Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Autonomous State
Component: autonomy_state
Constructs: limit, has_government, is_puppet, has_dlc, is_chinese_warlord, has_wargoal_against, puppet_wargoal_focus, has_rule
Source: game
File: common/autonomous_states/puppet.txt

Code:
autonomy_state = {
	id = autonomy_puppet
	default = yes
	is_puppet = yes
	min_freedom_level = 0.4
	manpower_influence = 0.9
	rule = {
		desc = RULE_DESC_IS_A_SUBJECT
		can_not_declare_war = yes
		can_decline_call_to_war = no
		can_be_spymaster = no
		contributes_operatives = no
		can_create_collaboration_government = no
	}
	modifier = {
		autonomy_manpower_share = 0.9
		can_master_build_for_us = 1
		extra_trade_to_overlord_factor = 1.0
		overlord_trade_cost_factor = -0.9
		peace_score_ratio_transferred_to_overlord = 0.1
		lend_lease_tension_with_overlord = -0.4
		research_sharing_per_country_bonus_factor = -0.5
		faction_influence_contribution_factor = -0.25
	}
	ai_subject_wants_higher = {
		factor = 1.0
	}
	ai_overlord_wants_lower = {
		factor = 1.0
	}
	ai_overlord_wants_garrison = {
		always = no
	}
	allowed = {
		if = {
			limit = {
				has_dlc = Death or Dishonor
			}
			OVERLORD = {
				NOT = {
					has_government = fascism
				}
			}
		} {
			limit = {
				has_dlc = Waking the Tiger
			}
			NOT = {
				AND = {
					OVERLORD = {
						has_government = fascism
					} {
						tag = JAP
					}
				} {
					OVERLORD = {
						has_government = neutrality
					} {
						tag = JAP
					}
				}
			}
		} {
			limit = {
				has_dlc = No Compromise, No Surrender
				OVERLORD = {
					tag = CHI
				}
			}
			is_chinese_warlord = no
		}
	}
	use_for_peace_conference_weight = {
		base = 0
		modifier = {
			add = 10
			FROM = {
				OR = {
					has_wargoal_against = {
						target = ROOT
						type = puppet_wargoal_focus
					}
					has_rule = can_puppet
				}
			}
		}
	}
	can_take_level = {

	}
	can_lose_level = {

	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Collectivization_of_Agriculture
Constructs: has_completed_focus, prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, add_to_variable
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Collectivization_of_Agriculture
	icon = GFX_goal_agrarian_reform
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Encourage_Artisan_Production DEN_Forced_Heavy_Industrialization
	} {
		focus = DEN_Nationalization_of_Key_Industries
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	mutually_exclusive = {
		focus = DEN_Maintain_Rural_Relations
	}
	x = -1
	y = 5
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = DEN_Forced_Heavy_Industrialization
				}
			}
			swap_ideas = {
				remove_idea = den_artisan_production
				add_idea = den_artisan_production_collectivised
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = DEN_Encourage_Artisan_Production
				}
			}
			swap_ideas = {
				remove_idea = den_forced_industrialization
				add_idea = den_forced_industrialization_collectivised
			}
		}
		add_to_variable = {
			den_lower_equilibrium = -10
			tooltip = den_lower_equilibrium_tooltip
		} {
			den_middle_equilibrium = -15
			tooltip = den_middle_equilibrium_tooltip
		}
		den_calculate_stratas = yes
	}
}
### Entity: Scripted Effect
Component: SIA_add_cultural_mandate_modifier_if_i_dont_have_it
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier, set_variable
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_add_cultural_mandate_modifier_if_i_dont_have_it = {
	if = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = idea_SIA_thai_cultural_mandates
				}
			}
		}
		add_dynamic_modifier = {
			modifier = idea_SIA_thai_cultural_mandates
		}
	}
	set_variable = {
		SIA_thai_cultural_mandates_pp_cost = SIA_thai_cultural_mandates_pp_cost_base
	}
}
### Entity: Country History
Country: NWF
Component: NWF_misc
Constructs: set_research_slots
Source: game
File: history/countries/NWF - North Western Frontier States.txt

Code:
# Misc for NWF
capital = 442
set_research_slots = 3
### Entity: Idea
Component: SWI_flexible_foreign_policy_2
Constructs: send_volunteers_tension
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_flexible_foreign_policy_2 = {
	allowed_civil_war = {
		always = yes
	}
	picture = generic_flexible_foreign_policy2
	rule = {
		can_join_opposite_factions = yes
	}
	modifier = {
		improve_relations_maintain_cost_factor = -0.75
		license_air_purchase_cost = -0.5
		license_infantry_purchase_cost = -0.5
		license_armor_purchase_cost = -0.5
		lend_lease_tension = -0.25
		send_volunteers_tension = -0.25
	}
}
### Entity: Military Industrial Organization
Component: SWI_sig_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/SWI_organization.txt

Code:
SWI_sig_organization = {
	name = SWI_sig
	include = generic_infantry_equipment_organization
	icon = GFX_idea_SWI_sig
	allowed = {
		tag = SWI
		has_dlc = By Blood Alone
	}
}
### Entity: Idea
Component: CZE_tatra
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_tatra = {
	picture = CZE_tatra
	allowed = {
		OR = {
			original_tag = CZE
			tag = RKH
		}
	}
	visible = {
		ROOT = {
			NOT = {
				has_completed_focus = CZE_grow_tatras_capabilities
			}
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		medium_tank_manufacturer
	}
	equipment_bonus = {

	}
}
### Entity: Order of Battle
Component: 10 Ch'iping Lu
Constructs: division_template
Source: game
File: history/units/r56_XSM_1936.txt

Code:
division = {
	name = 10 Ch'iping Lu
	location = 8081
	division_template = Tuli Ch'iping Lü
	start_experience_factor = 0.5
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_modern_army_structure
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_tech_bonus, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_modern_army_structure
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = TIB_officers_professionalism
	}
	relative_position_id = TIB_officers_professionalism
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		army_experience = 15
		add_tech_bonus = {
			name = infantry_equipment
			bonus = 0.25
			uses = 2
			category = infantry_tech
		}
		if = {
			limit = {
				has_idea = TIB_poorly_organized_army
			}
			swap_ideas = {
				remove_idea = TIB_poorly_organized_army
				add_idea = TIB_poorly_organized_army_2
			}
		}
		else_if = {
			limit = {
				has_idea = TIB_poorly_organized_army_2
			}
			remove_ideas = TIB_poorly_organized_army_2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: AI Strategy
Component: EAI_JAP_pacific_war_DEFENSIVE_defend_in_china
Constructs: has_completed_focus, has_war_with, is_major, has_global_flag
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_pacific_war_DEFENSIVE_defend_in_china = {
	allowed = {
		tag = JAP
	}
	enable = {
		has_war_with = CHI
		OR = {
			any_enemy_country = {
				NOT = {
					tag = CHI
				}
				is_major = yes
			}
			AND = {
				focus_progress = {
					focus = JAP_strike_the_southern_road
					progress = > 0
				}
				NOT = {
					has_completed_focus = JAP_strike_the_southern_road
				}
			}
			has_global_flag = EAI_JAP_blitz_pacific_1000d
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		value = 50
		area = EAI_east_asia
	} {
		type = front_control
		ordertype = front
		ratio = 0.5
		priority = 900
		execution_type = careful
		area = EAI_east_asia
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_bomber_competition
Constructs: prerequisite, limit, completion_reward, has_dlc, has_tech, cancel_if_invalid
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_bomber_competition
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = HUN_license_foreign_designs
	}
	x = 1
	y = 1
	relative_position_id = HUN_license_foreign_designs
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			NOT = {
				has_tech = CAS3 tactical_bomber3
			}
		}
		else = {
			NOT = {
				has_tech = advanced_small_airframe advanced_medium_airframe
			}
		}
		OR = {
			GER = {
				custom_trigger_tooltip = {
					tooltip = bomber_tt
					OR = {
						is_available_cas_HUN = yes
						is_available_tac_HUN = yes
					}
				}
			}
			FRA = {
				custom_trigger_tooltip = {
					tooltip = bomber_tt
					OR = {
						is_available_cas_HUN = yes
						is_available_tac_HUN = yes
					}
				}
			}
			ITA = {
				custom_trigger_tooltip = {
					tooltip = bomber_tt
					OR = {
						is_available_cas_HUN = yes
						is_available_tac_HUN = yes
					}
				}
			}
			ENG = {
				custom_trigger_tooltip = {
					tooltip = bomber_tt
					OR = {
						is_available_cas_HUN = yes
						is_available_tac_HUN = yes
					}
				}
			}
			USA = {
				custom_trigger_tooltip = {
					tooltip = bomber_tt
					OR = {
						is_available_cas_HUN = yes
						is_available_tac_HUN = yes
					}
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		country_event = DOD_hungary.160
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_dominate_the_enemy
Constructs: prerequisite, completion_reward, add_mastery
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_dominate_the_enemy
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = CHI_republic_of_china_navy
	}
	mutually_exclusive = {
		focus = CHI_deny_the_enemy
	}
	x = 3
	y = 4
	relative_position_id = CHI_republic_of_china_navy
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		navy_experience = 50
		add_mastery = {
			amount = 120
			track = capital_ships
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_print_trend
Constructs: limit, has_country_flag
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_effects.txt

Code:
EAI_MILITARY_print_trend = {
	log = *********************** EAI_MILITARY_print_trend Data: *********************** EAI_MILITARY_print_trend
	for_each_loop = {
		array = EAI_MILITARY_num_controlled_provinces_weekly
		index = _y
		value = _y_val
		log = >[?_y]=[?_y_val]
	}
	if = {
		limit = {
			has_country_flag = EAI_MILITARY_trend_stagnant_war
		}
		log = EAI_MILITARY_trend_stagnant_war EAI_MILITARY_trend_value=[?EAI_MILITARY_trend_value|%]
	}
	else_if = {
		limit = {
			has_country_flag = EAI_MILITARY_trend_winning_war
		}
		log = EAI_MILITARY_trend_winning_war EAI_MILITARY_trend_value=[?EAI_MILITARY_trend_value|%]
	} {
		limit = {
			has_country_flag = EAI_MILITARY_trend_losing_war
		}
		log = EAI_MILITARY_trend_losing_war EAI_MILITARY_trend_value=[?EAI_MILITARY_trend_value|%]
	}
}
### Entity: Character
Component: DAH_fascist_guy
Constructs: has_government
Source: game
File: common/characters/DAH.txt

Code:
DAH_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = DAH_fascist_guy
		allowed = {
			original_tag = DAH
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Effect Reference
Construct: add_mines
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_mines

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

```
Add mines to a strategic region for scoped country.
 add_mines = { region = 42 amount = 100 }
```
### Entity: Scripted Trigger
Component: is_british_gulf_state_with_oman
Constructs: is_british_gulf_state_with_oman
Source: game
File: common/scripted_triggers/IRQ_scripted_triggers.txt

Code:
is_british_gulf_state_with_oman = {
	OR = {
		state = 656 1014 765 658 1013 294 1015 1016
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_incorporate_machi_into_the_army
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_incorporate_machi_into_the_army
	icon = GFX_focus_CHL_incorporate_machi_into_the_army
	relative_position_id = CHL_silverworking
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_silverworking
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
	}
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = CHL_machi_in_the_army
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.71
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_ideas, set_autonomy, has_idea
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.71
	title = wuw_GER_diplomacy.71.t
	desc = wuw_GER_diplomacy.71.desc
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.71.a
		ai_chance = {
			base = 10
		}
		FROM = {
			set_autonomy = {
				target = ROOT
				autonomy_state = autonomy_volkskommissariat
				end_wars = no
				end_civil_wars = no
			}
		}
		IF = {
			limit = {
				FROM = {
					has_completed_focus = GER_instill_german_discipline
				}
				NOT = {
					has_idea = GER_volkskommissariat_military
				}
			}
			add_ideas = GER_volkskommissariat_military
		} {
			limit = {
				FROM = {
					has_completed_focus = GER_integrate_subjects_economies
				}
				NOT = {
					has_idea = GER_volkskommissariat_economic_integration
				}
			}
			add_ideas = GER_volkskommissariat_economic_integration
		}
	}
}
### Entity: Idea
Component: COG_societe_nationale_chemins_du_congo_idea
Constructs: removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_societe_nationale_chemins_du_congo_idea = {
	picture = generic_train_tracks
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.15
		production_speed_supply_node_factor = 0.3
	}
}
### Entity: Event
Component: NSB_Soviet_fascist_civil_war.003
Constructs: is_triggered_only, set_nationality
Source: game
File: events/NSB_Soviet.txt

Code:
unit_leader_event = {
	id = NSB_Soviet_fascist_civil_war.003
	title = NSB_Soviet_fascist_civil_war.003.t
	desc = NSB_Soviet_fascist_civil_war.003.desc
	is_triggered_only = yes
	hidden = no
	immediate = {

	}
	option = {
		name = NSB_Soviet_fascist_civil_war.003.a
		SOV_grigory_semyonov = {
			set_nationality = SOV
		}
	}
}
### Entity: Event
Component: NSB_soviet_civil_war_common.125
Constructs: is_triggered_only, limit, has_capitulated, every_state, is_owned_by, clr_country_flag
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.125
	title = NSB_soviet_civil_war_common.125.t
	desc = NSB_soviet_civil_war_common.125.desc
	picture = GFX_report_event_soviet_soldiers_tank
	is_triggered_only = yes
	trigger = {
		NOT = {
			SOS = {
				has_capitulated = yes
			}
		}
	}
	option = {
		name = NSB_soviet_civil_war_common.125.a
		custom_effect_tooltip = SOS_army_desertions_tt
		hidden_effect = {
			every_state = {
				limit = {
					OR = {
						is_owned_by = SOV SOS
					}
				}
				damage_units = {
					state = THIS
					limit = {
						tag = SOS
					}
					damage = 0.1
					ratio = yes
					army = yes
				}
			}
			SOS = {
				transfer_units_fraction = {
					target = SOV
					target_organization = 1
					source_organization = 1
					size = 0
					stockpile_ratio = 0
					army_ratio = 0.05
					navy_ratio = 0
					air_ratio = 0
					keep_unit_leaders_trigger = {
						always = yes
					}
				}
			}
			SOV = {
				clr_country_flag = SOV_defections_army_flag
			}
		}
	}
}
### Entity: Unit Leader
Component: infantry_leader
Constructs: gain_xp, check_expr
Source: game
File: common/unit_leader/00_traits.txt

Code:
infantry_leader = {
	type = corps_commander
	gain_xp = {
		check_expr = {
			value = num_infantry
			greater_than = {
				value = num_units
				multiply = 0.8
			}
		}
	}
	custom_gain_xp_trigger_tooltip = infantry_ratio_over_80
	cost = 1000
	modifier = {
		army_infantry_defence_factor = 0.13
	}
	slot = high_command
	specialist_advisor_trait = army_infantry_1
	expert_advisor_trait = army_infantry_2
	genius_advisor_trait = army_infantry_3
	ai_will_do = {
		factor = 1
	}
	gui_row = 6
}
### Entity: Unit Leader
Component: operative_natural_orator
Constructs: gain_xp_leader
Source: game
File: common/unit_leader/00_traits.txt

Code:
operative_natural_orator = {
	type = operative
	trait_type = basic_trait
	gain_xp_leader = {
		OR = {
			operative_leader_mission = propaganda boost_ideology
		}
	}
	cost = 400
	modifier = {
		operation_coup_government_risk = -0.25
		operation_coup_government_cost = -0.25
		boost_ideology_mission_factor = 0.2
	}
}
### Entity: Event
Component: SEA_PHI_political_events.21
Constructs: is_triggered_only
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.21
	title = SEA_PHI_political_events.21.t
	desc = SEA_PHI_political_events.21.desc
	picture = GFX_report_event_PHI_macarthur_philippines
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.21.a
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/NEP_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = NEP
		}
		requested_factories = 1
		progress = 0.45
		efficiency = 100
	}
}
### Entity: Event
Component: r56.kill_hitler.1
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.kill_hitler.1
	title = r56.kill_hitler.1.t
	desc = r56.kill_hitler.1.desc
	picture = GFX_news_event_GER_hitler_dead_chancellor
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.kill_hitler.1.a
		trigger = {
			NOT = {
				tag = GER
			}
		}
	} {
		name = r56.kill_hitler.1.b
		trigger = {
			tag = GER
		}
	}
}
### Entity: Event
Component: tfv_raj.44
Constructs: is_triggered_only, fire_only_once, add_to_faction, add_popularity, set_politics
Source: game
File: events/TFV_Raj.txt

Code:
country_event = {
	id = tfv_raj.44
	title = tfv_raj.44.t
	desc = tfv_raj.44.desc
	picture = GFX_report_event_partition_of_india
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = tfv_raj.44.a
		diplomatic_relation = {
			country = ENG
			relation = puppet
			active = no
		}
		GER = {
			add_to_faction = RAJ
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.35
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		hidden_effect = {
			news_event = {
				id = news.280
				hours = 6
			}
		}
	}
}
### Entity: Event
Component: AAT_Sweden.39
Constructs: is_triggered_only, ai_chance, create_wargoal, puppet_wargoal_focus, has_war_support, has_opinion, is_in_faction, is_owned_and_controlled_by
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.39
	title = AAT_Sweden.39.t
	desc = AAT_Sweden.39.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AAT_Sweden.39.a
		ai_chance = {
			base = 9
		}
		FROM = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = PREV
			}
		}
	} {
		name = AAT_Sweden.39.b
		ai_chance = {
			base = 1
			modifier = {
				has_war_support = < 0.4
				factor = 1.15
			} {
				has_opinion = {
					target = FROM
					value = > 0.85
				}
				factor = 1.25
			} {
				is_in_faction = no
				add = 8
			} {
				is_in_faction = yes
				strength_ratio = {
					tag = FROM
					ratio = < 2.5
				}
				factor = 0.5
			} {
				910 = {
					is_owned_and_controlled_by = FROM
				}
				add = 2
			}
		}
		FROM = {
			set_autonomy = {
				target = ROOT
				autonomy_state = autonomy_integrated_puppet
				end_wars = no
			}
		}
		set_variable = {
			DEN.DEN_overlord_nation = FROM
		}
		set_global_flag = achievement_den_has_never_been_puppeted
	}
}
### Entity: Event
Component: KMT_event.56
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.56
	title = KMT_event.56.t
	desc = KMT_event.56.desc
	picture = GFX_report_event_china_chiang_kai_shek
	is_triggered_only = yes
	option = {
		name = KMT_event.56.a
		divide_variable = {
			var = CHI_CKS_pop
			value = 3
		}
		subtract_from_variable = {
			CHI_KMT_popularity = CHI_CKS_pop
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Join_the_Axis
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_faction_leader
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Join_the_Axis
	icon = GFX_goal_generic_the_axis
	cost = 5
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		GER = {
			is_faction_leader = yes
			has_government = fascism
			has_civil_war = no
			NOT = {
				has_war_with = DEN
			}
		}
		NOT = {
			has_completed_focus = DEN_Press_the_Schleswig_Claim
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = DEN_Invite_German_Advisors
				}
			}
			custom_trigger_tooltip = {
				tooltip = If Italian Advisors where invited:
				has_completed_focus = DEN_Invite_Italian_Advisors
			}
			ITA = {
				is_in_faction_with = GER
				has_government = fascism
				has_civil_war = no
				NOT = {
					has_war_with = DEN
				}
			}
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = GER
			is_subject_of = GER
		}
	}
	mutually_exclusive = {
		focus = DEN_Look_Elsewhere
	}
	prerequisite = {
		focus = DEN_Invite_German_Advisors DEN_Invite_Italian_Advisors
	}
	x = 0
	y = 4
	relative_position_id = DEN_DNSAP_Takeover
	completion_reward = {
		custom_effect_tooltip = den_frederik_recruit_tt
		set_country_flag = den_schalburg_recruited
		GER = {
			country_event = {
				id = generic.2
				hours = 30
			}
			DEN = {
				set_variable = {
					fighter_target = PREV
				}
			}
		}
	}
}
### Entity: Character
Component: GER_ties_to_the_nazis_2
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_ties_to_the_nazis_2 = {
	sprite = 13
	random = no
	stability_factor = -0.05
	political_power_factor = -0.2
}
### Entity: Country History
Country: RKK
Component: RKK_characters
Constructs: recruit_character
Source: game
File: history/countries/RKK - Reichskommisariat Kaukasien.txt

Code:
# Leaders & Characters for RKK
recruit_character = RKK_arno_schickedanz
### Entity: National Focus
Tree: swe_focus
Component: SWE_airforce_modernization
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction, add_mio_size
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_airforce_modernization
	icon = GFX_focus_generic_aircraft_production
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_formation_flying SWE_marauder_bombers
	}
	relative_position_id = SWE_formation_flying
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		air_experience = 50
		add_doctrine_cost_reduction = {
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
			name = SWE_airforce_modernization
		}
		mio:SWE_saab_organization = {
			add_mio_size = 1
		}
	}
}