Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cog_focus
Component: COG_peacekeeping_forces
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, has_global_flag
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_peacekeeping_forces
	icon = GFX_focus_ETH_peacekeeping_forces
	x = 2
	y = 1
	prerequisite = {
		focus = COG_french_as_martial_language COG_adopt_lingala_and_swahili_as_martial_languages
	}
	relative_position_id = COG_french_as_martial_language
	cost = 10
	bypass = {

	}
	available = {
		has_global_flag = COG_force_publique_reformed_flag
		NOT = {
			has_completed_focus = COG_uniao_dos_povos_do_norte_de_angola
		}
	}
	completion_reward = {
		add_ideas = COG_peacekeeping_forces_idea
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_restore_the_republic
Constructs: prerequisite, completion_reward, add_political_power, add_timed_idea
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_restore_the_republic
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = ALB_challenge_zogs_rule
	}
	mutually_exclusive = {
		focus = ALB_the_peoples_republic ALB_invite_egyptian_exiles
	}
	x = 9
	y = 2
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 25
		add_timed_idea = {
			idea = democratic_influence
			days = 1500
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_construct_the_estadio_nacional
Constructs: prerequisite, completion_reward, has_country_leader, is_owned_and_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_construct_the_estadio_nacional
	icon = GFX_goal_generic_construct_civilian
	relative_position_id = CHL_policies_of_arturo_alessandri
	x = -3
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_policies_of_arturo_alessandri
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2.5
		modifier = {
			factor = 0
			date = > 1938.8.2
		}
	}
	available = {
		has_country_leader = {
			character = CHL_arturo_alessandri
			ruling_only = yes
		}
		279 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		279 = {
			add_extra_state_shared_building_slots = 3
		}
		CHL_anarchic_society_level_down = yes
	}
}
### Entity: Modifier Reference
Component: AFG_friendly_relation_modifier
Source: game
File: common/modifiers/r56_static_modifiers.txt

Code:
AFG_friendly_relation_modifier = {
	valid_relation_trigger = {

	}
	generate_wargoal_tension_against = 0.2
	trade_cost_for_target_factor = -0.15
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_integrate_the_indigenous
Constructs: division_template, prerequisite, add_ideas, completion_reward, is_locked, random_owned_controlled_state, create_unit, add_manpower
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_integrate_the_indigenous
	prerequisite = {
		focus = PRU_reform_the_constitution
	}
	icon = GFX_goal_PRU_quechua_indigenous
	x = 0
	y = 3
	relative_position_id = PRU_select_a_successor_for_benavides
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		hidden_effect = {
			add_ideas = TIB_mountainous_people
		}
		custom_effect_tooltip = available_political_advisor PRU_unlock_friend_que
		show_ideas_tooltip = PRU_saturnino_huillca
		division_template = {
			name = Quechua montonero
			division_names_group = SPAN_INF_02
			is_locked = no
			regiments = {
				mountaineers = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 0
					y = 3
				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				492
			}
			create_unit = {
				division = name = "Quechua montonero" division_template = "Quechua montonero" start_experience_factor = 0.05 start_equipment_factor = 0.95
				owner = ROOT
			} {
				division = name = "Quechua montonero" division_template = "Quechua montonero" start_experience_factor = 0.05 start_equipment_factor = 0.95
				owner = ROOT
			}
		}
		add_manpower = 12000
		PRU = {
			set_country_flag = PRU_que_be_friend
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: WHY_great_alfie
Constructs: has_country_flag
Source: game
File: common/characters/WHY.txt

Code:
WHY_great_alfie = {
	name = The Great Alfie
	portraits = {
		army = {
			large = gfx/leaders/WHY/r56w_portrait_WHY_alfie.dds
		}
	}
	field_marshal = {
		traits = {
			trickster inflexible_strategist irregulars_officer logistics_wizard skeletons_blessing
		}
		skill = 5
		attack_skill = 5
		defense_skill = 5
		planning_skill = 5
		logistics_skill = 5
		legacy_id = -1
		visible = {
			has_country_flag = WHY_unlock_alfie
		}
	}
}
### Entity: Event
Component: lar_rescue_mussolini.1
Constructs: is_triggered_only
Source: game
File: events/LaR_espionage_operations.txt

Code:
country_event = {
	id = lar_rescue_mussolini.1
	title = lar_rescue_mussolini.1.t
	desc = lar_rescue_mussolini.1.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lar_rescue_mussolini.1.a
		army_experience = 5
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_towards_a_red_government
Constructs: prerequisite, has_government, completion_reward, add_political_power, is_subject, add_popularity
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_towards_a_red_government
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = FIN_suomalainen_sosialismi
	}
	mutually_exclusive = {
		focus = FIN_social_democracy
	}
	x = -3
	y = 1
	relative_position_id = FIN_suomalainen_sosialismi
	cost = 5
	bypass = {
		has_government = communism
	}
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_political_power = 120
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = FIN_otto_wille_kuusinen FIN_aarne_saarinen
		FIN_bop_low_decrease_effect = yes
	}
}
### Entity: AI Strategy
Component: EAI_JAP_pacific_war_OFFENSIVE_objectives_singapore
Constructs: has_completed_focus, has_war_with, has_full_control_of_state, has_global_flag, force_concentration_front_factor, force_concentration_target_weight
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_pacific_war_OFFENSIVE_objectives_singapore = {
	allowed = {
		tag = JAP
	}
	enable = {
		has_war_with = ENG
		NOT = {
			has_full_control_of_state = 336
		}
		OR = {
			has_global_flag = EAI_JAP_blitz_pacific_1000d
			AND = {
				focus_progress = {
					focus = JAP_strike_the_southern_road
					progress = > 0
				}
				NOT = {
					has_completed_focus = JAP_strike_the_southern_road
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.25
		priority = 1500
		execution_type = rush_weak
		tag = MAL
	} {
		type = force_concentration_front_factor
		ratio = 0.25
		value = 50
		tag = MAL
	} {
		type = force_concentration_target_weight
		value = 50
		tag = MAL
	} {
		type = force_concentration_front_factor
		ratio = 0.25
		value = -25
		state_trigger = {
			NOT = {
				region = 188 229 189
			}
		}
	} {
		type = force_concentration_target_weight
		value = -25
		state_trigger = {
			NOT = {
				region = 188 229 189
			}
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_65
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_65 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 65
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 65
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_fund_vladimir_mandl_research
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_fund_vladimir_mandl_research
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = CZE_second_to_none CZE_diversify_airframe_production
	}
	relative_position_id = CZE_diversify_airframe_production
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = CZE_fund_vladimir_mandl_research
			ahead_reduction = 0.5
			bonus = 1
			uses = 1
			category = rocketry
		}
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		add_ideas = CZE_vladimirs_rocket_program
		show_ideas_tooltip = CZE_vladimir_mandl
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_establish_camelry_regiments
Constructs: division_template, prerequisite, completion_reward, set_technology, allow_branch, has_dlc, random_owned_controlled_state, create_unit
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_establish_camelry_regiments
	icon = GFX_focus_generic_camel_corps
	prerequisite = {
		focus = AFG_utilize_cameleers
	}
	x = 0
	y = 1
	relative_position_id = AFG_utilize_cameleers
	cost = 5
	ai_will_do = {
		factor = 5
	}
	allow_branch = {
		has_dlc = Battle for the Bosporus
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = TUR_unlock_camelry_effect_tt
		hidden_effect = {
			set_technology = {
				camelry = 1
				popup = no
			}
		}
		division_template = {
			name = Pashtun Camel Corps
			division_names_group = AFG_CAV_01
			regiments = {
				camelry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				}
			}
		}
		random_owned_controlled_state = {
			create_unit = {
				division = division_template = "Pashtun Camel Corps" start_experience_factor = 0.05 start_equipment_factor = 1
				owner = AFG
				count = 3
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_historical_focus_list_BHU
Source: game
File: common/ai_focuses/BHU.txt

Code:
ai_historical_focus_list_BHU = {
	ai_national_focuses = {
		BHU_aftermath_of_the_visit_to_india BHU_maintain_monarchic_regime BHU_follow_the_1921_modernization_roadmap BHU_education_reform BHU_improve_agriculture BHU_improve_the_roads BHU_new_weaving_techniques BHU_blissful_isolation BHU_the_quiet_strength BHU_traders_of_the_himalaya BHU_the_dragon_trains BHU_economic_developments BHU_mineral_survey BHU_exploit_the_findings BHU_reform_the_taxation_system BHU_fledgeling_industry BHU_technological_progress BHU_peace_will_reign
	}
}
### Entity: Scorer
Component: operative_mission_boost_ideology_scorer
Source: game
File: common/scorers/country/operative_mission_scorer.txt

Code:
operative_mission_boost_ideology_scorer = {
	targets = {

	}
}
### Entity: Event
Component: mtg_britain.201
Constructs: is_triggered_only, ai_chance, set_autonomy, declare_war_on, annex_everything
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.201
	title = mtg_britain.201.t
	desc = mtg_britain.201.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_britain.201.a
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = mtg_britain.203
				hours = 1
			}
		}
	} {
		name = mtg_britain.202.b
		set_autonomy = {
			target = FROM
			autonomy_state = autonomy_free
			end_wars = no
			end_civil_wars = no
		}
		declare_war_on = {
			target = FROM
			type = annex_everything
		}
		FROM = {
			country_event = {
				id = mtg_britain.202
				hours = 1
			}
		}
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Event
Component: hon.77
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.77
	title = hon.77.t
	desc = hon.77.desc
	picture = GFX_report_event_chinese_army_training
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = hon.77.a
		army_experience = 5
		HON = {
			transfer_state = 311
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_control_our_seas
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_control_our_seas
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = TUR_balanced_navy
	}
	x = 0
	y = 1
	relative_position_id = TUR_balanced_navy
	cost = 10
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_tech_bonus = {
			name = TUR_control_our_seas
			bonus = 0.65
			uses = 2
			category = ca_tech
		} {
			name = uk_carrier_focus
			bonus = 0.65
			uses = 2
			category = cv_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Character
Component: QUE_jean_victor_allard
Source: game
File: common/characters/QUE.txt

Code:
QUE_jean_victor_allard = {
	name = QUE_jean_victor_allard
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
	advisor = {
		cost = 100
		slot = army_chief
		idea_token = QUE_jean_victor_allard
		ledger = army
		allowed = {
			original_tag = QUE
		}
		traits = {
			army_chief_defensive_2
		}
	}
}
### Entity: Character
Component: DOM_jacinto_gonzáles
Source: game
File: common/characters/DOM.txt

Code:
DOM_jacinto_gonzáles = {
	name = Jacinto Gonzáles
	portraits = {
		civilian = {
			large = GFX_portrait_Jacinto_Gonzales
		}
	}
	country_leader = {
		ideology = liberalism
		traits = {
			captain_of_industry appeaser
		}
		expire = 1947.1.1.12
		id = -1
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.77
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.77
	title = wuw_GER_diplomacy.77.t
	desc = wuw_GER_diplomacy.77.desc
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.77.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				has_government = communism
				FROM = {
					has_government = communism
				}
			} {
				factor = 2
				has_government = communism
				FROM = {
					has_completed_focus = GER_proletarian_dictatorship
				}
			} {
				factor = 2
				has_government = democratic
				FROM = {
					has_government = democratic
				}
			} {
				factor = 3
				has_government = democratic
				FROM = {
					has_completed_focus = GER_legacy_of_the_spartacus_league
				}
			}
		}
		event_option_tooltip = wuw_GER_diplomacy.78.a
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.78
				hours = 12
			}
		}
	} {
		name = wuw_GER_diplomacy.77.b
		ai_chance = {
			base = 5
		}
		event_option_tooltip = wuw_GER_diplomacy.79.a
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.79
				hours = 12
			}
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_autoroutes
Constructs: prerequisite, limit, completion_reward, is_core_of, cancel_if_invalid, random_owned_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_autoroutes
	icon = GFX_goal_generic_construct_infrastructure
	x = 2
	y = 1
	prerequisite = {
		focus = FRA_devalue_the_franc
	}
	mutually_exclusive = {

	}
	relative_position_id = FRA_devalue_the_franc
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_owned_state = {
			is_core_of = ROOT
			infrastructure = < 4
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				is_core_of = ROOT
				infrastructure = < 4
				not = {
					has_state_flag = FRA_autoroutes_target
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			set_state_flag = FRA_autoroutes_target
		} {
			limit = {
				is_core_of = ROOT
				infrastructure = < 4
				not = {
					has_state_flag = FRA_autoroutes_target
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			set_state_flag = FRA_autoroutes_target
		} {
			limit = {
				is_core_of = ROOT
				infrastructure = < 4
				not = {
					has_state_flag = FRA_autoroutes_target
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			set_state_flag = FRA_autoroutes_target
		} {
			limit = {
				is_core_of = ROOT
				infrastructure = < 4
				not = {
					has_state_flag = FRA_autoroutes_target
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			set_state_flag = FRA_autoroutes_target
		}
	}
}
### Entity: Character
Component: sins_of_the_father
Constructs: political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
sins_of_the_father = {
	random = no
	production_speed_arms_factory_factor = 0.1
	political_power_gain = -0.1
	high_command_cost_factor = -0.34
	air_chief_cost_factor = -0.34
	army_chief_cost_factor = -0.34
	navy_chief_cost_factor = -0.34
}
### Entity: Idea
Component: EAI_DD_17/super_heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/super_heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_keep_british_generals
Constructs: limit, completion_reward, is_in_faction_with, cancel_if_invalid, every_army_leader, has_trait, remove_trait
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_keep_british_generals
	icon = GFX_focus_RAJ_british_investors
	x = -4
	y = 0
	relative_position_id = RAJ_indianize_the_army
	mutually_exclusive = {
		focus = RAJ_indianize_the_army
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction_with = ENG
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		every_army_leader = {
			limit = {
				has_trait = loyalty_to_britain
			}
			remove_trait = {
				trait = loyalty_to_britain
			}
		} {
			limit = {
				has_trait = loyalty_to_pakistan
			}
			remove_trait = {
				trait = loyalty_to_pakistan
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt RAJ_keep_british_generals_tt
	}
}
### Entity: Idea
Component: FIJ_nccr
Source: game
File: common/ideas/fiji.txt

Code:
FIJ_nccr = {
	picture = generic_navy_asia_2
	allowed = {
		original_tag = FIJ
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: URG_esteban_elena
Source: game
File: common/characters/URG.txt

Code:
URG_esteban_elena = {
	advisor = {
		slot = political_advisor
		idea_token = URG_esteban_elena
		allowed = {
			original_tag = URG
		}
		available = {

		}
		traits = {
			SWI_conservative_democrat
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
}
### Entity: State History
Component: 192
Constructs: add_core_of
Source: game
File: history/states/192-Odessa.txt

Code:
state = {
	id = 192
	name = STATE_192
	manpower = 1286238
	state_category = city
	history = {
		owner = SOV
		victory_points = {
			11670 10
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			air_base = 6
			11670 = {
				naval_base = 3
				coastal_bunker = 1
			}
		}
		add_core_of = SOV UKR
		1939.1.1 = {
			buildings = {
				industrial_complex = 2
			}
		}
	}
	provinces = {
		3575 3738 9698 9714 11670 11703
	}
	local_supplies = 6.0
}
### Entity: Modding Documentation
Construct: global_resource_extracted
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### global_resource_extracted
* description: total amount of specific resource extracted by the world, resource type is defined in target global_resource_extracted@steel
### Entity: National Focus
Tree: ven_focus
Component: VEN_neutrality_focus
Constructs: prerequisite, add_ideas, completion_reward, is_in_faction, is_puppet
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_neutrality_focus
	icon = GFX_goal_generic_neutrality_focus
	x = 34
	y = 6
	cost = 5
	available = {
		is_in_faction = no
		is_puppet = no
	}
	prerequisite = {
		focus = VEN_institute_1936_constitution VEN_constitute_womens_rights VEN_cult_of_personality VEN_allow_new_elections
	}
	mutually_exclusive = {
		focus = VEN_join_axis VEN_viva_venezuela VEN_join_allies
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = neutrality_idea
	}
}
### Entity: Event
Component: monaco.3
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, every_country, has_war_with, add_war_support
Source: game
File: events/Monaco.txt

Code:
country_event = {
	id = monaco.3
	title = monaco.3.t
	desc = monaco.3.d
	picture = GFX_report_event_mnc_monaco
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		set_variable = {
			MNC_democratic_popularity = MNC.party_popularity_100@democratic
		} {
			MNC_communism_popularity = MNC.party_popularity_100@communism
		} {
			MNC_neutrality_popularity = MNC.party_popularity_100@neutrality
		} {
			MNC_fascism_popularity = MNC.party_popularity_100@fascism
		}
		clamp_variable = {
			var = MNC_democratic_popularity
			min = 0
			max = 100
		} {
			var = MNC_communism_popularity
			min = 0
			max = 100
		} {
			var = MNC_neutrality_popularity
			min = 0
			max = 100
		} {
			var = MNC_fascism_popularity
			min = 0
			max = 100
		}
		if = {
			limit = {
				has_government = democratic
			}
			set_country_flag = MNC_is_democratic_flag
		} {
			limit = {
				has_government = neutrality
			}
			set_country_flag = MNC_is_neutral_flag
		} {
			limit = {
				has_government = communism
			}
			set_country_flag = MNC_is_communistic_flag
		} {
			limit = {
				has_government = fascism
			}
			set_country_flag = MNC_is_fascist_flag
		}
	}
	option = {
		name = monaco.3.a
		ai_chance = {
			base = 75
		}
		GER = {
			puppet = MNC
		}
		MNC = {
			set_rule = {
				can_join_factions = no
			} {
				can_decline_call_to_war = yes
			} {
				desc = can_access_market
				can_access_market = no
			}
			if = {
				limit = {
					has_dlc = La Resistance
				}
				set_rule = {
					contributes_operatives = no
				}
			}
		}
		every_state = {
			limit = {
				is_controlled_by = GER
				is_core_of = MNC
			}
			transfer_state_to = MNC
		}
		if = {
			limit = {
				has_wargoal_against = GER
			}
			remove_wargoal = {
				type = all
				target = GER
			}
		}
		hidden_effect = {
			set_popularities = {
				democratic = MNC_democratic_popularity
				fascism = MNC_fascism_popularity
				communism = MNC_communism_popularity
				neutrality = MNC_neutrality_popularity
			}
			if = {
				limit = {
					MNC = {
						is_ai = yes
					}
				}
				add_ideas = MNC_reluctant_puppet
			} {
				limit = {
					has_country_flag = MNC_is_democratic_flag
				}
				set_politics = {
					ruling_party = democratic
				}
			} {
				limit = {
					has_country_flag = MNC_is_neutral_flag
				}
				set_politics = {
					ruling_party = neutrality
				}
			} {
				limit = {
					has_country_flag = MNC_is
# ... (truncated)