Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Trigger
Component: frloc_parties_sg_masc_vow_02a_demo
Constructs: has_completed_focus
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_sg_masc_vow_02a_demo = {
	OR = {
		tag = NOR
		original_tag = NOR
		AND = {
			OR = {
				tag = HOL
				original_tag = HOL
			}
			NOT = {
				has_completed_focus = HOL_form_new_government
			}
		}
	}
}
### Entity: Idea
Component: CUF_bribed_japan_all
Constructs: has_war_with, removal_cost, planning_speed
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CUF_bribed_japan_all = {
	picture = chi_war_of_resistance3
	removal_cost = -1
	cancel = {
		tag = CUG
		NOT = {
			has_war_with = JAP
		}
	}
	modifier = {
		planning_speed = 0.05
		consumer_goods_factor = 0.03
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.1
	} {
		tag = CUG
		attack_bonus_against = -0.1
		defense_bonus_against = -0.1
	}
}
### Entity: Country History
Country: AOI
Component: AOI_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc, create_equipment_variant, set_convoys
Source: game
File: history/countries/AOI - Italian East Africa.txt

Code:
# Misc for AOI
capital = 271
set_research_slots = 3
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
		naval_bomber1 = 1
		CAS1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		has_dlc = Battle for the Bosporus
	}
	set_technology = {
		camelry = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		basic_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		basic_depth_charges = 1
		basic_torpedo = 1
		basic_battery = 1
		basic_cruiser_armor_scheme = 1
		basic_heavy_battery = 1
		basic_light_battery = 1
		basic_heavy_armor_scheme = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		basic_ship_hull_heavy = 1
		mtg_transport = 1
		coastal_defense_ships = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	create_equipment_variant = {
		name = L3/35
		type = light_tank_chassis_1
		parent_version = 0
		modules = {
			main_armament_slot = tank_heavy_machine_gun
			turret_type_slot = tank_light_fixed_superstructure_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
		}
		upgrades = {
			tank_nsb_engine_upgrade = 1
			tank_nsb_armor_upgrade = 1
		}
		icon = GFX_ITA_basic_light_tank_medium
	}
}
{
	limit = {
		NOT = {
			has_dlc = Man the Guns
		}
	}
	create_equipment_variant = {
		name = Bandiera Class
		type = submarine_1
		upgrades = {
			ship_reliability_upgrade = 1
			sub_engine_upgrade = 1
			sub_stealth_upgrade = 1
			sub_torpedo_upgrade = 1
		}
		obsolete = yes
	} {
		name = Sirena Class
		type = submarine_1
		upgrades = {
			ship_reliability_upgrade = 2
			sub_engine_upgrade = 2
			sub_stealth_upgrade = 2
			sub_torp
# ... (truncated)
### Entity: Decision
Component: ETH_italo-ethiopian_empire_decisions
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/ETH_decision_categories.txt

Code:
ETH_italo-ethiopian_empire_decisions = {
	icon = GFX_decision_category_generic_fascism
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		has_completed_focus = ETH_the_italo-ethiopian_empire
	}
	priority = {
		base = 10
	}
	visible_when_empty = yes
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_garrison_25
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_garrison_25 = {
	enable = {
		has_country_flag = {
			flag = EAI_garrison_divisions
			value = 25
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = area_defense
		value = 25
	}
}
### Entity: Idea
Component: PRC_low_popular_support_2
Constructs: stability_factor, war_support_factor, has_dlc, removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_low_popular_support_2 = {
	name = PRC_low_popular_support
	picture = prc_low_popular_support2
	allowed = {
		original_tag = PRC
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.14
		war_support_factor = -0.14
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_deathblow_to_imperial_remnants
Constructs: prerequisite, limit, completion_reward, has_truce_with, cancel_if_invalid, create_wargoal, annex_everything, every_core_state
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_deathblow_to_imperial_remnants
	icon = GFX_goal_generic_secret_weapon
	prerequisite = {
		focus = RAJ_red_punjab_operation RAJ_secure_rajahsthan RAJ_strike_eastern_pakistan
	}
	x = 2
	y = 1
	relative_position_id = RAJ_red_punjab_operation
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_truce_with = PAK
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = PAK
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		PAK = {
			every_core_state = {
				add_core_of = ROOT
			}
		}
		if = {
			limit = {
				BRM = {
					is_in_faction_with = ENG
				}
			}
			create_wargoal = {
				type = annex_everything
				target = BRM
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			BRM = {
				every_core_state = {
					add_core_of = ROOT
				}
			}
		}
	}
}
### Entity: Decision
Component: ETH_italo-ethiopian_empire_decisions
Constructs: fire_only_once, is_controlled_by, is_or_will_be_gojjam, has_full_control_of_state, cancel_trigger, remove_effect, add_core_of, is_or_will_be_jimma
Source: game
File: common/decisions/ETH.txt

Code:
ETH_italo-ethiopian_empire_decisions = {
	ETH_core_551 = {
		cost = 25
		fire_only_once = yes
		icon = GFX_decision_border_war
		allowed = {
			original_tag = ETH
		}
		visible = {
			original_tag = ETH
			551 = {
				is_controlled_by = ETH
			}
			is_or_will_be_gojjam = yes
		}
		available = {
			ETH = {
				has_full_control_of_state = 551
			}
		}
		cancel_trigger = {
			NOT = {
				ETH = {
					has_full_control_of_state = 551
				}
			}
		}
		days_remove = 30
		remove_effect = {
			551 = {
				add_core_of = ETH
			}
		}
		ai_will_do = {
			base = 100
		}
	}
	ETH_core_886 = {
		cost = 25
		fire_only_once = yes
		icon = GFX_decision_border_war
		allowed = {
			original_tag = ETH
		}
		visible = {
			original_tag = ETH
			886 = {
				is_controlled_by = ETH
			}
			is_or_will_be_gojjam = yes
		}
		available = {
			ETH = {
				has_full_control_of_state = 886
			}
		}
		cancel_trigger = {
			NOT = {
				ETH = {
					has_full_control_of_state = 886
				}
			}
		}
		days_remove = 30
		remove_effect = {
			886 = {
				add_core_of = ETH
			}
		}
		ai_will_do = {
			base = 100
		}
	}
	ETH_core_883 = {
		cost = 25
		fire_only_once = yes
		icon = GFX_decision_border_war
		allowed = {
			original_tag = ETH
		}
		visible = {
			original_tag = ETH
			883 = {
				is_controlled_by = ETH
			}
			is_or_will_be_gojjam = yes
		}
		available = {
			ETH = {
				has_full_control_of_state = 883
			}
		}
		cancel_trigger = {
			NOT = {
				ETH = {
					has_full_control_of_state = 883
				}
			}
		}
		days_remove = 30
		remove_effect = {
			883 = {
				add_core_of = ETH
			}
		}
		ai_will_do = {
			base = 100
		}
	}
	ETH_core_269 = {
		cost = 25
		fire_only_once = yes
		icon = GFX_decision_border_war
		allowed = {
			original_tag = ETH
		}
		visible = {
			original_tag = ETH
			269 = {
				is_controlled_by = ETH
			}
			is_or_will_be_jimma = yes
		}
		available = {
			ETH = {
				has_full_control_of_state = 269
			}
		}
		cancel_trigger = {
			NOT = {
				ETH = {
					has_full_control_of_state = 269
				}
			}
		}
		days_remove = 30
		remove_effect = {
			269 = {
				add_core_of = ETH
			}
		}
		ai_will_do = {
			base = 100
		}
	}
	ETH_core_884 = {
		cost = 25
		fire_only_once = yes
		icon = GFX_decision_border_war
		allowed = {
			original_tag = ETH
		}
		visible = {
			original_tag = ETH
			884 = {
				is_controlled_by = ETH
			}
			is_or_will_be_jimma = yes
		}
		available = {
		
# ... (truncated)
### Entity: Decision
Component: COG_ruanda_urundi_decisions
Constructs: has_war, limit, add_ideas, owns_state, has_country_flag, industrial_capacity_factory, production_speed_buildings_factor, has_idea
Source: game
File: common/decisions/COG.txt

Code:
COG_ruanda_urundi_decisions = {
	COG_expand_ruanda_urundi_cash_crop_farming = {
		priority = 10
		icon = GFX_decision_POL_organize_strike_two
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = COG
		}
		available = {
			has_idea = COG_eugene_jungers
			OR = {
				owns_state = 768 769
			}
		}
		visible = {
			has_idea = COG_eugene_jungers
			OR = {
				owns_state = 768 769
			}
			NOT = {
				has_country_flag = COG_expanded_cash_crop_farms
			}
		}
		days_remove = 70
		cost = 50
		cancel_trigger = {
			AND = {
				768 = {
					NOT = {
						is_fully_controlled_by = ROOT
					}
				}
				769 = {
					NOT = {
						is_fully_controlled_by = ROOT
					}
				}
			}
		}
		cancel_effect = {

		}
		modifier = {
			industrial_capacity_factory = -0.1
		}
		complete_effect = {

		}
		remove_effect = {
			add_timed_idea = {
				idea = cash_crop_farms_idea
				days = 365
			}
			hidden_effect = {
				set_country_flag = COG_expanded_cash_crop_farms
			}
		}
	}
	COG_utilize_volcanic_soils_to_cultivate_coffee = {
		priority = 9
		icon = GFX_decision_POL_looming_peasants_strike
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = COG
		}
		available = {
			has_idea = COG_eugene_jungers
			OR = {
				owns_state = 768 769
			}
		}
		visible = {
			has_idea = COG_eugene_jungers
			OR = {
				owns_state = 768 769
			}
			NOT = {
				has_country_flag = COG_expanded_coffee_fields
			}
		}
		days_remove = 70
		cost = 75
		cancel_trigger = {
			AND = {
				768 = {
					NOT = {
						is_fully_controlled_by = ROOT
					}
				}
				769 = {
					NOT = {
						is_fully_controlled_by = ROOT
					}
				}
			}
		}
		cancel_effect = {

		}
		modifier = {
			production_speed_buildings_factor = -0.1
			industrial_capacity_factory = -0.05
		}
		complete_effect = {

		}
		remove_effect = {
			add_ideas = ETH_coffee_exports_idea
			IF = {
				limit = {
					768 = {
						is_controlled_by = ROOT
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
					}
				}
				768 = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
			}
			ELSE_IF = {
				limit = {
					769 = {
						is_controlled_by = ROOT
						free_building_slots = {
							building = industrial_complex
							size = > 0
						
# ... (truncated)
### Entity: Unit Template
Component: AST_ANIMALS_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/AST_ship_names.txt

Code:
AST_ANIMALS_COMMUNIST = {
	name = NAME_THEME_ANIMALS
	for_countries = {
		AST
	}
	can_use = {
		has_government = communism
	}
	type = ship
	prefix = RNS 
	unique = {
		Koala Crocodile Shark Echidna Albatros Hawk Dingo Platypus Kangaroo Emu Duong Jellyfish Goanna Whale Donkey Anteater Quoll Wombat Cassowary Wedge-tail Red Back Huntsman Taipan
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/GXC_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 62
	}
	location = 10404
	start_experience_factor = 0.1
	division_template = Juntuán
	start_equipment_factor = 0.7
}
### Entity: Shared Focus
Component: AH_rijeka_naval_academy
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_austria_hungary_shared.txt

Code:
shared_focus = {
	id = AH_rijeka_naval_academy
	icon = GFX_focus_generic_military_academy
	cost = 10
	prerequisite = {
		focus = AH_austro_hungarian_unification
	}
	relative_position_id = AH_austro_hungarian_unification
	x = 1
	y = 1
	ai_will_do = {
		factor = 5
	}
	available = {
		NOT = {
			original_tag = AUS
		} {
			has_idea = AUS_imperial_naval_academy generic_recent_army_unification
		}
		controls_state = 736
	}
	bypass = {
		original_tag = AUS
	}
	completion_reward = {
		navy_experience = 50
		add_ideas = AUS_imperial_naval_academy
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: CHL_news_events.7
Constructs: is_triggered_only
Source: game
File: events/TOA_Chile.txt

Code:
news_event = {
	id = CHL_news_events.7
	title = CHL_news_events.7.t
	desc = CHL_news_events.7.desc
	picture = GFX_news_event_ast_army
	major = yes
	is_triggered_only = yes
	option = {
		name = CHL_news_events.7.a
		trigger = {
			NOT = {
				TAG = CHL
			}
		}
	} {
		name = CHL_news_events.7.b
		trigger = {
			TAG = CHL
		}
	}
}
### Entity: Idea
Component: tage_40
Constructs: removal_cost, cancel_if_invalid
Source: game
File: common/ideas/tmodern_maximum_age.txt

Code:
tage_40 = {
	removal_cost = -1
	level = 4
	available = {

	}
	modifier = {
		attrition = -0.05
	}
	ai_will_do = {
		factor = 1
		modifier = {
			threat = < 0.3
			factor = 40
		}
	}
	cancel_if_invalid = no
	default = yes
}
### Entity: Modding Documentation
Construct: manpower
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### manpower
* description: DEPRECATED, MAY OVERFLOW. total manpower of country
### Entity: Character
Component: JAP_hitoshi_yamakawa
Source: game
File: common/characters/JAP.txt

Code:
JAP_hitoshi_yamakawa = {
	name = JAP_hitoshi_yamakawa
	portraits = {
		civilian = {
			large = GFX_portrait_JAP_hitoshi_yamakawa
			small = GFX_portrait_JAP_hitoshi_yamakawa_small
		}
	}
}
### Entity: Idea
Component: ARG_anti_british_sentiment_idea
Constructs: war_support_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/argentina.txt

Code:
ARG_anti_british_sentiment_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_anti_british_sentiment
	modifier = {
		fascism_drift = 0.01
		consumer_goods_factor = -0.1
		war_support_factor = 0.05
	}
}
### Entity: Idea
Component: CZE_peace_on_our_time_idea
Constructs: war_support_factor, removal_cost, coordination_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_peace_on_our_time_idea = {
	name = CZE_peace_on_our_time
	picture = SPR_torchbearers_of_tomorrow
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		army_org_regain = 0.01
		coordination_bonus = 0.01
		cas_damage_reduction = 0.1
		war_support_factor = 0.1
		faction_influence_war_score_factor = 0.1
		land_bunker_effectiveness_factor = 0.1
		weekly_bombing_war_support = 0.001
	}
}
### Entity: Event
Component: south_american_events.60
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power, add_timed_idea, set_country_flag
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.60
	title = south_american_events.60.t
	desc = south_american_events.60.desc
	picture = GFX_report_event_communists_cheer
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 100
		}
		name = south_american_events.60.a
		add_timed_idea = {
			idea = MEX_bolivarian_agitation
			days = 720
		}
		set_country_flag = received_MEX_bolivarian_agitation
	} {
		ai_chance = {
			base = 0
		}
		name = south_american_events.60.b
		add_political_power = -20
		add_stability = 0.1
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_The_Hammer_and_the_Sickle
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_to_variable
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_The_Hammer_and_the_Sickle
	icon = GFX_goal_generic_communist_pride
	cost = 10
	available = {
		has_government = communism
	}
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Ally_the_Peasents
	}
	x = 2
	y = 2
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		add_ideas = den_peasent_support
		add_to_variable = {
			den_lower_equilibrium = 10
			tooltip = den_lower_equilibrium_tooltip
		} {
			den_lower_influence = 10
			tooltip = den_lower_influence_tooltip
		} {
			den_upper_influence = -20
			tooltip = den_upper_influence_tooltip
		}
		den_calculate_stratas = yes
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = DEN_Kristen_Bording
	}
}
### Entity: Technology
Component: early_battlecruiser
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		battle_cruiser_1
	}
	path = {
		leads_to_tech = basic_battlecruiser
		research_cost_coeff = 1
		ignore_for_layout = yes
	}
	research_cost = 1.5
	start_year = 1922
	folder = {
		name = naval_folder
		position = {
			x = -1
			y = 1
		}
	}
	ai_will_do = {
		factor = 1
	}
	categories = {
		naval_artillery naval_equipment bc_tech mio_cat_tech_all_capital_ship_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_radio_propaganda
Constructs: prerequisite, limit, add_ideas, completion_reward, set_technology, has_tech
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_radio_propaganda
	icon = GFX_focus_SWE_radiotjanst
	x = 1
	y = 1
	relative_position_id = SIA_department_of_publicity
	prerequisite = {
		focus = SIA_department_of_publicity
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = electronic_mechanical_engineering
				}
			}
			set_technology = {
				electronic_mechanical_engineering = 1
				popup = no
			}
		} {
			limit = {
				NOT = {
					has_tech = radio
				}
			}
			set_technology = {
				radio = 1
				popup = no
			}
		}
		add_ideas = SIA_radio_propaganda
	}
}
### Entity: Military Industrial Organization
Component: INS_fokker_organization_r56
Constructs: has_completed_focus, has_dlc, is_subject_of, is_in_faction_with
Source: game
File: common/military_industrial_organization/organizations/INS_r56_organization.txt

Code:
INS_fokker_organization_r56 = {
	include = generic_general_aircraft_organization
	icon = GFX_idea_fokker
	allowed = {
		tag = INS
		has_dlc = Arms Against Tyranny
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	available = {
		owner = {
			has_completed_focus = INS_the_test_flight_service
			OR = {
				is_subject_of = HOL
				is_in_faction_with = HOL
			}
		}
	}
}
### Entity: Event
Component: news.602
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.602
	title = news.602.t
	desc = news.602.desc
	picture = GFX_news_event_macedonian_empire_restored
	major = yes
	is_triggered_only = yes
	option = {
		name = news.602.a
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Division_Designer.html

Doc:
|
This article is a Stub, which means that it does not sufficiently cover its subject matter.
Please help expand this article if you can. |

The Division Designer is a feature in-game for designing and constructing Divisions. Editing a Division costs Experience.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Division_Designer&oldid=2491"
### Entity: Idea
Component: CHI_appropriated_fuhrerprinzip
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_appropriated_fuhrerprinzip = {
	picture = GER_airforce
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		political_power_factor = 0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Event
Component: SEA_japan_popup_events.14
Constructs: is_triggered_only, limit, has_government, fire_only_once, has_dlc, has_country_leader, add_country_leader_role, set_party_name
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.14
	title = SEA_japan_popup_events.14.t
	desc = SEA_japan_popup_events.14.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.14.a
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
				NOT = {
					AND = {
						has_government = democratic
						has_country_leader = {
							ruling_only = yes
							character = JAP_keisuke_okada
						}
					}
				}
			}
			add_country_leader_role = {
				character = JAP_machida_chuuji
				promote_leader = yes
				country_leader = {
					ideology = liberalism
					expire = 1989.1.1.1
					traits = {
						HUN_popular_liberal
					}
				}
			}
		}
		set_party_name = {
			ideology = democratic
			long_name = JAP_minseito_party_long
			name = JAP_minseito_party
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = democratic
			popularity = 0.025
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_tutsi_warrior_training
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_tutsi_warrior_training
	icon = GFX_focus_ETH_sway_the_warlords
	prerequisite = {
		focus = COG_great_military_chiefs
	}
	x = 0
	y = 1
	relative_position_id = COG_great_military_chiefs
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	completion_reward = {
		add_ideas = COG_tutsi_warrior_training_idea
	}
}
### Entity: Idea
Component: SPR_anarchist_society_19
Constructs: stability_factor, has_government, industrial_capacity_factory
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_anarchist_society_19 = {
	name = SPR_anarchist_society
	picture = SPR_anarchist_society
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = -0.25
		stability_weekly = -0.02
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		consumer_goods_factor = -0.25
		industrial_capacity_factory = 0.1
		conscription = 0.08
	}
}
### Entity: Trigger Reference
Construct: pc_is_on_same_side_as
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## pc_is_on_same_side_as

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Checks if country is on same side (winning or losing side) as another country in the peace conference.
Example:
POL = { pc_is_on_same_side_as = ENG }
```