seek_japanese_support CHI_sea_seek_japanese_support
			}
			JAP = {
				has_government = communism
			}
		}
		fire_only_once = no
		days_remove = 90
		cost = 0
		modifier = {
			communism_drift = 0.1
			stability_weekly = -0.01
		}
		remove_effect = {

		}
		complete_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -500
			}
		}
	}
	CHI_internal_party_support_neutrality = {
		icon = generic_political_discourse
		available = {
			is_subject = no
		}
		visible = {
			OR = {
				has_completed_focus = CHI_seek_japanese_support CHI_sea_seek_japanese_support
			
# ... (truncated)
### Entity: Scripted Trigger
Component: JAP_army_faction_is_greater_than_navy
Constructs: has_idea
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_army_faction_is_greater_than_navy = {
	custom_trigger_tooltip = {
		tooltip = JAP_army_faction_is_greater_than_naval_tt
		OR = {
			has_idea = JAP_army_faction_tier_2_greater_1 JAP_army_faction_tier_3_greater_1 JAP_army_faction_tier_3_greater_2 JAP_army_faction_tier_3 JAP_army_faction_tier_4_greater_1 JAP_army_faction_tier_4_greater_2 JAP_army_faction_tier_4_greater_3 JAP_army_faction_tier_4
		}
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_anti_colonialist_crusade
Constructs: prerequisite, has_war_with, add_war_support, has_country_flag, add_opinion_modifier, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_anti_colonialist_crusade
	icon = GFX_goal_tfv_saf_anti_colonialist_crusade
	prerequisite = {
		focus = SAF_burn_the_kings_portraits
	}
	mutually_exclusive = {
		focus = SAF_join_comintern
	}
	x = 2
	y = 3
	relative_position_id = SAF_empower_the_workers
	cost = 10
	ai_will_do = {
		factor = 34
		modifier = {
			OR = {
				SOV = {
					has_war_with = ENG
				} {
					has_war_with = BEL
				} {
					has_war_with = POR
				}
			}
			factor = 20
		}
	}
	available = {
		is_subject = no
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		ENG = {
			remove_from_faction = SAF
			add_opinion_modifier = {
				target = SAF
				modifier = SAF_anti_colonialist_crusaders
			}
		}
		FRA = {
			add_opinion_modifier = {
				target = SAF
				modifier = SAF_anti_colonialist_crusaders
			}
		}
		BEL = {
			add_opinion_modifier = {
				target = SAF
				modifier = SAF_anti_colonialist_crusaders
			}
		}
		POR = {
			add_opinion_modifier = {
				target = SAF
				modifier = SAF_anti_colonialist_crusaders
			}
		}
	}
}
### Entity: Shared Focus
Component: MICRO_the_grand_university_of_capital
Constructs: shared_focus, prerequisite, completion_reward, is_fully_controlled_by, add_research_slot
Source: game
File: common/national_focus/r56_microstate_shared.txt

Code:
shared_focus = {
	id = MICRO_the_grand_university_of_capital
	text = MNC_the_grand_university_of_monaco_city
	icon = GFX_focus_research
	prerequisite = {
		focus = MICRO_root_military_institute
	}
	relative_position_id = MICRO_root_military_institute
	cost = 10
	x = 0
	y = 1
	available = {
		capital_scope = {
			is_fully_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: ARG_preparing_for_war_idea
Constructs: war_support_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/argentina.txt

Code:
ARG_preparing_for_war_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_war_preparation
	modifier = {
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.15
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		war_support_factor = 0.05
	}
}
### Entity: Idea
Component: reign_of_terror
Constructs: removal_cost
Source: game
File: common/ideas/_event.txt

Code:
reign_of_terror = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_intel_bonus
	modifier = {
		political_power_factor = 0.2
		stability_weekly = 0.005
	}
}
### Entity: Modifier Reference
Construct: generate_wargoal_tension
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## generate_wargoal_tension

* Number with 1 decimal places
* **Categories**: country
### Entity: Character
Component: anti_unionist_pure_anarchist
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
anti_unionist_pure_anarchist = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.05
	production_speed_buildings_factor = 0.1
	industry_free_repair_factor = 0.15
}
### Entity: Event
Component: SEA_PRC_misc_events.3
Constructs: has_completed_focus, fire_only_once, has_dlc, clr_country_flag
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_misc_events.3
	title = SEA_PRC_misc_events.3.t
	desc = SEA_PRC_misc_events.3.desc
	picture = GFX_report_event_PRC_pavel_mif_purged
	trigger = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
		date = < 1939.6.6 > 1937.6.6
		NOT = {
			has_completed_focus = PRC_invite_pavel_mif
		}
	}
	mean_time_to_happen = {
		months = 15
	}
	fire_only_once = yes
	option = {
		name = SEA_PRC_misc_events.3.a
		clr_country_flag = PRC_pavel_mif_alive
	}
}
### Entity: Idea
Component: CHL_the_mapuche_conflict
Constructs: war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/chile.txt

Code:
CHL_the_mapuche_conflict = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = CHL_the_mapuche_conflict
	modifier = {
		line_change_production_efficiency_factor = -0.05
		consumer_goods_factor = 0.05
		conscription_factor = -0.05
		war_support_factor = -0.1
	}
}
### Entity: National Focus
Tree: ecu_focus
Component: ECU_desperate_mobilization
Constructs: prerequisite, add_ideas, has_war_with, completion_reward
Source: game
File: common/national_focus/r56_ecuador.txt

Code:
focus = {
	id = ECU_desperate_mobilization
	icon = GFX_focus_SOV_mobilization_plan
	prerequisite = {
		focus = ECU_Alert_in_the_front
	}
	relative_position_id = ECU_Alert_in_the_front
	x = 0
	y = 1
	cost = 10
	available = {
		has_war_with = PRU
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = ECU_mobilize_the_whole_country
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_standing_against_the_storm
Constructs: prerequisite, limit, add_war_support, completion_reward, has_war_with_major, cancel_if_invalid, add_timed_idea, has_power_balance
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_standing_against_the_storm
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = CZE_reassure_the_army
	}
	relative_position_id = CZE_reassure_the_army
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war_with_major = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = CZE_standing_against_the_storm_idea
			days = 720
		}
		if = {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_very_high_increase_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: r56w.event.52
Constructs: is_triggered_only, create_country_leader, fire_only_once, clr_country_flag, set_country_flag
Source: game
File: events/r56w_events.txt

Code:
country_event = {
	id = r56w.event.52
	hidden = yes
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			ENG = {
				kill_country_leader = yes
				create_country_leader = {
					name = Sooty Sooty Sooty
					picture = gfx/leaders/WHY/r56w_portrait_WHY_sooty.dds
					expire = 1965.1.1
					ideology = liberalism
					traits = {
						r56w_trait_leader_fluffy
					}
				}
			}
			news_event = {
				id = r56w.event.53
				days = 1
			}
			clr_country_flag = r56w_flag_toggle_toggle
			set_country_flag = r56w_flag_sooty_is_dead
		}
	}
	option = {

	}
}
### Entity: State History
Component: 121
Constructs: add_core_of
Source: game
File: history/states/121-Scottish Lowlands.txt

Code:
state = {
	id = 121
	name = STATE_121
	manpower = 1431624
	state_category = city
	history = {
		add_core_of = SCO ENG
		owner = ENG
		victory_points = {
			9392 10
		} {
			6300 1
		}
		buildings = {
			infrastructure = 4
			industrial_complex = 1
			dockyard = 1
			air_base = 3
			6300 = {
				naval_base = 5
			}
		}
	}
	provinces = {
		159 6300 9314 9383 9392 11378
	}
	local_supplies = 0.0
}
### Entity: Effect Reference
Construct: tdebug
Constructs: tdebug, add_party_popularity, set_ruling_party
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
tdebug
|
Toggles Debug info
|
Helpful for finding nation tags and ID's
|

occupationpaint(op)
|
Toggles occupation painting. If used with country tag occupies all of their owned, not controlled, land,
|
op JAP
|

setowner [<country tag>]
|
Sets state owner
|
Select the state you would like to set owner as. Select a state by clicking it. You need to click the state as the state id no longer works.
|

setcontroller [<country tag>] [province id]
|
Sets province controller
|

|

xp [<XP amount>]
|
Gives Army, navy and air experience to player
|
Can be used once per day
|

pp(fuhrer_mana,political_power) [PP amount]
|
Gives(or removes) political power to player
|
Defaults to 1000 if the amount is unset.
|

fuel [<amount>]
|
Adds Fuel
|
fuel 100000 (capped at your deposits capacity, adding much more will result in decreasing fuel)
|

civilwar [<ideology>] [<target country tag>]
|
Spawns a civil war
|
civilwar fascism ENG&#160;:
Other Valid ideologies "communism" "democratic" "neutrality"

|

add_party_popularity <ideology group> <value>
|
Adds party popularity
|
ideology group has shortcuts d f n c for vanilla HOI groups.
|

set_ruling_party <ideology group>
|
Sets ruling party
|
ideology group has shortcuts d f n c for vanilla HOI groups.
|

Focus.AutoComplete (fa)
|
Allows national focuses to be instantly finished
|
Affects AI
|

Focus.NoChecks
|
Ignores focus requirements
|
Affects AI
|

Focus.IgnorePrerequisites
|
Ignores focus prerequisites
|
Allows you to start a focus in the middle of the tree. Affects AI
|

freefocuses (ff)
|
Enable freely activating any focuses
|
Combination of Focus.AutoComplete (fa), Focus.NoChecks and Focus.IgnorePrerequisites.
|

Decision.FastRemove
|
Shortens decisions to 1 day
|

|

Decision.NoChecks
|
Ignores decision requirements
|
Also disables cost, affects AI
|
### Entity: Character
Component: support_equipment_producer_mass_0
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
support_equipment_producer_mass_0 = {
	random = no
	equipment_bonus = {
		support_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: CHI_nra_mandate
Constructs: has_government, removal_cost, is_subject, is_subject_of
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_nra_mandate = {
	picture = chi_warlord_integration5
	removal_cost = -1
	cancel = {
		OR = {
			NOT = {
				has_government = neutrality
			}
			AND = {
				is_subject = yes
				NOT = {
					is_subject_of = CHI
				}
			}
		}
	}
	modifier = {
		army_org_factor = 0.05
		command_power_gain_mult = 0.15
		experience_gain_army = 0.1
		max_command_power = 20
	}
	allowed = {

	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Doctrine
Component: air_subdoctrine_fighter_bombers
Constructs: has_dlc, xp_cost
Source: game
File: common/doctrines/subdoctrines/air/air_fighter_aircraft_subdoctrines.txt

Code:
air_subdoctrine_fighter_bombers = {
	track = fighter_aircraft
	name = SUBDOCTRINE_FIGHTER_BOMBERS
	description = SUBDOCTRINE_FIGHTER_BOMBERS_DESC
	icon = GFX_doctrine_low_echelon_support_medium
	visible = {
		has_dlc = By Blood Alone
	}
	xp_cost = 100
	xp_type = air
	available = {
		always = yes
	}
	ai_will_do = {
		base = 0
	}
	category_fighter = {
		air_ground_attack = 0.1
	}
	rewards = {
		target_prioritization = {
			air_cas_efficiency = 0.1
		}
		strafing_runs = {
			air_cas_present_factor = 0.1
		}
		versatile_experience = {
			air_mission_xp_gain_factor = 0.1
		}
		multi_mission_assignment = {
			air_mission_efficiency = 0.05
		}
		night_target_search = {
			air_night_penalty = -0.1
		}
	}
}
### Entity: State History
Component: 792
Constructs: add_core_of
Source: game
File: history/states/792-Basque Country.txt

Code:
state = {
	id = 792
	name = STATE_792
	resources = {
		steel = 8.0
	}
	history = {
		owner = SPR
		victory_points = {
			740 10
		}
		add_core_of = NAV SPR
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			arms_factory = 1
			740 = {
				naval_base = 1
			}
			air_base = 1
		}
	}
	provinces = {
		740 3735 6756 13233
	}
	manpower = 928094
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: Character
Component: AUS_friedrich_materna
Source: game
File: common/characters/AUS.txt

Code:
AUS_friedrich_materna = {
	name = AUS_friedrich_materna
	portraits = {
		army = {
			large = GFX_portrait_AUS_friedrich_materna
			small = GFX_portrait_AUS_friedrich_materna_small
		}
	}
	corps_commander = {
		traits = {
			infantry_leader
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				original_tag = GER
			}
		}
	}
}
### Entity: Scripted Effect
Component: SOV_trigger_regular_purge_naval_conspiracy_in_the_academy_effect
Constructs: set_variable, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_trigger_regular_purge_naval_conspiracy_in_the_academy_effect = {
	country_event = NSB_soviet_paranoia_system_events.32
	set_variable = {
		SOV_last_regular_purge_area = 3
	}
	set_country_flag = SOV_last_purge_flag
}
### Entity: Scripted Effect
Component: calculate_folkhemmet_none_option
Constructs: set_temp_variable, set_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
calculate_folkhemmet_none_option = {
	set_temp_variable = {
		lerp_x = tooltip_folkhemmet_intactness
	}
	divide_temp_variable = {
		lerp_x = folkhemmet_max_intactness
	}
	set_variable = {
		lerp_a = folkhemmet_war_support_max_intactness
	} {
		lerp_b = folkhemmet_war_support_min_intactness
	} {
		tooltip_folkhemmet_war_support_result_none = lerp_result
	} {
		lerp_a = folkhemmet_stability_max_intactness
	} {
		lerp_b = folkhemmet_stability_min_intactness
	} {
		tooltip_folkhemmet_stability_result_none = lerp_result
	} {
		lerp_a = folkhemmet_civ_max_intactness
	} {
		lerp_b = folkhemmet_civ_min_intactness
	} {
		tooltip_folkhemmet_civ_result_none = lerp_result
	} {
		lerp_a = folkhemmet_mil_max_intactness
	} {
		lerp_b = folkhemmet_mil_min_intactness
	} {
		tooltip_folkhemmet_mil_result_none = lerp_result
	} {
		lerp_a = folkhemmet_dockyard_max_intactness
	} {
		lerp_b = folkhemmet_dockyard_min_intactness
	} {
		tooltip_folkhemmet_dockyard_result_none = lerp_result
	}
	lerp = yes yes yes yes yes
}
### Entity: Idea
Component: generic_petroleum_company
Constructs: research_bonus
Source: game
File: common/ideas/r56_generic.txt

Code:
generic_petroleum_company = {
	picture = generic_refining_concern_1
	allowed = {
		OR = {
			original_tag = AZR CIN KUB BSK
		}
	}
	research_bonus = {
		industry = 0.1
		refining_tech = 0.25
	}
	modifier = {
		fuel_gain_factor = 0.1
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: MEX_LEADERS
Source: game
File: common/units/names_ships/MEX_ship_names.txt

Code:
MEX_LEADERS = {
	name = NAME_THEME_LEADERS
	for_countries = {
		MEX
	}
	type = ship
	prefix = ARM 
	unique = {
		Pedro Sainz de Baranda David Porter Virgilio Uribe Blas Godínez Tomás Marín Ponciano Arriaga Mariano Matamoros Felipe Xicoténcatl Ignacio Altamirano Ignacio de la Llave Juan Aldama Leandro Valle Sebastián Lerdo de Tejada Benito Juárez Netzahualcóyotl Manuel Azueta Nicolás Bravo Hermenegildo Galeana Ignacio Allende Mariano Abasolo Guadalupe Victoria Francisco Javier Mina Valentín Farías Pancho Villa Juan Álvarez Miguel Ramos Arizpe Matías de Córdova José María Izazaga Ignacio López Rayón Vicente Guerrero José María Morelos Miguel Hidalgo Sebastián José Holzinger Blas Godínez Brito Mariano Escobedo Gutiérrez Zamora Ignacio Zaragoza Santos Degollado
	}
}
### Entity: Character
Component: WHY_crouching_lemur
Source: game
File: common/characters/WHY.txt

Code:
WHY_crouching_lemur = {
	name = Crouching Lemur
	portraits = {
		civilian = {
			large = gfx/leaders/WHY/r56w_portrait_WHY_crouching_lemur.dds
		}
	}
	corps_commander = {
		traits = {
			r56w_trait_army_is_a_lemur
		}
		skill = 5
		attack_skill = 5
		defense_skill = 5
		planning_skill = 5
		logistics_skill = 4
		legacy_id = -1
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_build_airport
Constructs: shared_focus, add_equipment_to_stockpile, completion_reward, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_build_airport
	icon = GFX_goal_generic_airport
	x = 25
	y = 0
	cost = 10
	available = {
		capital_scope = {
			is_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	completion_reward = {
		air_experience = 10
		capital_scope = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_equipment_to_stockpile = {
			type = transport_plane_equipment
			amount = 10
			producer = ROOT
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_unified_by_will
Constructs: has_completed_focus, prerequisite, limit, every_country, has_country_flag, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_unified_by_will
	icon = GFX_goal_generic_improve_relations
	relative_position_id = PRU_expel_europeans_from_south_america
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = PRU_expel_europeans_from_south_america
	}
	mutually_exclusive = {
		focus = PRU_unified_in_spirit
	}
	allow_branch = {
		has_dlc = Trial of Allegiance
		NOT = {
			has_completed_focus = PRU_organize_future_elections
		}
	}
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	available = {
		any_country = {
			is_subject_of = ROOT
			OR = {
				tag = GAR INC MIS MAY INU CHR ITZ NAH IAS TAH SAM
				original_tag = BOL SUR ARG BRA MEX USA CAN
			}
		}
		NOT = {
			has_country_flag = PRU_inkareich
		}
	}
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_annex_and_core_all_american_subjects
		every_country = {
			limit = {
				is_subject_of = ROOT
				OR = {
					tag = GAR INC MIS MAY INU CHR ITZ NAH IAS TAH RAP SAM
					original_tag = ARG BOL SUR BRA MEX USA CAN
				}
			}
			ROOT = {
				annex_country = {
					target = PREV
					transfer_troops = yes
				}
			}
			every_state = {
				limit = {
					is_core_of = PREV
				}
				add_core_of = ROOT
			}
		}
		hidden_effect = {
			set_cosmetic_tag = PRU_amerindian
		}
	}
}
### Entity: AI Strategy
Component: ai_historical_focus_list_GRE
Source: game
File: common/ai_focuses/GRE.txt

Code:
ai_historical_focus_list_GRE = {
	ai_national_focuses = {
		GRE_political_awakening GRE_divided_nation GRE_fight_depression GRE_national_security_concerns GRE_crush_kke GRE_agrarian_protests GRE_reinforce_4th_of_august_regime GRE_embrace_metaxism GRE_political_opposition GRE_metaxa_militarism GRE_create_EON GRE_economic_recovery GRE_military_teachings GRE_metaxas_line GRE_monarchist_fervour GRE_world_stage GRE_metaxas_bullet_industry GRE_italian_war
	}
}
### Entity: Character
Component: ISR_veteran_zionist
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
ISR_veteran_zionist = {
	random = no
	political_power_factor = 0.1
	stability_factor = 0.1
}
### Entity: Modifier Reference
Construct: damaged_building_level
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### damaged_building_level
* description: damaged building level of a building with type, uses target as building type. example damaged_building_level@arms_factory
### Entity: Character
Component: ROM_gheorghe_vasiliu
Source: game
File: common/characters/ROM.txt

Code:
ROM_gheorghe_vasiliu = {
	name = ROM_gheorghe_vasiliu
	portraits = {
		army = {
			small = GFX_idea_ROM_gheorghe_vasiliu
		}
	}
	advisor = {
		slot = high_command
		idea_token = ROM_gheorghe_vasiliu
		ledger = air
		allowed = {
			original_tag = ROM
		}
		traits = {
			air_airborne_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_crack_down_on_radicals
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_crack_down_on_radicals
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = wuw_HUN_end_the_regency
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_end_the_regency
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = HUN_crackdown_on_extremism
			days = 360
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}