Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_JAP_islands
Constructs: limit, is_major, set_temp_variable, is_on_continent, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_JAP_islands = {
	set_temp_variable = {
		strategy_type_id = @EAI_PC_FORT_strategy_JAP_islands_TYPE_ID
	}
	if = {
		limit = {
			threat = > 0.9
			OR = {
				USA = {
					EAI_THIS_is_threat_to_PREV = yes
				}
				AND = {
					any_enemy_country = {
						is_major = yes
					}
					alliance_naval_strength_ratio = < 2
				}
			} {
				NOT = {
					CHI = {
						EAI_THIS_is_threat_to_PREV = yes
					}
				}
				CHI = {
					surrender_progress = > 0.7
				}
				AND = {
					any_enemy_country = {
						is_major = yes
					}
					alliance_naval_strength_ratio = < 2
				}
			}
		}
		for_each_scope_loop = {
			array = controlled_states
			if = {
				limit = {
					impassable = no
					is_on_continent = asia
					EAI_is_island_state = yes
				}
				add_to_temp_array = {
					_target_states = THIS.id
				}
			}
		} {
			array = controlled_states
			if = {
				limit = {
					impassable = no
					NOT = {
						is_on_continent = asia
					}
					EAI_is_island_state = yes
				}
				add_to_temp_array = {
					_target_states = THIS.id
				}
			}
		}
		set_temp_variable = {
			_get_province_naval_base = 1
		} {
			_limit_provinces_queue_one_per_target = 1
		} {
			_project_priority = @EAI_PC_FORT_strategy_JAP_islands_asia_PRIO
		} {
			_project_building_type = global.EAI_PC_CBUNKER
		} {
			_project_queue_num = 2
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 3
		} {
			_project_type_id = strategy_type_id
		} {
			_get_province_naval_base = 1
		} {
			_limit_provinces_queue_one_per_target = 1
		} {
			_project_priority = @EAI_PC_FORT_strategy_JAP_islands_island_PRIO
		} {
			_project_building_type = global.EAI_PC_CBUNKER
		} {
			_project_queue_num = 1
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 3
		} {
			_project_type_id = strategy_type_id
		}
		EAI_PC_FORT_get_target_provinces = yes yes
		EAI_PC_FORT_limit_provinces = yes yes
		EAI_PC_FORT_add_to_valid_fortification_projects = yes yes
		EAI_PC_FORT_create = yes yes
		EAI_PC_FORT_cancel_invalid_fortification_projects = yes
	}
	else = {
		add_to_temp_array = {
			_cancel_strategies = strategy_type_id
		}
	}
}
### Entity: Event
Component: lithuania.44
Constructs: is_triggered_only, add_ideas, add_stability, add_political_power
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.44
	title = lithuania.44.t
	desc = lithuania.44.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.44.a
		add_stability = 0.05
		add_political_power = 10
		add_ideas = LIT_battle_for_births_moderate_success
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_73
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_73 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 73
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 73
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/BEL_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 12
	}
	location = 516
	division_template = Division d'Infanterie
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Event
Component: peru.17
Constructs: is_triggered_only, add_war_support, add_stability, set_politics, retire_character, add_country_leader_role, add_popularity
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.17
	title = peru.17.t
	desc = peru.17.d
	picture = GFX_report_event_PRU_ureta_and_flores_candidates
	is_triggered_only = yes
	option = {
		name = peru.17.a
		set_politics = {
			ruling_party = fascism
		}
		retire_character = PRU_luis_alberto_flores
		add_country_leader_role = {
			character = PRU_eloy_ureta_montehermoso
			promote_leader = yes
			country_leader = {
				ideology = falangism
				expire = 1965.1.1.1
				traits = {
					PRU_peruvian_marshal r56_trait_opposed_to_communism
				}
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_stability = 0.1
	} {
		name = peru.17.b
		set_politics = {
			ruling_party = Fascism
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_war_support = 0.1
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_affirm_rearmament_program
Constructs: has_completed_focus, prerequisite, has_war, limit, completion_reward, add_offsite_building
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_affirm_rearmament_program
	icon = GFX_forced_urbanization
	prerequisite = {
		focus = MON_increase_border_patrols
	}
	x = 0
	y = 1
	relative_position_id = MON_increase_border_patrols
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {
		OR = {
			threat = > 0.15
			any_neighbor_country = {
				has_war = yes
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = MON_rearmament_depending_on_choibalsan_status
		if = {
			limit = {
				has_completed_focus = MON_appoint_soviet_protege
			}
			add_offsite_building = {
				type = arms_factory
				level = 3
			}
		}
		else = {
			add_offsite_building = {
				type = arms_factory
				level = 1
			} {
				type = industrial_complex
				level = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_federal_installations_in_the_amazon
Constructs: prerequisite, completion_reward, set_technology
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_federal_installations_in_the_amazon
	icon = GFX_focus_BRA_amazon_colonization
	prerequisite = {
		focus = BRA_R56_duty_free_zone_of_manaus
	}
	relative_position_id = BRA_R56_duty_free_zone_of_manaus
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		custom_effect_tooltip = BRA_selva_tech_effect
		set_technology = {
			selva_tech = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: PHI_ties_with_nationalist_spain
Source: game
File: common/ideas/philippines.txt

Code:
PHI_ties_with_nationalist_spain = {
	picture = SPA_embrace_the_spanish_destiny
	modifier = {
		production_speed_arms_factory_factor = 0.05
		custom_modifier_tooltip = considered_as_extremist_for_war_economy_tt
	}
}
### Entity: Character
Component: PHI_nation_builder
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_nation_builder = {
	random = yes
	sprite = 13
	political_power_factor = 0.1
	stability_factor = 0.05
	opinion_gain_monthly_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: QUE_nationalism
Source: game
File: common/ideas/quebec.txt

Code:
QUE_nationalism = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_fascist_army
	modifier = {
		conscription = 0.02
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}
}
### Entity: Character
Component: ETH_abba_jofir
Constructs: has_government, has_country_leader
Source: game
File: common/characters/ETH.txt

Code:
ETH_abba_jofir = {
	name = ETH_abba_jofir
	portraits = {
		civilian = {
			large = GFX_portrait_ETH_abba_jofir
		}
		army = {
			small = GFX_portrait_ETH_abba_jofir_small
		}
	}
	allowed_civil_war = {
		has_government = fascism
	}
	field_marshal = {
		traits = {
			desert_fox
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
		visible = {
			OR = {
				has_country_leader = {
					ruling_only = yes
					character = ETH_abba_jofir
				}
				ROOT = {
					original_tag = ITA
				}
			}
		}
	}
}
### Entity: Event
Component: ww_BEL_event_political.5
Constructs: is_triggered_only, ai_chance, add_stability, add_country_leader_role, set_party_name
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_political.5
	title = ww_BEL_event_political.5.t
	desc = ww_BEL_event_political.5.desc
	picture = GFX_report_event_worker_protests
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_political.5.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				OR = {
					BEL_historical_ai = yes
				}
			}
		}
		add_country_leader_role = {
			character = BEL_hubert_pierlot
			promote_leader = yes
			country_leader = {
				ideology = conservatism
				expire = 1965.1.1.1
				traits = {
					BEL_determined_prime_minister
				}
			}
		}
		set_party_name = {
			ideology = democratic
			long_name = BEL_democratic_party_long
			name = BEL_democratic_party
		}
	} {
		name = ww_BEL_event_political.5.b
		ai_chance = {
			base = 5
		}
		add_stability = -0.25
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/r56_JAP_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 1693
	division_template = Kihei Ryodan
	start_experience_factor = 0.3
}
### Entity: National Focus
Tree: den_focus
Component: DEN_increase_industrial_production
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, is_subject, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_increase_industrial_production
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = DEN_modernize_industrial_machinery
	}
	relative_position_id = DEN_import_machinery_and_material
	x = 3
	y = 2
	cost = 10
	bypass = {
		NOT = {
			has_full_control_of_state = 37
		} {
			has_full_control_of_state = 911
		}
	}
	available = {
		OR = {
			has_full_control_of_state = 37 911
		}
		is_subject = no
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				37 = {
					is_fully_controlled_by = ROOT
				}
			}
			37 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				911 = {
					is_fully_controlled_by = ROOT
				}
			}
			911 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Faction
Component: faction_template_GER_mitteleuropa_alliance
Constructs: change_leader_rule_manpower, change_leader_rule_industry
Source: game
File: common/factions/templates/axis.txt

Code:
faction_template_GER_mitteleuropa_alliance = {
	name = GER_mitteleuropa_alliance
	icon = GFX_faction_logo_eu
	manifest = faction_manifest_european_dominance
	goals = {
		faction_goal_military_infrastructure faction_goal_secure_european_continent faction_goal_rule_the_waves
	}
	default_rules = {
		joining_rule_same_continent_only guarantee_threat_reduction_15 change_leader_rule_manpower change_leader_rule_industry
	}
}
### Entity: Modding Documentation
Construct: num_armored
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_armored
* description: number of units with armored dominant type
### Entity: Idea
Component: ARG_roca_runciman_new_partner_idea
Constructs: removal_cost
Source: game
File: common/ideas/argentina.txt

Code:
ARG_roca_runciman_new_partner_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ARG_roca_runciman_new_partner
	modifier = {
		min_export = 0.1
		production_speed_industrial_complex_factor = 0.1
		economy_cost_factor = -0.15
		trade_laws_cost_factor = -0.15
	}
}
### Entity: Character
Component: air_bomber_interception_2
Source: game
File: common/country_leader/00_traits.txt

Code:
air_bomber_interception_2 = {
	sprite = 1
	air_intercept_efficiency = 0.1
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Idea
Component: PRC_wuhan_ins_corp
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/prc.txt

Code:
PRC_wuhan_ins_corp = {
	picture = generic_electronics_concern_3
	allowed = {
		tag = PRC
	}
	available = {
		has_completed_focus = PRC_the_first_five_year_plan
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_110
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_110 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 110
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_110
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			110
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_ditadura_militar
Constructs: prerequisite, has_war, limit, remove_ideas, has_government, every_country, is_major, add_stability
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_ditadura_militar
	available = {
		fascism = > 0.4
		has_war = no
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_national_syndicalism
	}
	icon = GFX_goal_generic_forceful_treaty
	x = 0
	y = 1
	relative_position_id = POR_national_syndicalism
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		remove_ideas = POR_estado_novo
		every_country = {
			limit = {
				has_government = fascism
				is_major = yes
				capital_scope = {
					is_on_continent = europe
				}
			}
			add_opinion_modifier = {
				target = POR
				modifier = fascism_leanings_good
			}
		}
		if = {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			set_politics = {
				ruling_party = fascism
			}
			if = {
				limit = {
					has_stability = < 0.6
				}
				set_temp_variable = {
					POR_fascist_cw_opposition = party_popularity@neutrality
				}
				multiply_temp_variable = {
					POR_fascist_cw_opposition = 0.6
				}
				add_to_temp_variable = {
					POR_fascist_cw_opposition = party_popularity@democratic
				} {
					POR_fascist_cw_opposition = party_popularity@communism
				}
				start_civil_war = {
					ideology = neutrality
					size = POR_fascist_cw_opposition
					capital = 180
					states = {
						181
					}
				}
			}
			else = {
				add_stability = -0.2
			}
			custom_effect_tooltip = POR_potential_civil_war_high_requirement_tt
		}
		else = {
			add_political_power = 120
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
		}
	}
}
### Entity: Event
Component: romania.4
Constructs: is_triggered_only
Source: game
File: events/Romania.txt

Code:
country_event = {
	id = romania.4
	title = romania.4.t
	desc = romania.4.d
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = romania.4.a
	}
}
### Entity: Character
Component: ETH_random_leader_2
Constructs: has_character_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_random_leader_2 = {
	advisor = {
		slot = political_advisor
		idea_token = ETH_random_leader_2
		allowed = {
			original_tag = ETH
		}
		visible = {
			has_character_flag = ETH_visible_advisor_flag
		}
		traits = {
			leftist_intellectual
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_ETH_generic_male_6_small
		}
	}
}
### Entity: Character
Component: HOL_hendrik_van_oyen
Source: game
File: common/characters/HOL.txt

Code:
HOL_hendrik_van_oyen = {
	advisor = {
		slot = air_chief
		idea_token = HOL_hendrik_van_oyen
		allowed = {
			original_tag = HOL
		}
		visible = {
			original_tag = HOL
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = HOL_hendrik_van_oyen
	portraits = {
		army = {
			small = GFX_idea_HOL_hendrik_van_oyen
		}
	}
}
### Entity: Order of Battle
Component: Capital Fleet Early
Source: game
File: history/units/MTG_NAVAL_TEST_OOB_CAPITAL_EARLY_RED.txt

Code:
fleet = {
	name = Capital Fleet Early
	naval_base = 7660
	task_force = {
		name = Red Fleet
		location = 7660
		ship = {
			name = Red BB1
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = DOM
				}
			}
		} {
			name = Red BB2
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = DOM
				}
			}
		} {
			name = Red BB3
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = DOM
				}
			}
		} {
			name = Red BB4
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = DOM
				}
			}
		} {
			name = Red BB5
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = DOM
				}
			}
		} {
			name = Red BC1
			definition = battle_cruiser
			equipment = {
				battle_cruiser_1 = {
					amount = 1
					owner = DOM
				}
			}
		} {
			name = Red BC2
			definition = battle_cruiser
			equipment = {
				battle_cruiser_1 = {
					amount = 1
					owner = DOM
				}
			}
		} {
			name = Red CA1
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = DOM
				}
			}
		} {
			name = Red CA2
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = DOM
				}
			}
		} {
			name = Red CA3
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = DOM
				}
			}
		} {
			name = Red CA4
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = DOM
				}
			}
		} {
			name = Red CA5
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = DOM
				}
			}
		}
	}
}
### Entity: Event
Component: south_american_news.50
Constructs: is_triggered_only, has_government
Source: game
File: events/TOA_Generic_Events.txt

Code:
news_event = {
	id = south_american_news.50
	title = south_american_news.50.t
	desc = south_american_news.50.d
	picture = GFX_news_event_generic_read_write
	major = no
	is_triggered_only = yes
	option = {
		name = south_american_news.50.a
		trigger = {
			OR = {
				has_government = fascism neutrality
			}
		}
	} {
		name = south_american_news.50.b
		trigger = {
			has_government = democratic
		}
	} {
		name = south_american_news.50.c
		trigger = {
			has_government = communism
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_the_burma_road
Constructs: prerequisite, add_ideas, completion_reward, has_dynamic_modifier, add_to_variable, add_cic_monthly_tt
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_the_burma_road
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = CHI_send_the_first_lady_abroad
	}
	available = {
		has_dynamic_modifier = {
			modifier = CHI_american_support
		}
		NOT = {
			any_enemy_country = {
				OR = {
					controls_state = 995 640 998 434 990 432 288 997 996
				}
			}
		}
	}
	x = 0
	y = 2
	relative_position_id = CHI_send_the_first_lady_abroad
	cost = 5
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_american_support_tt CHI_delivery_tt
		show_ideas_tooltip = CHI_the_burma_road_hidden
		add_to_variable = {
			CHI_american_support_cic_amount = 100
			tooltip = add_cic_monthly_tt
		}
		hidden_effect = {
			add_ideas = CHI_the_burma_road_hidden
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_guarantee_religious_liberties
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_guarantee_religious_liberties
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = YUG_united_kingdom
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = YUG_united_kingdom
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = YUG_idea_religious_freedoms_guaranteed
	}
}
### Entity: Idea
Component: TAJ_ar
Source: game
File: common/ideas/tajikistan.txt

Code:
TAJ_ar = {
	ledger = army
	picture = generic_army_asia_5
	allowed = {
		original_tag = TAJ
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: Quat Aldifae Alsuwdania
Constructs: division_template
Source: game
File: history/units/EGY_1936.txt

Code:
division = {
	name = Quat Aldifae Alsuwdania
	location = 12806
	division_template = Firqat Alfursan
	start_experience_factor = 0.1
	start_equipment_factor = 0.4
}
### Entity: Music Config
Component: base_music/march_of_the_eagles
Constructs: has_completed_focus
Source: game
File: music/lar_preorder_songs.txt

Code:
music = {
	song = march_of_the_eagles
	chance = {
		factor = 1
		modifier = {
			factor = 2
			original_tag = FRA
		} {
			factor = 2
			has_completed_focus = FRA_the_council_of_rambouillet
		}
	}
}
### Entity: Decision
Component: POR_naval_blockade
Constructs: has_completed_focus, has_war_with, has_dlc
Source: game
File: common/decisions/categories/POR_decision_categories.txt

Code:
POR_naval_blockade = {
	picture = GFX_decision_cat_naval_blockade
	icon = generic_political_actions
	allowed = {
		has_dlc = La Resistance
	}
	visible = {
		OR = {
			AND = {
				has_war_with = ENG
				NOT = {
					has_war_with = POR
				}
			}
			original_tag = POR
		}
		POR = {
			has_completed_focus = POR_refuse_the_naval_blockade
		}
	}
}
### Entity: National Focus
Tree: ire_focus
Component: IRE_recognize_the_palce_of_the_church
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/ireland.txt

Code:
focus = {
	id = IRE_recognize_the_palce_of_the_church
	icon = GFX_goal_christianity_and_state
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = IRE_infectious_disease_wage
	} {
		focus = IRE_president_replacement
	}
	relative_position_id = IRE_infectious_disease_wage
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = IRE_constituinal_reforms
			add_idea = IRE_constituinal_reforms_2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Effect Reference
Construct: country_event
Constructs: country_event, random_hours, random_days
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## country_event

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Fires a country event.
Example:
country_event = {
	id = germany.75 # The event to fire.
	# Optional Fields:
	hours = 12 # The number of hours to wait before firing the event.
	days = 5 # The number of days to wait before firing the event.
	months = 1 # The number of months to wait before firing the event, where a month is treated as 30 days.
	# Note:  hours, days, and months can all be used and will simply be added together.
	random_hours = 18 # A random amount of hours to be added to the delay before firing, from 0 up to but not including random_hours.
	random_days = 2 # A random amount of days to be added to the delay before firing, from 0 up to but one hour less than random_days.
	# Note:  random_hours and random_days can both be used and will simply be added together.
	random = 6 # Equivalent to random_hours; preserverd for backwards compatibility.
	random = { chance = 50 ... } # Specify a set of child effects to execute as part of this effect, with a percentage chance of randomly happening or not (as a group, not individually).
	tooltip = germany.75.t # Manually specify which tooltip to use for this effect.
}

```