Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: SWI_centralization_power_balance_decisions
Constructs: has_completed_focus, limit, add_stability, add_opinion_modifier, add_political_power, is_power_balance_in_range, complete_effect, add_power_balance_value
Source: game
File: common/decisions/SWI.txt

Code:
SWI_centralization_power_balance_decisions = {
	SWI_compromise_with_cantons = {
		icon = GFX_decision_SWI_focus_on_swiss_unity
		priority = 99
		allowed = {
			original_tag = SWI
		}
		visible = {
			always = yes
		}
		available = {
			is_power_balance_in_range = {
				id = SWI_centralization_bop
				range = SWI_centralization_bop_balanced
			}
		}
		days_remove = 30
		complete_effect = {
			add_power_balance_value = {
				id = SWI_centralization_bop
				value = 0.2
			}
		}
		remove_effect = {
			add_political_power = 150
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 150
				SWI_is_historical_ai = yes
				NOT = {
					is_power_balance_in_range = {
						id = SWI_centralization_bop
						range = SWI_centralization_bop_fully_cantons
					}
				}
			} {
				factor = 5
				power_balance_value = {
					id = SWI_centralization_bop
					value = < 0
				}
			}
		}
	}
	SWI_consolidate_council_power = {
		icon = GFX_decision_SWI_consolidate_council_power
		priority = 98
		allowed = {
			original_tag = SWI
		}
		visible = {
			always = yes
		}
		available = {
			is_power_balance_in_range = {
				id = SWI_centralization_bop
				range = SWI_centralization_bop_very_council
			}
		}
		days_remove = 30
		cost = 80
		complete_effect = {

		}
		remove_effect = {
			add_power_balance_value = {
				id = SWI_centralization_bop
				value = -0.2
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 50
				SWI_is_historical_ai = no
			} {
				add = 50
				NOT = {
					is_power_balance_in_range = {
						id = SWI_centralization_bop
						range = SWI_centralization_bop_fully_council
					}
				}
			} {
				add = 100
				is_power_balance_in_range = {
					id = SWI_centralization_bop
					range = SWI_centralization_bop_fully_cantons
				}
			} {
				add = 200
				has_political_power = > 700
			}
		}
	}
	SWI_push_for_centralization = {
		icon = GFX_decision_SWI_elect_confederation_president
		priority = 97
		days_remove = 45
		cost = 100
		available = {
			is_power_balance_in_range = {
				id = SWI_centralization_bop
				range = SWI_centralization_bop_balanced
			}
		}
		complete_effect = {
			add_stability = -0.3
		}
		remove_Effect = {
			add_power_balance_value = {
				id = SWI_centralization_bop
				value = -0.4
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 50
				SWI_is_historical_ai = no
			}
		}
	}
	SWI_strengthen_military_high_command = 
# ... (truncated)
### Entity: National Focus
Tree: waf_focus
Component: WAF_gather_close_advisors
Constructs: prerequisite, has_government, add_stability, completion_reward, add_political_power, add_popularity, add_country_leader_trait
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_gather_close_advisors
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = WAF_empower_the_educated_elite
	}
	x = -1
	y = 1
	relative_position_id = WAF_empower_the_educated_elite
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		has_government = neutrality
	}
	completion_reward = {
		add_political_power = 35
		add_popularity = {
			ideology = ROOT
			popularity = -0.05
		}
		add_stability = 0.05
		add_country_leader_trait = camarilla_leader
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Name List
Component: RKK
Source: game
File: common/names/00_names.txt

Code:
RKK = {
	male = {
		names = {
			Aleksandre Avtandil Besarion Butchu Datiko Davit Egnate Evgeni Filipp Giorgi Grigol Gulichino Iakob Ioseb Iosef Irakli Kalenike Kale Karlo Lavrenti Mikheil Niko Nikoloz Noe Pavel Polikarp Kandid Radjeb Shalva Semon Sergo Silibistro Tamaz Varlam Valiko Zurab Abbas Abdulla Ahmad Akif Ali Alibala Arif Anar Azer Bakhtiyar Baysangur Chingiz Dadash Davud Elnur Elshan Farrukh Farhad Gafur Gasym Geray Hamid Hanifa Hasan Heydar Ibrahim Ikhtiyar Ilkin Isgandar Ismayil Jafar Javad Javid Jeyhun Kamal Kamran Kanan Latif Mabud Mahmud Maharram Mammad Manaf Mirmövsüm Mirkhalyg Mukhtar Murad Musa Mustafa Nadir Nariman Nazim Niftaly Orkhan Osman Rasim Rasul Rauf Rüfat Rüstam Said Sabir Samad Sarkhan Süleyman Tofig Toghrul Vagif Yusif Yunus Ziya Zakariyya Adroushan Agheksanter Alex Anag Anania Aramazt Aram Aran Ararad Ari Arman Asbourag Askanaz Avetik Avetis Artashes Barkev Dajad Erik Garegin Ghougas Gomidas Gor Hamo Harutiun Hayk Hovhannes Khoren Krikor Magar Malkhas Markar Mikaiel Mouron Movses Narek Nbad Norayr Nshan Parsegh Pertag Samvel Sarhad Sasoun Serj Set Serop Sirak Sirakan Soukias Teotig Tevan Tigran Vahe Vanagan Varos Zaven Yeghishe
		}
	}
	female = {
		names = {
			Alexandra Ana Ekaterine Ketevan Kato Kristine Ladia Manana Mariam Mariko Maia Marta Nana Natela Natia Nina Nino Sephora Tamar
		}
	}
	surnames = {
		Abkhazivili Amilakhvari Amirejibi Bagration Berdzenishvili Beria Beridze Bolkvadze Charkviani Chkheidze Cherkezishvili Chikovani Dzjughasjvili Eliava Eristavi Galogre Gegechkori Geladze Gelashvili Giorgadze Jaqeli Jibladze Jolbordi Jugheli Kapanadze Kartvelishvili Kavtaradze Koreneva Kvaratskhelia Kvinitadze Lapachi Lomidze Lordkipanidze Machabeli Makharadze Mdivani Megrelishvili Molodini Mukhrani Ninoshvili Nozadze Orbeli Ordzhonikidze Prangishvili Ramishvili Sharashidze Shermadini Sivisive Somkhishivili Surameli Svanidze Tsereteli Tsiklauri Zhordania Abbasli Agharzayev Ahmadzada Akhundzada Alizada Alibeyli Arablinski Arifoghlu Bayramli Baghirzada Bakikhanov Chilingirzada Dadashov Feyzullayev Genceli Hamidlinski Hamidli Hasanzada Hajibeyli Hajinski Ibrahimli Ildirim Imanov Isparzada Garabeyli Garakhanov Garayev Gayibov Jabbarli Javadov Lemberanski Mammadbeyli Mammadli Maharramov Mehmandarov Mirza Muradkhanli Muradli Müshvig Narimanov Narimanbeyli Oghuz Rajabli Sadighli Seyidzada Sharifov Shikhlinski Süleymali Tofigzada Topc
# ... (truncated)
### Entity: Event
Component: GOE_RAJ.17
Constructs: is_triggered_only, ai_chance, give_guarantee
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.17
	title = GOE_RAJ.17.t
	desc = GOE_RAJ.17.desc
	picture = GFX_report_event_polish_army
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.17.a
		ai_chance = {
			base = 1
			modifier = {
				surrender_progress = > 0.05
				factor = 0.1
			} {
				surrender_progress = > 0.15
				factor = 0
			} {
				surrender_progress = < 0.15
				strength_ratio = {
					tag = FROM
					ratio = > 1.35
				}
				factor = 5
			}
		}
		give_guarantee = TIB
	} {
		name = GOE_RAJ.17.b
		ai_chance = {
			base = 1
			modifier = {
				surrender_progress = > 0.05
				factor = 2
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_14/light_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/light_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Technology
Component: basic_depth_charges
Constructs: has_war_with, enable_equipment_modules, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipment_modules = {
		ship_depth_charge_1
	}
	on_research_complete = {
		custom_effect_tooltip = depth_charges_advice_tt
	}
	path = {
		leads_to_tech = improved_depth_charges
		research_cost_coeff = 1
	}
	xp_research_type = navy
	xp_boost_cost = 50
	xp_research_bonus = 1.5
	research_cost = 1.5
	start_year = 1922
	folder = {
		name = mtgnavalfolder
		position = {
			x = 1
			y = 4
		}
	}
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 2
			has_war_with = GER
		} {
			factor = 2
			anti_submarine_strategy_required_trigger = yes
		}
	}
	categories = {
		naval_equipment dd_tech asw_tech ship_modules_tech mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: State History
Component: 1015
Constructs: add_core_of
Source: game
File: history/states/1015-Tekirdag.txt

Code:
state = {
	id = 1015
	name = STATE_1015
	manpower = 231602
	resources = {

	}
	state_category = town
	history = {
		owner = TUR
		victory_points = {
			6895 2
		}
		buildings = {
			infrastructure = 2
		}
		add_core_of = TUR
	}
	provinces = {
		6895 13344 13345
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: EAI_DD_8/small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.08
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/NGA_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 2050
	division_template = Infantry Division
	start_experience_factor = 0.5
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_open_afamf_plants
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_open_afamf_plants
	icon = GFX_focus_generic_aircraft_production
	prerequisite = {
		focus = CHI_rocaf
	}
	x = 2
	y = 1
	relative_position_id = CHI_rocaf
	cost = 5
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {

	}
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				750 1036
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = CHI_the_chu_x_po
			bonus = 0.15
			uses = 1
			category = light_air
		}
		IF = {
			limit = {
				325 = {
					is_controlled_by_ROOT_or_subject = no
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt CHI_open_afamf_plants_tt
		}
		ELSE_IF = {
			limit = {
				325 = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			325 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Character
Component: DAH_acgs
Source: game
File: common/characters/DAH.txt

Code:
DAH_acgs = {
	advisor = {
		slot = air_chief
		idea_token = DAH_acgs
		allowed = {
			original_tag = DAH
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_institute_corporatism
Constructs: every_owned_state, prerequisite, limit, has_government, add_stability, completion_reward, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_institute_corporatism
	icon = GFX_focus_ICE_state_corporatism
	prerequisite = {
		focus = wuw_HUN_government_of_national_unity
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_government_of_national_unity
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		has_government = fascism
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_stability = -0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		every_owned_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: ITA_papal_state
Constructs: has_completed_focus, stability_factor, removal_cost, neutrality_drift, puppet_cost_factor
Source: game
File: common/ideas/italy.txt

Code:
ITA_papal_state = {
	removal_cost = -1
	picture = ITA_papal_state_ns
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_completed_focus = ITA_the_papacy_reborn
	}
	modifier = {
		political_power_factor = 0.15
		neutrality_drift = 0.02
		stability_factor = 0.08
		operative_slot = 1
		intel_network_gain_factor = 0.1
		compliance_growth = 0.05
		puppet_cost_factor = -0.1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_no_time_for_peace
Constructs: prerequisite, limit, add_ideas, completion_reward, add_breakthrough_progress, has_tech, add_tech_bonus
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_no_time_for_peace
	icon = GFX_SOV_no_time_for_peace_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_fourth_five_year_plan
	} {
		focus = SOV_national_academies_of_sciences
	}
	x = 3
	y = 1
	relative_position_id = SOV_fourth_five_year_plan
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.75
		} {
			specialization = specialization_air
			value = 0.75
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = SOV_no_time_for_peace
				bonus = 0.5
				uses = 1
				category = nuclear
			}
		}
		add_tech_bonus = {
			name = SOV_no_time_for_peace
			bonus = 0.5
			uses = 1
			category = rocketry
		}
		add_ideas = SOV_no_time_for_peace_idea
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AOut_links.png.html

Doc:
File

File history

File usage

Metadata
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File history
### Entity: Event
Component: AUS_political_events.22
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, limit, has_country_flag, add_opinion_modifier, has_dlc, add_equipment_subsidy
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.22
	title = AUS_political_events.22.t
	desc = AUS_political_events.22.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = AUS_political_events.22.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
					FROM = {
						NOT = {
							original_tag = ENG USA
						}
					}
				}
				add_equipment_subsidy = {
					cic = 1000
					equipment_type = infantry_equipment
					seller_tags = {
						FROM
					}
				}
			}
			ELSE_IF = {
				limit = {
					FROM = {
						original_tag = ENG USA
					}
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 500
					producer = FROM
				}
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 500
				producer = FROM
			}
			add_opinion_modifier = {
				target = FROM
				modifier = took_stand_for_us
			}
		}
	} {
		name = AUS_political_events.22.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				AUS_is_historical_ai = yes
				NOT = {
					has_game_rule = {
						rule = AUS_AI_BEHAVIOR
						option = AUS_ANTI_ANSCLUSS_STRESS
					}
				}
			} {
				factor = 2
				NOT = {
					any_country = {
						has_guaranteed = ROOT
					}
				}
			} {
				factor = 200
				OR = {
					has_country_flag = AUS_AI_RANDOM_ANTI_ANSCLUSS_STRESS
					has_game_rule = {
						rule = AUS_AI_BEHAVIOR
						option = AUS_ANTI_ANSCLUSS_STRESS
					}
				}
			}
		}
		effect_tooltip = {
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
					FROM = {
						NOT = {
							original_tag = ENG USA
						}
					}
				}
				add_equipment_subsidy = {
					cic = 1000
					equipment_type = infantry_equipment
					seller_tags = {
						FROM
					}
				}
			}
			ELSE_IF = {
				limit = {
					FROM = {
						original_tag = ENG USA
					}
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 500
					producer = FROM
				}
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 500
				producer = FROM
			}
			add_opinion_modifier = {
				target = FROM
				modifier = took_stand_for_us
			}
		} {
			IF = {
				limit = {
					NOT = {
						has_dynamic_modifier = {
							modifier = AUS_compensation_for_guarantee
						}
					}
				}
				add_dynamic_modifier = {
					modifier = AUS_comp
# ... (truncated)
### Entity: Event
Component: tfv_south_africa.11
Constructs: is_triggered_only, ai_chance, limit, has_government, has_war_with, has_country_flag, has_civil_war, is_ai
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.11
	title = tfv_south_africa.11.t
	desc = tfv_south_africa.11.desc
	picture = GFX_report_event_generic_lend_lease
	is_triggered_only = yes
	trigger = {
		has_government = fascism
		SAF = {
			has_civil_war = yes
			has_government = fascism
		}
		NOT = {
			has_war_with = SAF
		}
	}
	option = {
		name = tfv_south_africa.11.a
		ai_chance = {
			base = 10
		}
		trigger = {
			OR = {
				is_ai = yes
				has_equipment = {
					fighter_equipment_1 = > 19
				}
			}
		}
		SAF = {
			set_country_flag = GER_sent_support shipment_of_airplanes
			country_event = {
				id = tfv_south_africa.15
			}
		}
		effect_tooltip = {
			SAF_german_coup_equipment_GER_fighters_20 = yes
		}
		SAF_send_equipment_flag_counter = yes
		if = {
			limit = {
				NOT = {
					has_country_flag = SAF_sent_equipment_3
				}
			}
			country_event = {
				id = tfv_south_africa.11
				days = 21
				random_days = 7
			}
			else = {
				clr_country_flag = SAF_sent_equipment_1 SAF_sent_equipment_2 SAF_sent_equipment_3
			}
		}
	} {
		name = tfv_south_africa.11.b
		ai_chance = {
			base = 10
		}
		trigger = {
			OR = {
				is_ai = yes
				has_equipment = {
					light_tank_equipment_1 = > 19
				}
			}
		}
		SAF = {
			set_country_flag = GER_sent_support shipment_of_tanks
			country_event = {
				id = tfv_south_africa.15
			}
		}
		effect_tooltip = {
			SAF_german_coup_equipment_GER_light_tank_20 = yes
		}
		SAF_send_equipment_flag_counter = yes
		if = {
			limit = {
				NOT = {
					has_country_flag = SAF_sent_equipment_3
				}
			}
			country_event = {
				id = tfv_south_africa.11
				days = 21
				random_days = 7
			}
			else = {
				clr_country_flag = SAF_sent_equipment_1 SAF_sent_equipment_2 SAF_sent_equipment_3
			}
		}
	} {
		name = tfv_south_africa.11.c
		ai_chance = {
			base = 50
		}
		trigger = {
			OR = {
				is_ai = yes
				AND = {
					has_equipment = {
						infantry_equipment_1 = > 199
					} {
						artillery_equipment_1 = > 9
					}
				}
			}
		}
		SAF = {
			set_country_flag = GER_sent_support
			country_event = {
				id = tfv_south_africa.15
			}
		}
		effect_tooltip = {
			SAF_german_coup_inf_GER_equipment_200 = yes
		}
		SAF_send_equipment_flag_counter = yes
		if = {
			limit = {
				NOT = {
					has_country_flag = SAF_sent_equipment_3
				}
			}
			country_event = {
				id = tfv_south_africa.11
				days = 21
				random_days = 7
			}
			el
# ... (truncated)
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Keep_the_Sealanes_Open
Constructs: shared_focus, prerequisite, limit, completion_reward, add_doctrine_cost_reduction, has_dlc, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Keep_the_Sealanes_Open
	icon = GFX_goal_CAN_degaussing
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 0.1
	}
	prerequisite = {
		focus = DEN_Expand_the_Shipyards
	}
	mutually_exclusive = {
		focus = DEN_Complete_Control_over_the_Baltic
	}
	x = 3
	y = 2
	relative_position_id = DEN_Retrofit_the_Royal_Navy
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = DEN_Complete_Control_over_the_Baltic
			cost_reduction = 0.35
			uses = 2
			category = fleet_in_being_tree
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:DEN_flyvemaskinevaerksted_organization = {
				unlock_mio_trait_tooltip = DEN_mio_trait_sub_detection DEN_mio_trait_naval_detection
			}
		}
	}
}
### Entity: Game Rule
Component: YUG_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
YUG_ai_behavior = {
	name = YUG_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Death or Dishonor
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST
		desc = RULE_OPTION_COMMUNIST_YUG_AI_DESC
	} {
		name = DEMOCRATIC
		text = RULE_OPTION_DEMOCRATIC
		desc = RULE_OPTION_DEMOCRATIC_YUG_AI_DESC
	} {
		name = FASCIST
		text = RULE_OPTION_FASCIST
		desc = RULE_FASCIST_YUG_AI_DESC
	} {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_HISTORICAL_YUG_AI_DESC
		allow_achievements = yes
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_a_common_currency_for_all_of_asia
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject, is_faction_leader, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_a_common_currency_for_all_of_asia
	icon = GFX_focus_JAP_develop_the_yen_block
	x = 0
	y = 1
	relative_position_id = JAP_the_pan_asian_revolutionary_front
	prerequisite = {
		focus = JAP_the_pan_asian_revolutionary_front
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		is_subject = no
		is_faction_leader = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_ally_with = ROOT
				NOT = {
					has_idea = JAP_yen_bloc_idea
				}
			}
			add_ideas = JAP_yen_bloc_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt JAP_develop_the_yen_bloc_tt
	}
}
### Entity: Operation
Component: resistance_contacts_briefings
Source: game
File: common/operation_phases/lar_resistance_contacts.txt

Code:
resistance_contacts_briefings = {
	name = resistance_contacts_briefings
	desc = resistance_contacts_briefings_desc
	outcome = resistance_contacts_briefings_outcome
	picture = GFX_phase_resistance_contacts_briefings
	icon = GFX_phase_resistance_contacts_briefings_small
	equipment = {

	}
}