Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: VEN
Component: VEN_misc
Constructs: limit, set_technology, add_political_power, has_dlc, set_country_flag, add_command_power, complete_national_focus, set_air_oob
Source: game
File: history/countries/VEN - Venezula.txt

Code:
# Misc for VEN
capital = 307
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
	}
}
set_country_flag = monroe_doctrine
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	oob = VEN_1939
	if = {
		limit = {
			has_dlc = By Blood Alone
		}
		set_air_oob = VEN_1939_air_bba
		else = {
			set_air_oob = VEN_1939_air_legacy
		}
	}
	set_technology = {
		interwar_artillery = 1
		infantry_weapons1 = 1
		infantry_weapons2 = 1
		support_weapons = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_refining2 = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
set_convoys = 10
### Entity: Event
Component: news.158
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.158
	title = news.158.t
	desc = news.158.d
	picture = GFX_news_event_020
	major = yes
	is_triggered_only = yes
	option = {
		trigger = {
			tag = USA
		}
		name = news.158.a_usa
	} {
		trigger = {
			NOT = {
				tag = USA
			}
		}
		name = news.158.a
	}
}
### Entity: Military Industrial Organization
Component: POR_ogma_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/POR_organization.txt

Code:
POR_ogma_organization = {
	include = generic_light_aircraft_organization
	icon = GFX_idea_por_ogma
	allowed = {
		has_dlc = La Resistance
		tag = POR
	}
	available = {
		owner = {
			has_completed_focus = POR_ogma
		}
	}
}
### Entity: Achievement
Component: prussia_of_the_balkans
Constructs: has_war_with, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_capitulated, is_core_of, is_controlled_by
Source: game
File: common/achievements.txt

Code:
prussia_of_the_balkans = {
	id = 125
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = BUL
	}
	happened = {
		has_war_with = TUR
		TUR = {
			has_capitulated = yes
		}
		custom_trigger_tooltip = {
			tooltip = prussia_of_the_balkans_tt
			all_state = {
				OR = {
					NOT = {
						is_core_of = ROM YUG GRE ALB
					}
					state = 164
					is_controlled_by = BUL
				}
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_prepare_for_a_war_of_logistics
Constructs: prerequisite, limit, completion_reward, set_technology, has_subdoctrine_in_track, add_daily_mastery, has_tech, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_prepare_for_a_war_of_logistics
	prerequisite = {
		focus = POR_complete_the_military_restructuring
	}
	icon = GFX_goal_generic_warfighting_technology
	cost = 5
	x = 0
	y = 1
	relative_position_id = POR_complete_the_military_restructuring
	ai_will_do = {
		base = 15
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = infantry
			}
			add_daily_mastery = {
				name = POR_prepare_for_a_war_of_logistics
				amount = 0.2
				days = 180
				track = infantry
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_tech = radio
			}
			add_tech_bonus = {
				name = POR_prepare_for_a_war_of_logistics
				bonus = 0.5
				uses = 1
				ahead_reduction = 0.5
				category = radar_tech
				technology = radio improved_radio advanced_radio
			}
		}
		else = {
			add_doctrine_cost_reduction = {
				name = POR_prepare_for_a_war_of_logistics
				cost_reduction = 0.25
				uses = 1
				category = land_doctrine
			}
		} {
			set_technology = {
				radio = 1
			}
			custom_effect_tooltip = TUR_strengthen_troop_coordination_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_land_redistribution
Constructs: prerequisite, limit, add_stability, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_land_redistribution
	icon = GFX_goal_generic_land_seizure
	prerequisite = {
		focus = TIB_the_qinghai_expedition
	}
	relative_position_id = TIB_the_qinghai_expedition
	x = -3
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_stability = -0.05
	}
}
### Entity: Event
Component: lar_spain.11
Constructs: is_triggered_only
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.11
	title = lar_spain.11.t
	desc = lar_spain.11.desc
	picture = GFX_report_event_spr_civil_war_faction_defeated
	is_triggered_only = yes
	option = {
		name = lar_spain.11.a
	}
}
### Entity: State History
Component: 49
Constructs: add_core_of
Source: game
File: history/states/49-Turkey.txt

Code:
state = {
	id = 49
	name = STATE_49
	manpower = 810284
	resources = {
		chromium = 11
		steel = 28
	}
	state_category = town
	history = {
		owner = TUR
		victory_points = {
			11747 15
		} {
			804 5
		} {
			3951 1
		}
		buildings = {
			infrastructure = 2
			arms_factory = 2
			industrial_complex = 2
			air_base = 3
		}
		add_core_of = TUR
	}
	provinces = {
		804 909 3907 3951 6808 6908 6925 9806 9901 11747 11784
	}
	local_supplies = 7.0
}
### Entity: Event
Component: IRQ_political_events.60
Constructs: is_triggered_only, ai_chance, limit, add_ideas, remove_ideas, has_government, every_character, has_character_flag
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.60
	title = IRQ_political_events.60.t
	desc = IRQ_political_events.60.desc
	picture = GFX_report_event_generic_troops_at_rivier_in_iraq
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.60.a
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = IRQ_political_events.61
				hours = 1
			}
		}
		effect_tooltip = {
			puppet = FROM
			FROM = {
				add_ideas = IRQ_anglo_iraqi_treaty
				remove_ideas = IRQ_golden_square
				every_character = {
					limit = {
						has_character_flag = IRQ_golden_square_char
					}
					retire = yes
				}
				IF = {
					limit = {
						NOT = {
							has_government = communism
						}
					}
					add_ideas = IRQ_regent_idea
				}
			}
		}
	} {
		name = IRQ_political_events.60.b
		ai_chance = {
			base = 0
			modifier = {
				add = 5
				NOT = {
					has_government = democratic
				}
			}
		}
		FROM = {
			country_event = {
				id = IRQ_political_events.62
				hours = 1
			}
		}
	}
}
### Entity: Unit Template
Component: SOV_BBBC_IMPERIAL
Constructs: has_government
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_BBBC_IMPERIAL = {
	name = NAME_THEME_IMPERIAL_CAPITAL
	for_countries = {
		SOV
	}
	can_use = {
		OR = {
			has_government = fascism neutrality
		}
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship battle_cruiser
	}
	prefix = 
	fallback_name = Linkor %s
	unique = {
		Piotr Veliky Yekaterina II Chesma Georgy Pobedonosets Imperator Aleksandr II Dvenadtsat Apostolov Navarin Sisoy Veliky Poltava Petropavlovsk Sevastopol Tri Sviatitelya Rostislav Peresvet Osliabia Pobeda Retvizan Tsesarevich Imperator Aleksandr III Borodino Oryol Knyaz Suvorov Slava Knyaz Potyomkin Tavrichesky Yevstafy Ioann Zlatoust Andrey Pervozvanny Imperator Pavel I Gangut Imperatritsa Mariya Imperatritsa Yekaterina Velikaya Izmail Kinburn
	}
}
### Entity: Event
Component: SEA_PHI_political_events.57
Constructs: is_triggered_only, has_resources_rights
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.57
	title = SEA_PHI_political_events.57.t
	desc = {
		text = SEA_PHI_political_events.57.desc
		trigger = {
			NOT = {
				AND = {
					FROM = {
						original_tag = USA
					}
					has_resources_rights = {
						state = 371
					}
				}
			}
		}
	} {
		text = SEA_PHI_political_events.57.desc.2
		trigger = {
			FROM = {
				original_tag = USA
			}
			has_resources_rights = {
				state = 371
			}
		}
	}
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.57.a
	}
}
### Entity: Character
Component: automatic_weapons_manufacturer
Source: game
File: common/country_leader/00_traits.txt

Code:
automatic_weapons_manufacturer = {
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: BHU_AI_BHU_screw_the_UK
Constructs: has_completed_focus, is_subject_of
Source: game
File: common/ai_strategy/r56_BHU.txt

Code:
BHU_AI_BHU_screw_the_UK = {
	allowed = {
		original_tag = BHU
	}
	enable = {
		ROOT = {
			exists = yes
			is_subject_of = ENG
			OR = {
				has_completed_focus = BHU_peace_will_reign
				num_divisions = < 1
			}
		}
	}
	abort = {
		NOT = {
			country_exists = BHU
		}
		BHU = {
			num_divisions = > 0
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_join_wars_with
		id = ENG
		value = 999
	} {
		type = diplo_action_acceptance
		id = ENG
		value = -999
		target = join_allies
	} {
		type = ignore
		id = ENG
		value = 100
	} {
		type = dont_defend_ally_borders
		id = ENG
		value = 999
	} {
		type = support
		id = ENG
		value = -999
	}
}
### Entity: Idea
Component: MNT_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/montenegro.txt

Code:
MNT_democratic_guy = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = MNT
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: COG_vast_decentralized_state_idea_8
Constructs: removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_vast_decentralized_state_idea_8 = {
	name = COG_vast_decentralized_state_idea
	picture = prc_low_popular_support
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.05
	}
}
### Entity: Idea
Component: PAL_high_civilian_power_idea4
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_high_civilian_power_idea4 = {
	picture = chi_war_of_resistance3
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.15
		consumer_goods_factor = -0.25
		political_power_factor = 0.2
	}
}
### Entity: Modifier Reference
Construct: naval_critical_effect_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_critical_effect_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader
### Entity: Event
Component: france.33
Constructs: ai_chance, every_owned_state, has_war, limit, has_government, add_war_support, add_stability, fire_only_once
Source: game
File: events/France.txt

Code:
country_event = {
	id = france.33
	title = france.33.title
	desc = france.33.desc
	picture = GFX_report_event_generic_peaceful_annexation
	fire_only_once = yes
	trigger = {
		tag = ENG
		has_war = no
		is_subject = no
		has_global_flag = flag_franco_british_union
		any_owned_state = {
			is_core_of = FRA
		}
	}
	mean_time_to_happen = {
		months = 1
	}
	option = {
		name = france.33.a
		if = {
			limit = {
				has_cosmetic_tag = FRA_UK
			}
			drop_cosmetic_tag = yes
		} {
			limit = {
				NOT = {
					country_exists = FRA
				}
			}
			if = {
				limit = {
					has_government = democratic
				}
				FRA = {
					set_politics = {
						ruling_party = democratic
						elections_allowed = yes
					}
					set_popularities = {
						democratic = 60
						fascism = 20
						communism = 20
					}
				}
			} {
				limit = {
					has_government = fascism
				}
				FRA = {
					set_politics = {
						ruling_party = fascism
						elections_allowed = no
					}
					set_popularities = {
						democratic = 20
						fascism = 60
						communism = 20
					}
				}
			} {
				limit = {
					has_government = communism
				}
				FRA = {
					set_politics = {
						ruling_party = communism
						elections_allowed = no
					}
					set_popularities = {
						democratic = 20
						fascism = 20
						communism = 60
					}
				}
			} {
				limit = {
					has_government = neutrality
				}
				FRA = {
					set_politics = {
						ruling_party = neutrality
						elections_allowed = no
					}
					set_popularities = {
						democratic = 15
						neutrality = 55
						fascism = 15
						communism = 15
					}
				}
			}
			release = FRA
			set_autonomy = {
				target = FRA
				autonomy_state = autonomy_free
			}
		} {
			limit = {
				is_faction_leader = yes
				FRA = {
					is_subject = no
					is_in_faction = no
				}
			}
			add_to_faction = FRA
		}
		every_state = {
			limit = {
				is_core_of = ENG FRA
			}
			remove_core_of = ENG
		}
		hidden_effect = {
			every_other_country = {
				limit = {
					is_subject_of = ENG
				}
				every_owned_state = {
					limit = {
						is_core_of = FRA
					}
					FRA = {
						transfer_state = PREV
					}
				}
			}
		} {
			news_event = {
				id = france.34
				days = 1
			}
		}
		every_unit_leader = {
			limit = {
				has_unit_leader_flag = {
					flag = flag_former_french_general
				}
			}
			set_nationality = FRA
		}
		ai_chance = {
			factor = 
# ... (truncated)
### Entity: Joint Focus
Tree: ssb_focus
Component: SSB_expand_turkish_chromium_deposits
Constructs: prerequisite, limit, joint_focus, completion_reward, cancel_if_invalid, has_dynamic_modifier, add_resource
Source: game
File: common/national_focus/goe_shared_saadabad_branch.txt

Code:
joint_focus = {
	id = SSB_expand_turkish_chromium_deposits
	icon = GFX_focus_generic_chromium
	prerequisite = {
		focus = SSB_expand_turkeys_military_infrastructure
	}
	relative_position_id = SSB_expand_turkeys_military_infrastructure
	x = -1
	y = 1
	cost = 5
	text_icon = SSB_TUR_focus_style
	available = {
		tag = TUR
		SSB_basic_available_trigger = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {
		TUR = {
			NOT = {
				has_dynamic_modifier = {
					modifier = SSB_saadabad_pact
				}
			}
		}
	}
	ai_will_do = {
		factor = 0
	}
	joint_trigger = {
		SSB_basic_available_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		TUR = {
			custom_effect_tooltip = SSB_chromium_2_tt
		}
		hidden_effect = {
			TUR = {
				capital_scope = {
					add_resource = {
						type = oil
						amount = 4
					} {
						type = tungsten
						amount = 5
					} {
						type = aluminium
						amount = 6
					} {
						type = steel
						amount = 6
					}
				}
			}
			PER = {
				if = {
					limit = {
						has_dynamic_modifier = {
							modifier = SSB_saadabad_pact
						}
					}
					country_event = {
						id = PER_SSB_events.11
						hours = 6
					}
				}
			}
			AFG = {
				if = {
					limit = {
						has_dynamic_modifier = {
							modifier = SSB_saadabad_pact
						}
					}
					country_event = {
						id = PER_SSB_events.11
						hours = 6
					}
				}
			}
			IRQ = {
				if = {
					limit = {
						has_dynamic_modifier = {
							modifier = SSB_saadabad_pact
						}
					}
					country_event = {
						id = PER_SSB_events.11
						hours = 6
					}
				}
			}
		}
	}
	completion_reward_joint_member = {
		custom_effect_tooltip = SSB_chromium_tt
		hidden_effect = {
			capital_scope = {
				add_resource = {
					type = chromium
					amount = 10
				}
			}
		}
	}
}
### Entity: Faction
Component: faction_template_usa_commonwealth
Constructs: change_leader_rule_industry, change_leader_rule_manpower, change_leader_rule_manifest_below_35
Source: game
File: common/factions/templates/USA.txt

Code:
faction_template_usa_commonwealth = {
	name = usa_commonwealth_faction
	icon = GFX_faction_logo_generic_17
	manifest = faction_manifest_defense_of_democracy
	can_leader_join_other_factions = yes
	visible = {
		always = no
	}
	goals = {
		faction_goal_building_up_guam faction_goal_industrial_expansion
	}
	default_rules = {
		joining_rule_puppets_only war_declaration_generated_tension_25 war_declaration_threat_75 change_leader_rule_industry change_leader_rule_manpower change_leader_rule_manifest_below_35
	}
}
### Entity: Idea
Component: ITA_navalmeccanica_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/italy.txt

Code:
ITA_navalmeccanica_improved = {
	name = ITA_navalmeccanica
	picture = ITA_navalmeccanica
	allowed = {
		original_tag = ITA
	}
	visible = {
		has_completed_focus = ITA_new_industrialization_program ITA_modernize_the_mezzogiorno
	}
	available = {
		controls_State = 117
		ITA_is_southern_designer_improved = yes
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
	equipment_bonus = {
		destroyer = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: Idea
Component: PHI_dios_patria_rey
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/philipines.txt

Code:
PHI_dios_patria_rey = {
	picture = SPA_carlism
	allowed = {
		original_tag = PHI
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.15
		war_support_factor = 0.05
		army_core_attack_factor = 0.1
		political_power_factor = 0.05
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_riders_of_the_storm
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject, set_rule
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_riders_of_the_storm
	icon = GFX_goal_generic_into_fire
	prerequisite = {
		focus = MON_open_up_the_country
	}
	x = 0
	y = 1
	relative_position_id = MON_open_up_the_country
	cost = 5
	ai_will_do = {
		factor = 30
	}
	available = {
		is_subject = no
		OR = {
			has_government = democratic
			democratic = > 0.35
		}
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = MON_riders_of_the_storm_idea
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_subjugate_albania
Constructs: prerequisite, has_government, has_war_with, has_country_flag, completion_reward, is_puppet, is_in_faction_with, create_wargoal
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_subjugate_albania
	icon = GFX_goal_commie_kill_zog
	prerequisite = {
		focus = GRE_ally_the_balkans GRE_join_the_balkanic_revolution
	}
	x = 1
	y = 1
	relative_position_id = GRE_ally_the_balkans
	cost = 5
	ai_will_do = {
		factor = 80
	}
	available = {
		has_country_flag = GRE_balkan_enemies
		ALB = {
			NOT = {
				has_war_with = GRE
				has_government = communism
			}
			exists = yes
			is_puppet = no
		}
	}
	bypass = {
		ALB = {
			OR = {
				is_in_faction_with = GRE
				exists = no
				has_government = communism
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = ALB
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Order of Battle
Component: Sudan Defense Force
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/ENG_1936.txt

Code:
division = {
	name = Sudan Defense Force
	location = 12806
	division_template = Colonial Garrison
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = ENG
		}
	}
	start_experience_factor = 0.2
	start_equipment_factor = 0.4
}
### Entity: Scripted Effect
Component: DEN_limited_manpower
Constructs: limit, add_ideas, has_idea, set_country_flag
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_limited_manpower = {
	if = {
		limit = {
			has_idea = volunteer_only
		}
		set_country_flag = DEN_had_volunteer_only_flag
	}
	else_if = {
		limit = {
			has_idea = limited_conscription
		}
		add_ideas = volunteer_only
		set_country_flag = DEN_had_limited_conscription_flag
	} {
		limit = {
			has_idea = extensive_conscription
		}
		add_ideas = volunteer_only
		set_country_flag = DEN_had_extensive_conscription_flag
	} {
		limit = {
			has_idea = service_by_requirement
		}
		add_ideas = volunteer_only
		set_country_flag = DEN_had_service_by_requirement_flag
	} {
		limit = {
			has_idea = all_adults_serve
		}
		add_ideas = volunteer_only
		set_country_flag = DEN_had_all_adults_serve_flag
	} {
		limit = {
			has_idea = scraping_the_barrel
		}
		add_ideas = volunteer_only
		set_country_flag = DEN_had_scraping_the_barrel_flag
	}
	set_country_flag = DEN_cannot_increase_conscription_law
}
### Entity: Event
Component: bra.8
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_to_faction
Source: game
File: events/Brazil.txt

Code:
country_event = {
	id = bra.8
	title = bra.8.t
	desc = bra.8.d
	picture = GFX_report_event_por_salazar_military
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 20
		}
		name = bra.8.a
		BRA = {
			add_to_faction = ROOT
		}
	} {
		ai_chance = {
			base = 2
		}
		name = bra.8.b
		add_opinion_modifier = {
			target = BRA
			modifier = bra_inimigo_modifier
		}
	}
}
### Entity: Idea
Component: RCG_coi
Source: game
File: common/ideas/republic_of_congo.txt

Code:
RCG_coi = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = RCG
	}
	traits = {
		captain_of_industry
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_reverse_wage_cuts
Constructs: prerequisite, limit, completion_reward, add_to_variable, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_reverse_wage_cuts
	icon = GFX_focus_CHI_promote_national_currency
	prerequisite = {
		focus = AST_income_tax_assessment_act
	}
	relative_position_id = AST_income_tax_assessment_act
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_great_depression_taog_spirit_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			AST_great_depression_stability_factor = 0.05
			tooltip = stability_factor_tt
		} {
			AST_forging_australias_future_spirit_production_factory_start_efficiency_factor = 0.05
			tooltip = production_factory_start_efficiency_factor_tt
		}
		AST_add_or_modify_forging_australias_future = yes
		random_owned_controlled_state = {
			limit = {
				impassable = no
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				517
			}
			add_extra_state_shared_building_slots = 2
		}
		AST_democratic_votes_increase_5_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: VEN_GNB_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_GNB_idea = {
	picture = ast_volunteer_defence_corps
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription = 0.02
		army_core_defence_factor = 0.1
	}
}
### Entity: Military Industrial Organization
Component: EST_paldiski_port_organization
Source: game
File: common/military_industrial_organization/organizations/EST_organization.txt

Code:
EST_paldiski_port_organization = {
	include = generic_task_force_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_3
	allowed = {
		tag = EST
	}
}