Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: tan_focus
Component: TAN_Futher_Investments
Constructs: prerequisite, limit, completion_reward, has_tech, complete_tooltip, random_owned_controlled_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Futher_Investments
	icon = GFX_goal_industrial_investment
	prerequisite = {
		focus = TAN_Invite_American TAN_Invite_Japanese TAN_Invite_Soviets
	}
	text = GEN_encorage_foreign_investors
	x = 3
	y = 1
	relative_position_id = TAN_Invite_American
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 3
		modifier = {
			factor = 0
			date = < 1938.6.1
			num_of_controlled_states = < 2
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 2
					include_locked = yes
				}
			}
		}
	}
	available = {
		num_of_controlled_states = > 1
		has_tech = construction3
	}
	complete_tooltip = {
		random_owned_controlled_state = {
			limit = {
				has_state_flag = TAN_Futher_Investments_1
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = TAN_Futher_Investments_2
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = TAN_Futher_Investments_1
		} {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = TAN_Futher_Investments_2
		} {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = TAN_Futher_Investments_3
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Trigger
Component: SWI_AI_is_fascist
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_AI_is_fascist = {
	OR = {
		has_game_rule = {
			rule = SWI_AI_BEHAVIOR
			option = SWI_FASCIST
		}
		has_country_flag = SWI_AI_RANDOM_FASCIST
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_build_coal_power_plants
Constructs: prerequisite, completion_reward, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_build_coal_power_plants
	icon = GFX_goal_power_plant
	prerequisite = {
		focus = BUL_two_year_railway_plan
	}
	relative_position_id = BUL_two_year_railway_plan
	x = -1
	y = 1
	cost = 7.15
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		add_tech_bonus = {
			name = BUL_build_coal_power_plants
			bonus = 1
			uses = 1
			category = industry electronics
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: denmark_overlord_events.38
Constructs: is_triggered_only, ai_chance, limit, has_government, add_political_power, has_opinion, is_historical_focus_on, has_dynamic_modifier
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.38
	title = denmark_overlord_events.38.t
	desc = denmark_overlord_events.38.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.34.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				has_government = FROM
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = > 49
				}
			}
		}
		add_political_power = -25
	} {
		name = denmark_overlord_events.38.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 5
				OR = {
					has_government = fascism communism
				}
				NOT = {
					has_government = FROM
				}
			} {
				factor = 2
				FROM = {
					power_balance_value = {
						id = DEN_occupation_balance
						value = > 0.6
					}
				}
			} {
				factor = 2
				is_historical_focus_on = yes
			}
		}
		effect_tooltip = {
			FROM = {
				if = {
					limit = {
						has_dynamic_modifier = {
							modifier = DEN_occupation_laws_dynamic_modifier
						}
					}
					add_to_variable = {
						DEN_occupation_laws_autonomy_manpower_share = 0.1
						tooltip = autonomy_manpower_share_tt
					}
				}
			}
		}
		set_country_flag = DEN_overlord_enacted_forced_conscription
		custom_effect_tooltip = DEN_deteriorating_subject_relations
		FROM = {
			country_event = {
				id = denmark_overlord_events.39
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: AST_naval_auxiliary_patrol
Constructs: removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_naval_auxiliary_patrol = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ast_naval_auxiliary_patrol
	modifier = {
		production_speed_coastal_bunker_factor = 0.5
		army_core_defence_factor = 0.05
		experience_gain_navy = 0.1
	}
}
### Entity: Idea
Component: COG_communist_guy
Constructs: has_government
Source: game
File: common/ideas/congo.txt

Code:
COG_communist_guy = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = COG
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: State History
Component: 907
Constructs: add_core_of
Source: game
File: history/states/907-Cairo.txt

Code:
state = {
	id = 907
	name = STATE_907
	manpower = 6454865
	state_category = town
	history = {
		owner = ENG
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			air_base = 5
		}
		victory_points = {
			7011 20
		} {
			3996 5
		} {
			1068 3
		}
		add_core_of = EGY
	}
	provinces = {
		992 1068 3996 4055 4143 7011 7117 7188 10005 10031 12004
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Name List
Component: RKG
Source: game
File: common/names/00_names.txt

Code:
RKG = {
	male = {
		names = {
			Adolph Jens Sverre Odd Johan Frederik Lorentz Ole Hans Harald Haakon Olaf Paul Petter Carl Christian Kaare Jacob Søren Wilhelm Tryggve Daniel
		}
	}
	female = {
		names = {
			Trine Kajsa Helga Paula Olivia Nela Monika Torhild Trude Ingeborg Gerda
		}
	}
	surnames = {
		Munthe Sejersted Ræder Dahl Nordhaug Hamre Fleischer Eriksen Berg Hauge Prytz Lund Nørregaard Vilberg Hauge Sunde Petersen Brandt Lie Wergeland Frisvold Teige Carenwall Falck
	}
}
### Entity: Character
Component: CYP_zinon_rossidis
Constructs: has_government
Source: game
File: common/characters/CYP.txt

Code:
CYP_zinon_rossidis = {
	name = CYP_zinon_rossidis
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_5
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CYP_zinon_rossidis
		available = {
			has_government = fascism
		}
		traits = {
			sharp_tongued_lawyer
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_soviet_economic_aid
Constructs: prerequisite, limit, remove_ideas, has_government, has_war_with, completion_reward, is_subject, is_subject_of
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_soviet_economic_aid
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = PRC_soviet_leadership
	}
	x = 0
	y = 2
	relative_position_id = PRC_marxist_orthodoxy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_war_with = SOV
		}
		SOV = {
			has_government = ROOT
		}
		OR = {
			is_subject = no
			is_subject_of = SOV
			is_in_faction_with = SOV
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = PRC_the_long_march_1
			}
			remove_ideas = PRC_the_long_march_1
		}
		else = {
			remove_ideas = PRC_the_long_march_2
		}
	}
}
### Entity: AI Strategy
Component: PAN_create_an_army
Constructs: has_completed_focus, has_government, force_build_armies
Source: game
File: common/ai_strategy/r56_PAN.txt

Code:
PAN_create_an_army = {
	allowed = {
		original_tag = PAN
	}
	enable = {
		PAN = {
			num_divisions = < 2
		}
		OR = {
			COL = {
				has_completed_focus = COL_collectivist_ethos
			}
			NIC = {
				has_government = fascism
			}
			HON = {
				OR = {
					has_government = fascism
					has_completed_focus = HON_suggest_monarchy
				}
			}
			GUA = {
				has_government = fascism
			}
			COS = {
				has_government = fascism
			}
			MEX = {
				has_government = fascism
			}
		}
	}
	abort = {
		NOT = {
			country_exists = PAN
		}
	}
	ai_strategy = {
		type = force_build_armies
		value = 999
	}
}
### Entity: Event
Component: denmark_expansion_event.212
Constructs: is_triggered_only
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.212
	title = denmark_expansion_event.212.t
	desc = denmark_expansion_event.212.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.212.a
		DEN_swedish_territory_wargoals = yes
	}
}
### Entity: Character
Component: HYD_mir_laiq_ali
Source: game
File: common/characters/HYD.txt

Code:
HYD_mir_laiq_ali = {
	advisor = {
		slot = political_advisor
		idea_token = HYD_mir_laiq_ali
		allowed = {
			original_tag = HYD
		}
		visible = {

		}
		traits = {
			silent_workhorse
		}
		ai_will_do = {
			factor = 1
		}
	}
	name = HYD_mir_laiq_ali
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_india_2
		}
	}
}
### Entity: Event
Component: israel.41
Constructs: is_triggered_only, set_country_flag, complete_national_focus
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.41
	title = israel.41.t
	desc = israel.41.d
	is_triggered_only = yes
	picture = GFX_report_event_EGY_suez_attacked
	option = {
		name = israel.41.a
		custom_effect_tooltip = ISR_suez_blocked
		set_country_flag = ISR_suez_crisis_flag
		mark_focus_tree_layout_dirty = yes
		complete_national_focus = ISR_suez_crisis
	}
}
### Entity: Idea
Component: SWI_home_foreign_air_prod_2
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_home_foreign_air_prod_2 = {
	allowed_civil_war = {
		always = yes
	}
	picture = man_five_year_plan_air
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		cv_small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		small_plane_cas_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		large_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		large_plane_maritime_patrol_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		transport_plane_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
	modifier = {
		license_air_purchase_cost = -0.5
	}
}
### Entity: Character
Component: TIB_phuntsok_wangyal
Source: game
File: common/characters/TIB.txt

Code:
TIB_phuntsok_wangyal = {
	name = TIB_phuntsok_wangyal
	portraits = {
		civilian = {
			large = GFX_portrait_TIB_phuntsok_wangyal
			small = GFX_portrait_TIB_phuntsok_wangyal_small
		}
	}
	country_leader = {
		ideology = marxism
		traits = {
			inexperienced_socialist
		}
		expire = 1945.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_assemble_the_regency_council
Constructs: has_completed_focus, limit, completion_reward, allow_branch, has_dlc, has_game_rule, load_focus_tree, has_character
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_assemble_the_regency_council
	icon = GFX_focus_generic_monarchy_2
	allow_branch = {
		has_dlc = No Step Back
	} {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = POL_complete_april_constitution POL_nationalist_constitution POL_organize_the_peasants_strike POL_restore_the_sejm
				}
			}
		}
	}
	mutually_exclusive = {
		focus = POL_complete_april_constitution POL_organize_the_peasants_strike POL_nationalist_constitution
	}
	available = {

	}
	x = 77
	y = 0
	cost = 5
	ai_will_do = {
		factor = 2.5
	}
	offset = {
		x = -24
		y = 0
		trigger = {
			has_completed_focus = POL_assemble_the_regency_council
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		hidden_effect = {
			load_focus_tree = {
				tree = polish_focus
				keep_completed = yes
			}
			mark_focus_tree_layout_dirty = yes
		} {
			if = {
				limit = {
					has_character = POL_sejmik_regency
				}
				promote_character = POL_sejmik_regency
			}
		}
		POL_sanation_left_opposition_remove = yes
		POL_sanation_right_opposition_remove = yes
		set_cosmetic_tag = POL_KINGDOM
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
			name = YUG_neutrality_party
			long_name = YUG_neutrality_party
		}
		custom_effect_tooltip = available_political_advisor available_political_advisor available_political_advisor
		show_ideas_tooltip = POL_aleksander_kakowski POL_zdzislaw_lubomirski POL_stanislaw_wojciechowski
	}
}
### Entity: Character
Component: GER_franz_halder
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_franz_halder = {
	name = GER_franz_halder
	portraits = {
		army = {
			small = GFX_idea_franz_halder
		}
	}
	advisor = {
		slot = army_chief
		idea_token = franz_halder
		allowed = {
			original_tag = GER
		}
		available = {
			has_completed_focus = GER_instill_auftragstaktik
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: nru_focus
Component: NRU_start_exporting_phosphate
Constructs: prerequisite, add_stability, completion_reward, add_political_power, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/nauru.txt

Code:
focus = {
	id = NRU_start_exporting_phosphate
	icon = GFX_goal_FRA_reynaud_economic_reforms
	relative_position_id = NRU_continue_phosphate_mining
	available = {
		num_of_civilian_factories = > 1
	}
	prerequisite = {
		focus = NRU_continue_phosphate_mining
	}
	x = 1
	y = 1
	cost = 8
	completion_reward = {
		add_political_power = 25
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		random_owned_controlled_state = {
			prioritize = {
				725
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1.0
			uses = 2
			category = construction_tech industry
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_baltic_supremacy
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, add_building_construction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_baltic_supremacy
	icon = GFX_focus_SWE_the_narvik_solution
	prerequisite = {
		focus = SWE_north_sea_supremacy
	}
	relative_position_id = SWE_north_sea_supremacy
	x = 0
	y = 2
	cost = 7
	completion_reward = {
		1024 = {
			if = {
				limit = {
					is_owned_and_controlled_by = ROOT
				}
				add_building_construction = {
					type = coastal_bunker
					level = 3
					instant_build = yes
				} {
					type = anti_air_building
					level = 2
					instant_build = yes
				} {
					type = naval_base
					level = 2
					instant_build = yes
				}
			}
		}
		145 = {
			if = {
				limit = {
					is_owned_and_controlled_by = ROOT
				}
				add_building_construction = {
					type = coastal_bunker
					level = 2
					instant_build = yes
				} {
					type = anti_air_building
					level = 2
					instant_build = yes
				} {
					type = naval_base
					level = 2
					instant_build = yes
				}
			}
		}
		124 = {
			if = {
				limit = {
					is_owned_and_controlled_by = ROOT
				}
				add_building_construction = {
					type = coastal_bunker
					level = 2
					instant_build = yes
					province = 6258
				} {
					type = coastal_bunker
					level = 2
					instant_build = yes
					province = 408
				} {
					type = anti_air_building
					level = 2
					instant_build = yes
				} {
					type = naval_base
					level = 2
					instant_build = yes
					province = 408
				}
			}
		}
	}
}
### Entity: Event
Component: PER_ssb_events.4
Constructs: is_triggered_only, ai_chance, set_autonomy
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_ssb_events.4
	title = PER_ssb_events.4.t
	desc = PER_ssb_events.4.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = PER_ssb_events.4.a
		ai_chance = {
			base = 4
			modifier = {
				factor = 4
				OR = {
					tag = AFG IRQ
				}
			}
		}
		TUR = {
			set_autonomy = {
				target = PREV
				autonomy_state = autonomy_dominion
				freedom_level = 0.2
				end_wars = no
				end_civil_wars = no
			}
			country_event = {
				id = PER_ssb_events.5
				hours = 5
			}
		}
		try_build_civ_in_core_otherwise_build_in_controlled = yes yes
	} {
		ai_chance = {
			base = 6
		}
		name = PER_ssb_events.4.b
		TUR = {
			country_event = {
				id = PER_ssb_events.6
				hours = 5
			}
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_joint_scientific_program
Constructs: prerequisite, limit, completion_reward, is_in_faction, has_idea, add_research_slot, add_to_tech_sharing_group, every_other_country
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_joint_scientific_program
	icon = GFX_focus_research
	prerequisite = {
		focus = FIN_industrialize_the_region FIN_cooperation_with_germany FIN_military_aid
	}
	x = 0
	y = 2
	relative_position_id = FIN_industrialize_the_region
	cost = 10
	available = {
		OR = {
			is_in_faction = yes
			has_idea = FIN_the_lone_wolf
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		add_to_tech_sharing_group = FIN_joint_research_and_development_program
		custom_effect_tooltip = FIN_joint_scientific_program_tt
		if = {
			limit = {
				is_in_faction = yes
			}
			custom_effect_tooltip = generic_current_effects_new_lines
			every_other_country = {
				limit = {
					is_in_faction_with = ROOT
				}
				add_to_tech_sharing_group = FIN_joint_research_and_development_program
				hidden_effect = {
					country_event = {
						id = AAT_finland_misc_events.07
						hours = 1
					}
				}
			}
		}
		else_if = {
			limit = {
				has_idea = FIN_the_lone_wolf
			}
			custom_effect_tooltip = generic_current_effects_new_lines
			every_subject_country = {
				add_to_tech_sharing_group = FIN_joint_research_and_development_program
				hidden_effect = {
					country_event = {
						id = AAT_finland_misc_events.07
						hours = 1
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_the_balkan_pact
Constructs: prerequisite, limit, completion_reward, is_in_faction, is_subject, cancel_if_invalid, has_dlc, set_rule
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_the_balkan_pact
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = HUN_rapproachement_with_little_entente
	}
	mutually_exclusive = {
		focus = HUN_join_allies
	}
	x = 1
	y = 3
	relative_position_id = HUN_elect_a_democratic_king
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {
		is_in_faction = no
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_balkan_pact
			add_faction_initiative = 1
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction = HUN_BALKAN_FACTION
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_stop_the_stalinist_charade
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_in_faction_with, is_subject_of, has_capitulated, create_wargoal
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_stop_the_stalinist_charade
	icon = GFX_focus_attack_soviet
	prerequisite = {
		focus = TUR_learning_from_the_tripolitanian_war
	}
	x = -1
	y = 1
	relative_position_id = TUR_learning_from_the_tripolitanian_war
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
	}
	bypass = {
		SOV = {
			OR = {
				is_in_faction_with = TUR
				is_subject_of = TUR
				has_war_with = TUR
				exists = no
				has_capitulated = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = SOV
		}
	}
}
### Entity: Idea
Component: GER_align_romania
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_align_romania = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	modifier = {
		fascism_drift = 0.2
		fascism_acceptance = 85
	}
}
### Entity: Event
Component: SEA_PRC_border_war_events.5
Constructs: is_triggered_only, set_state_owner_to
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_border_war_events.5
	is_triggered_only = yes
	title = SEA_PRC_border_war_events.5.t
	desc = SEA_PRC_border_war_events.5.desc
	picture = GFX_report_event_generic_destroyed_vehicles
	option = {
		name = SEA_PRC_border_war_events.1.a
		trigger = {
			original_tag = PRC
		}
		transfer_state = 1032
	} {
		name = SEA_PRC_border_war_events.1.b
		trigger = {
			NOT = {
				original_tag = PRC
			}
		}
		effect_tooltip = {
			1032 = {
				set_state_owner_to = PRC
			}
		}
	}
}