Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bhu_focus
Component: BHU_denounce_the_aristocracy
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_popularity, add_timed_idea
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_denounce_the_aristocracy
	icon = GFX_focus_rom_handle_king
	mutually_exclusive = {
		focus = BHU_constitutional_parlementarism BHU_embrace_radical_nationalism
	}
	prerequisite = {
		focus = BHU_new_ideas
	}
	relative_position_id = BHU_new_ideas
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_stability = -0.1
		add_war_support = 0.05
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = internationalism
			days = 1095
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Modifier Reference
Component: intel_network_state_level_bonus
Constructs: planning_speed
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
intel_network_state_level_bonus = {
	amphibious_invasion_defence = 1
	planning_speed = 0.5
}
### Entity: Modding Documentation
Construct: total_equipment_produced_flame
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_flame
* description: Total produced equipment of typeflame
### Entity: Event
Component: wtt_germany.11
Constructs: is_triggered_only, limit, remove_ideas, set_politics, add_popularity, swap_ideas, remove_idea, add_idea
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.11
	title = wtt_germany.11.t
	desc = wtt_germany.11.d
	picture = GFX_report_event_french_resistance_02
	is_triggered_only = yes
	option = {
		name = wtt_germany.11.a
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		swap_ideas = {
			remove_idea = GER_preparing_ITA_coup
			add_idea = GER_preparing_ITA_coup2
		}
		remove_ideas = vittorio_emanuele
		ITA_vittorio_emanuele_iii = {
			promote_character = {
				ideology = despotism
			}
		}
		hidden_effect = {
			retire_character = ITA_benito_mussolini
			if = {
				limit = {
					has_any_power_balance = yes
				}
				set_power_balance = {
					id = ITA_power_balance
					right_side = ITA_king_side
					set_value = 0.1
				}
			}
		}
		add_ai_strategy = {
			type = alliance
			id = GER
			value = 200
		}
		GER = {
			add_to_faction = ITA
			country_event = {
				id = wtt_germany.12
			}
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_army_reform
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_army_reform
	icon = GFX_goal_wargaming
	prerequisite = {
		focus = KOR_experience_of_the_korean_liberation_army KOR_new_korean_army KOR_guerilla_experience KOR_conventional_warfare
	}
	x = 10
	y = 1
	relative_position_id = KOR_experience_of_the_korean_liberation_army
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_support_the_spanish_coup
Constructs: prerequisite, limit, random_country, add_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_support_the_spanish_coup
	prerequisite = {
		focus = BUL_appoint_right_wing_ministers
	}
	icon = GFX_focus_intervention_spain_nationalists
	relative_position_id = BUL_appoint_right_wing_ministers
	x = -1
	y = 1
	cost = 5
	available = {
		has_civil_war = no
		if = {
			limit = {
				has_dlc = La Resistance
			}
			SPR_scw_in_progress = yes
			country_exists = SPA
			NOT = {
				has_war_with = SPA
			}
		}
		else = {
			any_country = {
				original_tag = SPR
				has_civil_war = yes
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					has_government = fascism neutrality
				}
			}
		}
		OR = {
			has_government = fascism neutrality
		}
		is_subject = no
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			SPA = {
				add_opinion_modifier = {
					target = BUL
					modifier = BUL_helped_in_civil_war
				}
				add_manpower = 3000
				ROOT = {
					set_variable = {
						BUL_spanish_tag_aided = PREV
					}
				}
			}
			add_ai_strategy = {
				type = befriend
				id = SPA
				value = 100
			} {
				type = send_volunteers_desire
				id = SPA
				value = 100
			}
		}
		else = {
			random_country = {
				limit = {
					original_tag = SPR
					has_civil_war = yes
					OR = {
						has_government = neutrality fascism
					}
				}
				add_opinion_modifier = {
					target = BUL
					modifier = BUL_helped_in_civil_war
				}
				add_manpower = 3000
				ROOT = {
					set_variable = {
						BUL_spanish_tag_aided = PREV
					}
					add_ai_strategy = {
						type = befriend
						id = PREV
						value = 100
					} {
						type = send_volunteers_desire
						id = PREV
						value = 100
					}
				}
			}
		}
		add_manpower = -3000
		add_ideas = BUL_volunteers_in_spain_nationalist
		set_rule = {
			can_send_volunteers = yes
		}
		custom_effect_tooltip = BUL_support_the_spanish_coup_tt
	}
}
### Entity: Scripted Effect
Component: BUL_remove_balkan_opinion_modifiers
Constructs: remove_opinion_modifier
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_remove_balkan_opinion_modifiers = {
	hidden_effect = {
		remove_opinion_modifier = {
			target = BUL
			modifier = BFTB_balkan_pact_enemy
		} {
			target = BUL
			modifier = BFTB_incongruous_neighbors
		}
		BUL = {
			remove_opinion_modifier = {
				target = PREV
				modifier = BFTB_incongruous_neighbors
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_forge_a_democratic_legacy_r56
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_forge_a_democratic_legacy_r56
	prerequisite = {
		focus = SIA_asias_liberal_firebrand_r56
	}
	icon = GFX_focus_generic_court
	cost = 5
	ai_will_do = {
		base = 1
	}
	x = -1
	y = 1
	relative_position_id = SIA_asias_liberal_firebrand_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available = {
		SIA_asias_liberal_firebrand_r56_branch_trigger = yes
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SIA_asias_liberal_firebrand_r56_idea
			add_idea = SIA_forge_a_democratic_legacy_r56_idea
		}
	}
}
### Entity: Idea
Component: ETH_nissan
Constructs: has_completed_focus, limit, has_war_with, has_idea, has_opinion, has_dlc, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_nissan = {
	picture = nissan
	visible = {
		has_completed_focus = ETH_invite_foreign_industrialists
		IF = {
			limit = {
				NOT = {
					has_idea = ETH_nissan
				}
			}
			JAP = {
				has_opinion = {
					target = ETH
					value = > 75
				}
			}
		}
		ELSE = {
			NOT = {
				has_war_with = JAP
			}
		}
	}
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Scripted Trigger
Component: EAI_SS_tech_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_SS_tech_focus = {
	check_variable = {
		EAI_FOCUS/NAVY/submarine = global.EAI_ON
	}
}
### Entity: Event
Component: prc.23
Constructs: is_triggered_only, create_country_leader, limit, fire_only_once, has_global_flag, random_army_leader, has_id, set_country_flag
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.23
	title = prc.23.t
	desc = prc.23.d
	picture = GFX_report_event_japanese_soldiers_02
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		has_global_flag = CR_ended
	}
	option = {
		name = prc.23.a
		kill_country_leader = yes
		create_country_leader = {
			name = Lin Biao
			picture = gfx/leaders/Asia/Portrait_Asia_Generic_warlord1.dds
			expire = 1965.1.1
			ideology = marxism
			traits = {
				army_connections
			}
		}
		random_army_leader = {
			limit = {
				has_id = 1065
			}
			promote_leader = yes
		}
		set_country_flag = lin_biao
	}
}
### Entity: Decision
Component: SOV_infiltrate_foreign_atomic_programs_dec_cat
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/SOV_decision_categories.txt

Code:
SOV_infiltrate_foreign_atomic_programs_dec_cat = {
	priority = 10
	icon = eng_move_to_secure_the_dominions
	allowed = {
		original_tag = SOV
		NOT = {
			has_dlc = La Resistance
		}
	}
	visible = {
		has_completed_focus = SOV_soviet_atomic_bomb_project
	}
}
### Entity: Idea
Component: CRC_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/curacao.txt

Code:
CRC_fascist_guy = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = CRC
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template
Source: game
File: history/units/VIN_rebellion_focus.txt

Code:
division = {
	location = 7280
	division_template = VNPQDMH Militia
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: ger_focus
Component: GER_ressurect_the_red_front_fighters_league
Constructs: has_completed_focus, division_template, prerequisite, limit, has_government, add_war_support, completion_reward, add_days_mission_timeout
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_ressurect_the_red_front_fighters_league
	icon = GFX_focus_YUG_pan_slavic_congress
	prerequisite = {
		focus = GER_start_the_proletarian_revolution
	}
	x = 3
	y = 1
	relative_position_id = GER_start_the_proletarian_revolution
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = GER_the_peoples_victory
				}
			}
			add_days_mission_timeout = {
				mission = GER_imminent_proletarian_revolution_mission
				days = 15
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				NOT = {
					has_government = communism
					has_completed_focus = GER_the_peoples_victory
				}
			}
			custom_effect_tooltip = GER_spawn_more_communist_militias_in_civil_war_tt
		}
		add_popularity = {
			ideology = communism
			popularity = 0.03
		}
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		division_template = {
			name = Roter Frontkämpferbund Division
			priority = 1
			division_names_group = GER_MIL_03
			template_counter = 69
			is_locked = no
			regiments = {
				militia = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				}
			}
			override_model = GER_militia_alt_0_entity
		}
		IF = {
			limit = {
				NOT = {
					any_controlled_state = {
						has_dynamic_modifier = {
							modifier = GER_proletariat_uprising_modifier
						}
					}
					has_government = communism
				}
			}
			custom_effect_tooltip = GER_ressurect_the_red_front_fighters_league_tt
		}
		every_core_state = {
			limit = {
				OR = {
					has_dynamic_modifier = {
						modifier = GER_proletariat_uprising_modifier
					}
					AND = {
						controller = {
							has_government = communism
							original_tag = GER
						}
					}
				}
			}
			random_select_amount = 3
			create_unit = {
				division = division_template ="Roter Frontkämpferbund Division" start_experience_factor = 0.2 start_equipment_factor = 0.7
				owner = PREV
				count = 2
			}
		}
		GER_ernst_thalmann = {
			remove_trait = {
				slot = political_advisor
				trait = GER_proletarian_leader
			}
		} {
			add_trait = {
				slot = political_advisor
				trait = GER_militant_communist
			}
		}
	}
}
### Entity: Idea
Component: MOR_awt
Source: game
File: common/ideas/morocco.txt

Code:
MOR_awt = {
	ledger = air
	picture = generic_air_arab_2
	allowed = {
		original_tag = MOR
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Modifier Reference
Component: r56_CYP_dyn_mod_accessible_countryside
Source: game
File: common/dynamic_modifiers/r56_CYP.txt

Code:
r56_CYP_dyn_mod_accessible_countryside = {
	icon = GFX_modifiers_agrarian_reform
	local_manpower = 0.1
	local_supplies = 0.05
}
### Entity: Character
Component: GER_right_wing_demagogue
Constructs: stability_factor, political_power_gain, war_support_factor, fascism_drift, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_right_wing_demagogue = {
	sprite = 13
	random = no
	fascism_drift = 0.03
	neutrality_drift = 0.02
	stability_factor = -0.05
	war_support_factor = 0.1
	political_power_gain = 0.1
	production_speed_arms_factory_factor = 0.05
}
### Entity: Order of Battle
Component: Yunnan 5 Lu
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/r56_YUN_1936.txt

Code:
division = {
	name = Yunnan 5 Lu
	location = 7606
	division_template = Tuli Lü
	start_equipment_factor = 0.45
	start_experience_factor = 0.2
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = BEL
		}
	}
}
### Entity: Idea
Component: new_economic_policy_2
Constructs: has_government, production_speed_buildings_factor, removal_cost, cancel_if_invalid
Source: game
File: common/ideas/_economic.txt

Code:
new_economic_policy_2 = {
	name = new_economic_policy
	picture = new_economic_policy
	allowed = {
		always = no
	}
	allowed_to_remove = {
		OR = {
			surrender_progress = > 0.75
			NOT = {
				has_government = communism
			}
		}
	}
	removal_cost = -1
	modifier = {
		consumer_goods_expected_value = 0.1
		production_speed_buildings_factor = -0.2
		global_building_slots_factor = 0.1
		factory_energy_consumption = 0.35
	}
	cancel_if_invalid = no
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: AUS_political_events.36
Constructs: is_triggered_only, ai_chance, limit, has_government, add_stability, fire_only_once, add_political_power, set_country_flag
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.36
	title = AUS_political_events.36.t
	desc = AUS_political_events.36.desc
	picture = GFX_report_event_AUS_vaterlandische_front_rally
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.36.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = AUS_political_events.36.a_tt
		set_country_flag = AUS_becoming_grossosterreich_flag
	} {
		name = AUS_political_events.36.b
		ai_chance = {
			base = 10
		}
		add_state_core = 50 978 52 53 54
		IF = {
			limit = {
				has_government = fascism
			}
			set_cosmetic_tag = AUS_suddeutschland_fascism
		}
		ELSE_IF = {
			limit = {
				has_government = neutrality
			}
			set_cosmetic_tag = AUS_suddeutschland_neutrality
		}
	} {
		name = AUS_political_events.36.c
		ai_chance = {
			base = 10
		}
		add_stability = 0.15
		add_political_power = 150
		IF = {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.15
			}
		}
		ELSE_IF = {
			limit = {
				has_government = neutrality
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.15
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_form_mechanics
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_form_mechanics
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = BUL_aviation_effort_2
	}
	mutually_exclusive = {
		focus = BUL_rocket_effort
	}
	x = 1
	y = 1
	relative_position_id = BUL_aviation_effort_2
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = CRO_idea_trained_mechanics
	}
}
### Entity: Idea
Component: ITA_disgruntled_military
Constructs: removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_disgruntled_military = {
	picture = tfv_can_conscription_crisis
	removal_cost = -1
	allowed = {
		original_tag = ITA
	}
	modifier = {
		experience_gain_army_factor = -0.15
		experience_gain_air_factor = -0.15
		experience_gain_navy_factor = -0.15
		supply_consumption_factor = 0.05
	}
}
### Entity: Character
Component: NAV_vizcaya_felipe_sanz_paracuellos
Source: game
File: common/characters/NAV.txt

Code:
NAV_vizcaya_felipe_sanz_paracuellos = {
	name = Vizcaya Felipe Sanz Paracuellos
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_1.dds
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1
		id = -1
		traits = {
			r56_trait_opposed_to_communism fascist_militia_leader
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_industrialize_volkskommissariats
Constructs: prerequisite, completion_reward, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_industrialize_volkskommissariats
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = GER_establish_volkskommissariats
	}
	x = -1
	y = 1
	relative_position_id = GER_establish_volkskommissariats
	cost = 5
	available = {
		is_subject = no
		num_subjects = > 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = GER_industrialize_volkskommissariats_tt
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_the_generals_coup
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, set_politics, add_popularity, set_cosmetic_tag
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_the_generals_coup
	icon = GFX_goal_AFG_daouds_coup
	x = -1
	y = 1
	cost = 5
	available = {
		has_country_flag = AFG_unlock_daoud
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_amend_the_constitution
	}
	relative_position_id = AFG_amend_the_constitution
	mutually_exclusive = {
		focus = AFG_the_exiled_king
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
			long_name = National Democratic Party of Afghanistan
			name = NDPA
		}
		custom_effect_tooltip = r56_newline
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		promote_character = {
			character = r56_AFG_mohammed_daoud_khan
			ideology = pashtun_nationalism
		}
		set_cosmetic_tag = AFG_NRP
		hidden_effect = {
			every_character = {
				limit = {
					OR = {
						is_character = AFG_hashim_khan AFG_sardar_shah_mahmud_khan AFG_sardar_shah_wali_khan AFG_humaira_begum
					}
				}
				retire = yes
			} {
				limit = {
					has_trait = AFG_barakzai_royalist
				}
				remove_trait = {
					trait = AFG_barakzai_royalist
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Decision
Component: CHL_monarchist_decisions
Constructs: has_dlc
Source: game
File: common/decisions/categories/CHL_decision_categories.txt

Code:
CHL_monarchist_decisions = {
	icon = GFX_decision_category_generic_monarchism
	priority = 70
	visible_when_empty = no
	allowed = {
		original_tag = CHL
	}
	visible = {
		has_dlc = Trial of Allegiance
	}
}
### Entity: State History
Component: 679
Constructs: add_core_of
Source: game
File: history/states/679-Hejaz.txt

Code:
state = {
	id = 679
	name = STATE_679
	manpower = 511000
	history = {
		owner = SAU
		add_core_of = SAU
		victory_points = {
			12758 2
		}
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		2033 4981 5099 7934 10748 10835 12758
	}
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Scripted Localization
Component: defined_text
Source: game
File: common/scripted_localisation/FR_SCRIPTING_FULL_AUTOMATED.txt

Code:
defined_text = {
	name = GetLeLaLPartiDemoCap
	text = {
		trigger = {
			frloc_parties_sg_masc_cons_01a_demo = yes
		}
		localization_key = FRLOC_LE_CAP
	} {
		trigger = {
			OR = {
				frloc_parties_sg_masc_vow_02a_demo = yes
				frloc_parties_sg_fem_vow_04a_demo = yes
			}
		}
		localization_key = FRLOC_L_CAP
	} {
		trigger = {
			frloc_parties_sg_fem_cons_03a_demo = yes
		}
		localization_key = FRLOC_LA_CAP
	} {
		trigger = {
			frloc_parties_pl_masc_05a_demo = yes
		}
		localization_key = FRLOC_LES_CAP
	}
}
### Entity: Character
Component: GER_reich_engineer
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_reich_engineer = {
	sprite = 10
	random = no
	production_speed_industrial_complex_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.1
}
### Entity: Event
Component: ARG_political_events.24
Constructs: is_triggered_only, ai_chance, has_war, has_government, is_in_faction
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.24
	title = ARG_political_events.24.t
	desc = ARG_political_events.24.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = ARG_political_events.24.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				FROM = {
					has_war = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = ARG_political_events.25
				days = 1
			}
		}
	} {
		name = ARG_political_events.24.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 100
				is_in_faction = yes
				has_government = democratic communism
			} {
				factor = 5
				FROM = {
					has_war = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = ARG_political_events.26
				days = 1
			}
		}
	}
}
### Entity: Country History
Country: RIF
Component: RIF_technology
Constructs: set_technology
Source: game
File: history/countries/RIF - Rif.txt

Code:
# Starting Technologies for RIF
set_technology = {
	infantry_weapons = 1
}
### Entity: National Focus
Tree: ins_focus
Component: INS_develop_sulawesi
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, has_active_mission, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_develop_sulawesi
	icon = GFX_focus_generic_develop_sulawesi
	available = {
		has_full_control_of_state = 673 1056
	}
	prerequisite = {
		focus = INS_developing_sumatra
	}
	x = -2
	y = 1
	relative_position_id = INS_developing_sumatra
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 10
			has_active_mission = INS_militias_kris_repayment
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				impassable = no
				infrastructure = < 4
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				} {
					building = industrial_infrastructure
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				673
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			if = {
				limit = {
					NOT = {
						is_core_of = ROOT
					}
					state = 673
				}
				add_compliance = 30
				add_resistance = -20
			}
		} {
			limit = {
				impassable = no
				infrastructure = < 5
				free_building_slots = {
					building = industrial_infrastructure
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1056
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = industrial_infrastructure
				level = 1
				instant_build = yes
			}
			if = {
				limit = {
					NOT = {
						is_core_of = ROOT
					}
					state = 1056
				}
				add_compliance = 30
				add_resistance = -20
			}
		}
	}
}