Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: iceland_events.24
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, add_core_of
Source: game
File: events/AAT_Iceland.txt

Code:
country_event = {
	id = iceland_events.24
	title = iceland_events.24.t
	desc = {
		text = iceland_events.24.desc
	}
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = iceland_events.24.a
		ai_chance = {
			base = 100
		}
		FROM = {
			every_owned_state = {
				limit = {
					OR = {
						state = 337 933 914
					}
				}
				add_core_of = ROOT
				ROOT = {
					transfer_state = PREV
				}
			}
		}
	}
}
### Entity: Character
Component: SRL_nanayakkarapathirage_martin_perera
Constructs: has_government
Source: game
File: common/characters/SRL.txt

Code:
SRL_nanayakkarapathirage_martin_perera = {
	name = Nanayakkarapathirage Martin Perera
	portraits = {
		civilian = {
			large = GFX_kr_portrait_india_generic_3
			small = GFX_kr_portrait_india_generic_3_small
		}
	}
	field_marshal = {
		visible = {
			has_government = communism
		}
		traits = {
			politically_connected old_guard
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
	}
}
### Entity: Unit Template
Component: FRA_CAV_01
Source: game
File: common/units/names_divisions/FRA_names_divisions.txt

Code:
FRA_CAV_01 = {
	name = Cavalry Division
	for_countries = {
		FRA
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %dème Division de Cavalerie
	ordered = {
		1 = {
			%dère Division de Cavalerie
		}
		2 = {
			%dème Division de Cavalerie
		}
		3 = {
			%dème Division de Cavalerie
		}
		4 = {
			%dème Division de Cavalerie
		}
		5 = {
			%dème Division de Cavalerie
		}
		6 = {
			%dème Division de Cavalerie
		}
		7 = {
			%dème Division de Cavalerie
		}
		8 = {
			%dème Division de Cavalerie
		}
		9 = {
			%dème Division de Cavalerie
		}
		10 = {
			%dème Division de Cavalerie
		}
		11 = {
			%dème Division de Cavalerie
		}
		12 = {
			%dème Division de Cavalerie
		}
		13 = {
			%dème Division de Cavalerie
		}
		14 = {
			%dème Division de Cavalerie
		}
		15 = {
			%dème Division de Cavalerie
		}
		16 = {
			%dème Division de Cavalerie
		}
		17 = {
			%dème Division de Cavalerie
		}
		18 = {
			%dème Division de Cavalerie
		}
		19 = {
			%dème Division de Cavalerie
		}
		20 = {
			%dème Division de Cavalerie
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_improve_roads
Constructs: prerequisite, add_stability, completion_reward, complete_tooltip, add_building_construction, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_improve_roads
	icon = GFX_focus_generic_public_works_A
	text = GRE_improve_roads
	prerequisite = {
		focus = GRE_begin_reconstruction
	}
	x = -1
	y = 2
	relative_position_id = GRE_begin_reconstruction
	cost = 10
	ai_will_do = {
		factor = 2
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = infrastructure_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = infrastructure
					size = < 1
				}
			}
		}
	}
	complete_tooltip = {
		add_building_construction = {
			type = infrastructure
			level = 2
			instant_build = yes
		} {
			type = infrastructure
			level = 2
			instant_build = yes
		}
	}
	completion_reward = {
		add_stability = 0.1
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: Effect Reference
Construct: create_intelligence_agency
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## create_intelligence_agency

* Supported Scopes: COUNTRY
* Supported Targets: none

```
create an Intelligence Agency for the country, if it is not already done. Example: 
create_intelligence_agency = yes # creates with historical ones, if exists. 
create_intelligence_agency = { 
  name = "M.I.B." 
  icon = "GFX_intelligence_agency_logo_ita" 
}
```
### Entity: National Focus
Tree: col_focus
Component: COL_educational_reform
Constructs: prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_educational_reform
	icon = GFX_goal_generic_education
	prerequisite = {
		focus = COL_continue_constitutional_reforms
	}
	relative_position_id = COL_continue_constitutional_reforms
	x = 0
	y = 1
	cost = 8
	completion_reward = {
		add_stability = 0.05
		add_ideas = URG_education_reforms
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_construct_the_sui_ho_dam
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, is_ally_with, add_building_construction
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_construct_the_sui_ho_dam
	icon = GFX_focus_IRQ_construct_the_kut_barrage
	prerequisite = {
		focus = JAP_eastern_road_and_steel_expansion JAP_establish_manchuria_airplane_manufacturing_company
	}
	relative_position_id = JAP_eastern_road_and_steel_expansion
	x = 2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		716 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				MAN = {
					exists = yes
					is_ally_with = ROOT
				}
			}
			MAN = {
				add_ideas = MAN_hydroelectric_power
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		716 = {
			add_building_construction = {
				type = dam
				level = 1
				instant_build = yes
				province = 6860
			}
		}
		custom_effect_tooltip = {
			localization_key = building_state_modifier|dam
			INDENT =     
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_rebuild_the_savior_cathedral
Constructs: prerequisite, add_stability, completion_reward, has_full_control_of_state, add_timed_idea
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_rebuild_the_savior_cathedral
	icon = GFX_focus_SOV_rebuild_the_savior_cathedral
	prerequisite = {
		focus = SOV_reopen_novodevichi
	}
	x = -2
	y = 2
	relative_position_id = SOV_reopen_novodevichi
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	available = {
		has_full_control_of_state = 219
	}
	completion_reward = {
		add_stability = 0.1
		add_timed_idea = {
			idea = SOV_rebuild_the_savior_cathedral
			days = 365
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_complete_capitulation
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, allow_branch, has_game_rule
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_complete_capitulation
	icon = GFX_focus_CZE_german_puppet
	prerequisite = {
		focus = CZE_feeding_the_alligator
	}
	mutually_exclusive = {
		focus = CZE_work_with_germany CZE_aggressive_foreign_policy
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = CZE_negotiations_with_the_autonomous_bloc CZE_work_with_germany CZE_bastion_of_liberty CZE_aggressive_foreign_policy CZE_petition_the_nobles CZE_increase_funding_from_moscow
				}
			}
		}
	}
	relative_position_id = CZE_feeding_the_alligator
	x = 2
	y = 1
	offset = {
		x = -2
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_complete_capitulation
			NOT = {
				has_completed_focus = CZE_coalition_building
			}
		}
	} {
		x = -2
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_coalition_building
		}
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_war_with = GER
		}
		is_neighbor_of = GER
		is_subject = no
		GER = {
			exists = yes
			is_subject = no
			has_government = fascism
			has_completed_focus = GER_remilitarize_the_rhineland
		}
	}
	bypass = {
		ROOT = {
			is_subject_of = GER
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		GER = {
			country_event = {
				hours = 1
				id = czech.19
			}
		}
	}
}
### Entity: Idea
Component: CZE_economic_inequality_idea
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_economic_inequality_idea = {
	picture = CZE_economic_inequality
	allowed = {
		tag = CZE
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.05
		war_support_factor = -0.1
		political_power_cost = 0.1
		industrial_capacity_factory = -0.15
		conscription_factor = -0.05
		power_balance_weekly = -0.004
	}
}
### Entity: Character
Component: INS_dirk_reinhard_adelbert_van_langen
Constructs: has_completed_focus, limit, has_cosmetic_tag, is_subject_of
Source: game
File: common/characters/INS.txt

Code:
INS_dirk_reinhard_adelbert_van_langen = {
	name = INS_dirk_reinhard_adelbert_van_langen
	portraits = {
		army = {
			large = GFX_Portrait_PLACEHOLDER_large
			small = GFX_portrait_INS_dirk_langen_small
		}
	}
	advisor = {
		slot = high_command
		cost = 50
		idea_token = INS_dirk_reinhard_adelbert_van_langen
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			INS_dutch_army_chief_check_VISIBLE = yes
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				OR = {
					is_subject_of = HOL
					has_completed_focus = INSHOL_volksraad_compromises
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		traits = {
			army_entrenchment_1
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_capital_ships_modernization
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_capital_ships_modernization
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = ARG_capital_ships_development
	}
	x = 20
	y = 3
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = ARG_capital_ships_modernization
			bonus = 1
			uses = 1
			category = shbb_tech bb_tech bc_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = naval_gunnery_tech naval_shell_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/GER_1939_naval_mtg.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_cruiser_2
			creator = GER
			version_name = Admiral Hipper
		}
		name = Blücher
		requested_factories = 1
		progress = 0.9
		amount = 1
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = GER
			version_name = Admiral Hipper
		}
		name = Prinz Eugen
		requested_factories = 1
		progress = 0.15
		amount = 3
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_heavy_2
			creator = GER
			version_name = Bismarck
		}
		name = Bismarck
		requested_factories = 1
		progress = 0.6
		amount = 1
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_heavy_2
			creator = GER
			version_name = Bismarck
		}
		name = Tirpitz
		requested_factories = 1
		progress = 0.15
		amount = 1
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_submarine_2
			creator = GER
			version_name = Type VII
		}
		requested_factories = 1
		progress = 0.6
		amount = 1
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_submarine_2
			creator = GER
			version_name = Type VII
		}
		requested_factories = 1
		progress = 0.75
		amount = 1
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_submarine_2
			creator = GER
			version_name = Type VII
		}
		requested_factories = 1
		progress = 0.9
		amount = 1
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = GER
			version_name = Zerstörer 1936
		}
		requested_factories = 1
		progress = 0.9
		amount = 1
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_light_1
			creator = GER
			version_name = Type 24
		}
		requested_factories = 1
		progress = 0.8
		amount = 1
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_light_1
			creator = GER
			version_name = Type 24
		}
		requested_factories = 1
		progress = 0.6
		amount = 1
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = ship_hull_light_1
			creator = GER
			version_n
# ... (truncated)
### Entity: Military Industrial Organization
Component: CHI_sinaw_organization_sea
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/military_industrial_organization/organizations/CHI_organization.txt

Code:
CHI_sinaw_organization_sea = {
	include = generic_medium_aircraft_organization
	icon = GFX_idea_CHI_SINAW
	allowed = {
		tag = CHI
		has_dlc = No Compromise, No Surrender
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = CHI
					}
				}
			}
			owner = {
				controls_state = CHI.mio_locations^9
			}
		} {
			limit = {
				FROM = {
					original_tag = CHI
				}
			}
			OR = {
				owner = {
					has_completed_focus = CHI_relocate_factories_from_the_coast
				} {
					controls_state = CHI.mio_locations^9
				}
			}
		}
	}
}
### Entity: Decision
Component: NOR_fascist_deploy_prep_decisions_category
Constructs: has_completed_focus, has_war, has_variable, check_variable
Source: game
File: common/decisions/categories/NOR_decision_categories.txt

Code:
NOR_fascist_deploy_prep_decisions_category = {
	icon = GFX_decision_category_NOR_fascist_deploy_prep
	picture = GFX_decision_cat_picture_NOR_fascist_war
	priority = 8
	visible = {
		has_completed_focus = NOR_quislings_coup
		has_war = yes
		has_variable = NOR.NOR_country_preparedness
		any_core_state = {
			check_variable = {
				NOR_state_preparation = > 0
			}
		}
	}
	allowed = {
		NOR_AAT = yes
	}
}
### Entity: Game Data
Component: hibernia_rules
Constructs: has_any_custom_difficulty_setting, has_navy_size
Source: game
File: common/achievements/rt56-achievements.txt

Code:
hibernia_rules = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = IRE
	}
	happened = {
		has_navy_size = {
			unit = battleship
			size = > 0
		}
		custom_trigger_tooltip = {
			tooltip = hibernia_rules_tt
			NOT = {
				any_country = {
					original_tag = ENG
					has_navy_size = {
						type = capital_ship
						size = > 0
					}
				}
			}
		}
	}
}
### Entity: Event
Component: Gdansk_poland_border_conflict.3
Constructs: is_triggered_only, add_war_support, add_political_power, remove_targeted_decision
Source: game
File: events/WTT_Poland.txt

Code:
country_event = {
	id = Gdansk_poland_border_conflict.3
	title = Gdansk_poland_border_conflict.3.t
	desc = Gdansk_poland_border_conflict.3.desc
	picture = GFX_report_event_polish_intervention_defeat
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			POL = {
				remove_targeted_decision = {
					target = DNZ
					decision = Gdansk_POL_border_conflict_time_until_cancelled
				}
			}
			DNZ = {
				remove_targeted_decision = {
					target = POL
					decision = Gdansk_POL_border_conflict_time_until_cancelled
				}
			}
		}
	}
	option = {
		name = Gdansk_poland_border_conflict.3.a
		trigger = {
			original_tag = POL
		}
		army_experience = 1
		add_war_support = -0.05
		add_political_power = -50
	} {
		name = Gdansk_poland_border_conflict.3.b
		trigger = {
			original_tag = DNZ
		}
		army_experience = 15
	}
}
### Entity: Idea
Component: EAI_DD_14/super_heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/super_heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_artillery_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_strike_at_the_fascist_menace
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_in_faction_with, is_subject_of, has_capitulated
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_strike_at_the_fascist_menace
	icon = GFX_focus_generic_anti_fascist_diplomacy
	mutually_exclusive = {
		focus = TUR_avenge_the_treaty_of_sevres
	}
	prerequisite = {
		focus = TUR_strengthening_our_navies
	}
	x = 1
	y = 1
	relative_position_id = TUR_strengthening_our_navies
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
	}
	bypass = {
		ITA = {
			OR = {
				is_in_faction_with = TUR
				is_subject_of = TUR
				has_war_with = TUR
				exists = no
				has_capitulated = yes
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = ITA
		}
	}
}
### Entity: Idea
Component: EAI_DD_15/modern_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/modern_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_artillery_chassis = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: Character
Component: PHI_luis_taruc
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/PHI.txt

Code:
PHI_luis_taruc = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = PHI_luis_taruc
		portraits = {
			army = {
				large = GFX_portrait_PHI_luis_taruc
				small = GFX_portrait_PHI_luis_taruc_small
			}
		}
		corps_commander = {
			visible = {
				OR = {
					has_completed_focus = PHI_legalize_the_communist_party PHI_hukbalahap
				}
			}
			traits = {
				commando jungle_rat
			}
			skill = 3
			attack_skill = 4
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 1
			legacy_id = -1
		}
	}
}
### Entity: Character
Component: SOV_andrey_vlasov
Constructs: limit, has_country_flag, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_andrey_vlasov = {
	name = SOV_andrey_vlasov
	portraits = {
		army = {
			large = GFX_portrait_SOV_andrey_vlasov
			small = GFX_portrait_SOV_andrey_vlasov_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer winter_specialist
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 3
		legacy_id = 0
		visible = {
			if = {
				limit = {
					SOV = {
						has_country_flag = vlasov_owner_flag
					}
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			} {
				limit = {
					GER = {
						has_country_flag = vlasov_owner_flag
					}
				}
				NOT = {
					has_character_flag = vlasov_imprisoned_flag
				}
			}
		}
	}
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_institutional_establishment
Constructs: completion_reward, add_political_power
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_institutional_establishment
	icon = GFX_focus_generic_self_management
	x = 55
	y = 0
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 120
	}
}
### Entity: Idea
Component: MEX_banco_de_mexico
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/mexico.txt

Code:
MEX_banco_de_mexico = {
	cost = 75
	allowed = {
		original_tag = MEX
		has_dlc = Man the Guns
	}
	available = {
		has_completed_focus = MEX_focus_national_bank
	}
	research_bonus = {
		industry = 0.15
	}
	modifier = {
		economy_cost_factor = -0.25
	}
	traits = {
		industrial_concern
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_agents_of_the_church
Constructs: prerequisite, limit, completion_reward, has_dlc, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_agents_of_the_church
	icon = GFX_focus_generic_vatican_agents
	prerequisite = {
		focus = ITA_seek_papal_support
	}
	x = 0
	y = 1
	relative_position_id = ITA_seek_papal_support
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			swap_ideas = {
				remove_idea = ITA_papal_support
				add_idea = ITA_papal_support_agents
			}
			ITA_create_hugh_o_flaherty_operative = yes
		}
		else = {
			swap_ideas = {
				remove_idea = ITA_papal_support
				add_idea = ITA_papal_support_agents_no_lar
			}
		}
		ITA_bop_very_low_increase_pope_side_effect = yes
	}
}
### Entity: Event
Component: japan.10
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/Japan.txt

Code:
country_event = {
	id = japan.10
	title = japan.10.t
	desc = japan.10.d
	picture = GFX_report_event_FDR_speech
	is_triggered_only = yes
	option = {
		name = japan.10.a
		USA = {
			add_opinion_modifier = {
				target = JAP
				modifier = condemn_aggression
			}
		}
	}
}
### Entity: Event
Component: peru.13
Constructs: is_triggered_only
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.13
	title = peru.13.t
	desc = peru.13.d
	picture = GFX_r56i_generic_event_06
	is_triggered_only = yes
	option = {
		name = peru.13.a
	}
}
### Entity: Technology
Component: nuclear_reactor_heavy_water
Constructs: research_cost, enable_building
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	start_year = 1943
	research_cost = 5
	ai_will_do = {
		factor = 1
	}
	categories = {
		nuclear
	}
	special_project_specialization = {
		specialization_nuclear
	}
	enable_building = {
		building = nuclear_reactor_heavy_water
		level = 1
	}
}
### Entity: Character
Component: r56w_trait_minister_kriplaik
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_kriplaik = {
	random = no
	sprite = 1
	paradrop_organization_factor = 2
	paratrooper_aa_defense = 0.4
}
### Entity: Event
Component: lar_spain.87
Constructs: has_completed_focus, owns_state, has_war_with, has_country_flag, fire_only_once, has_full_control_of_state, save_event_target_as
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.87
	title = lar_spain.85.t
	desc = lar_spain.85.desc
	picture = GFX_report_event_soldiers_marching
	trigger = {
		tag = SPD
		has_completed_focus = SPR_war_of_independence
		has_country_flag = SOV_took_spanish_states
		has_war_with = SOV
		SOV = {
			owns_state = 794
		}
		has_full_control_of_state = 794
	}
	mean_time_to_happen = {
		days = 2
	}
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			794 = {
				save_event_target_as = SPR_stolen_state_name
			}
		}
	}
	option = {
		name = lar_spain.85.a
		transfer_state = 794
		hidden_effect = {
			SOV = {
				country_event = {
					id = lar_spain.88
				}
			}
		}
	}
}