Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: indonesia.4
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.4
	title = indonesia.4.t
	desc = indonesia.4.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = indonesia.4.a
		ai_chance = {
			base = 75
		}
		custom_effect_tooltip = INS_naval_autonomy_ships
		hidden_effect = {
			INS = {
				country_event = {
					id = indonesia.5
					hours = 12
				}
			}
		}
	} {
		name = indonesia.4.b
		ai_chance = {
			base = 25
		}
		hidden_effect = {
			INS = {
				country_event = {
					id = indonesia.6
					hours = 12
				}
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_work_with_gestapo
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_work_with_gestapo
	icon = GFX_focus_AFG_work_with_german_inteligence
	prerequisite = {
		focus = AFG_agreement_with_germany
	}
	x = 0
	y = 1
	relative_position_id = AFG_agreement_with_germany
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = AFG_work_with_ger_intel_bonus
	}
}
### Entity: Event
Component: bftb_greece.39
Constructs: is_triggered_only, add_war_support, add_stability
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.39
	title = bftb_greece.39.t
	desc = bftb_greece.39.desc
	picture = GFX_report_event_gre_greek_cavalry
	is_triggered_only = yes
	option = {
		name = bftb_greece.39.a
		add_stability = -0.05
		add_war_support = 0.15
	}
}
### Entity: Event
Component: china.201
Constructs: is_triggered_only, limit, has_war_with, has_civil_war, random_other_country, declare_war_on, annex_everything, annex_country
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.201
	title = china.201.t
	desc = china.201.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = china.201.a
		if = {
			limit = {
				FROM = {
					has_civil_war = yes
				}
			}
			random_other_country = {
				limit = {
					original_tag = CHI
					has_war_with = FROM
				}
				declare_war_on = {
					target = ROOT
					type = annex_everything
				}
			}
		}
		PRC = {
			annex_country = {
				target = FROM
				transfer_troops = yes
			}
		}
	}
}
### Entity: State History
Component: 1107
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1107-Sanin.txt

Code:
state = {
	id = 1107
	name = STATE_1107
	manpower = 1111000
	state_category = rural
	history = {
		owner = JAP
		add_core_of = JAP
		add_to_array = {
			state_victory_points = 10055
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			10055 1
		}
	}
	provinces = {
		1167 1191 7050 7145 10055
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: CHL_compania_sudamerica_vapores
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/chile.txt

Code:
CHL_compania_sudamerica_vapores = {
	picture = CHL_csav
	allowed = {
		original_tag = CHL
		has_dlc = Trial of Allegiance
	}
	available = {
		has_completed_focus = CHL_invest_in_shipping
	}
	visible = {

	}
	research_bonus = {
		naval_equipment = 0.1
	}
	traits = {
		merchant_marine_manufacturer
	}
	modifier = {

	}
}
### Entity: Event
Component: naw_norway.102
Constructs: is_triggered_only, has_war_with, is_subject_of, is_in_faction_with, has_opinion
Source: game
File: events/NaW_Norway.txt

Code:
news_event = {
	id = naw_norway.102
	title = naw_norway.102.t
	desc = naw_norway.102.d
	picture = GFX_news_event_stalin_meeting
	major = yes
	is_triggered_only = yes
	option = {
		name = naw_norway.102.a
		trigger = {
			OR = {
				tag = NOR
				is_subject_of = NOR
			}
		}
	} {
		name = naw_norway.102.b
		trigger = {
			OR = {
				original_tag = ICE DEN SWE FIN
			}
			NOT = {
				is_subject_of = NOR
			}
		}
	} {
		name = naw_norway.102.c
		trigger = {
			tag = SOV
		}
	} {
		name = naw_norway.102.p
		trigger = {
			OR = {
				is_subject_of = SOV
				is_in_faction_with = SOV
			}
		}
	} {
		name = naw_norway.102.e
		trigger = {
			OR = {
				has_war_with = SOV
				has_opinion = {
					target = SOV
					value = < -50
				}
			}
		}
	} {
		name = naw_norway.102.f
		trigger = {
			NOT = {
				tag = NOR SOV
				is_subject_of = NOR SOV
				original_tag = ICE DEN SWE FIN
				is_in_faction_with = SOV
				has_war_with = SOV
			}
		}
	}
}
### Entity: AI Strategy
Component: CHI_befriend_Soviet
Constructs: has_completed_focus, has_war, is_literally_china, has_opinion, has_idea, has_manpower
Source: game
File: common/ai_strategy_plans/CHI_default_strategy_plan.txt

Code:
CHI_befriend_Soviet = {
	name = Befriend Soviet
	desc = Teaches the AI to make friends with Soviet to progress further down the tree
	allowed = {
		is_literally_china = yes
	}
	enable = {
		has_completed_focus = CHI_mission_to_the_soviet_union
		SOV = {
			has_opinion = {
				target = ROOT
				value = < 90
			}
		}
		OR = {
			has_war = no
			AND = {
				NOT = {
					has_idea = civilian_economy
				}
				OR = {
					NOT = {
						has_idea = volunteer_only
					}
					has_manpower = > 200000
				}
			}
		}
	}
	abort = {
		OR = {
			has_completed_focus = CHI_combined_arms_warfare
			SOV = {
				has_opinion = {
					target = ROOT
					value = > 90
				}
			}
			AND = {
				has_war = yes
				OR = {
					has_idea = civilian_economy
					AND = {
						has_idea = volunteer_only
						has_manpower = < 200000
					}
				}
			}
		}
	}
	focus_factors = {
		CHI_the_soviet_volunteer_group = 20
		CHI_rapprochement_with_soviet_union = 20
		CHI_purchase_tanks = 20
		CHI_experimental_mechanised_unit = 20
		CHI_invite_soviet_advisers = 20
		CHI_heavy_weapons = 20
	}
	research = {
		motorized_equipment = 15.0
	}
	ideas = {

	}
	ai_strategy = {
		type = befriend
		id = SOV
		value = 200
	}
	weight = {
		factor = 1
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_the_botond
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_the_botond
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = HUN_mobile_focus
	}
	x = -2
	y = 1
	relative_position_id = HUN_mobile_focus
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = HUN_the_botond
			bonus = 1.0
			uses = 1
			category = motorized_equipment
		}
	}
}
### Entity: Idea
Component: idea_GUAY_repayment_for_dam_repayment
Constructs: has_war_with, removal_cost, has_variable
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUAY_repayment_for_dam_repayment = {
	allowed = {
		always = yes
	}
	picture = generic_goods_red_bonus
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.17
	}
	cancel = {
		OR = {
			URG = {
				ROOT = {
					original_tag = PREV
				}
				has_variable = var:old_power_partner
				var:old_power_partner = {
					has_war_with = PREV
				}
			}
			PAR = {
				ROOT = {
					original_tag = PREV
				}
				has_variable = var:old_power_partner
				var:old_power_partner = {
					has_war_with = PREV
				}
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_crush_saudi_arabia
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, is_core_of, is_owned_by
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_crush_saudi_arabia
	icon = GFX_focus_AUS_raid_military_storages
	prerequisite = {
		focus = PER_fascist_attack_turkey
	}
	x = 0
	y = 1
	relative_position_id = PER_fascist_attack_turkey
	cost = 10
	available = {
		has_government = fascism
		any_controlled_state = {
			NOT = {
				OR = {
					is_core_of = ROOT
					is_owned_by = ROOT
				}
			}
		}
		has_equipment = {
			train_equipment = > 9
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_idea = war_economy
				} {
					has_idea = tot_economic_mobilisation
				}
			}
			add_ideas = war_economy
		}
		ELSE = {
			add_political_power = 150
		}
		random_core_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_investigate_improvement_opportunities
Constructs: prerequisite, completion_reward, add_tech_bonus, artillery_bonus, unlock_decision_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_investigate_improvement_opportunities
	icon = GFX_goal_generic_artillery_improved
	prerequisite = {
		focus = MON_adopt_tsogs_methods
	}
	x = -1
	y = 1
	relative_position_id = MON_adopt_tsogs_methods
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 15
		add_tech_bonus = {
			name = artillery_bonus
			bonus = 1
			uses = 1
			category = artillery
		}
		unlock_decision_tooltip = MON_study_foreign_artillery_plans
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Character
Component: FAK_lord_debug
Source: game
File: common/characters/FAK.txt

Code:
FAK_lord_debug = {
	country_leader = {
		expire = 1965.1.1
		ideology = liberalism
		traits = {
			political_dancer
		}
		id = -1
		desc = If you are graced by his presence, contact the Road to 56 team.
	} {
		expire = 1965.1.1
		ideology = moderatism
		traits = {
			armaments_organizer political_dancer
		}
		id = -1
		desc = If you are graced by his presence, contact the Road to 56 team.
	} {
		expire = 1965.1.1
		ideology = marxism
		traits = {
			ideological_crusader political_dancer
		}
		id = -1
		desc = If you are graced by his presence, contact the Road to 56 team.
	} {
		expire = 1965.1.1
		ideology = fascism_ideology
		traits = {
			indomitable_perseverance political_dancer
		}
		id = -1
		desc = If you are graced by his presence, contact the Road to 56 team.
	}
	name = Lord Debug
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_navy_europe_1.dds
		}
	}
}
### Entity: Character
Component: NGA_aa2
Source: game
File: common/characters/NGA.txt

Code:
NGA_aa2 = {
	advisor = {
		slot = high_command
		idea_token = NGA_aa2
		ledger = army
		allowed = {
			original_tag = NGA
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Event
Component: denmark_occupation_event.20
Constructs: is_triggered_only, add_equipment_to_stockpile
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_occupation_event.20
	title = denmark_occupation_event.20.t
	desc = denmark_occupation_event.20.desc
	picture = GFX_report_event_DEN_resistance
	is_triggered_only = yes
	option = {
		name = denmark_occupation_event.20.a
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 500
			producer = DEN
		}
		DEN_modify_overlord_relations_small = yes
	}
}
### Entity: Event
Component: INS_revolution_events.12
Constructs: is_triggered_only, limit, has_dynamic_modifier, add_dynamic_modifier, clear_global_event_target
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.12
	title = INS_revolution_events.12.t
	desc = INS_revolution_events.12.desc
	picture = GFX_report_event_INS_militia_campaign
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.12.a
		effect_tooltip = {
			event_target:INS_temp_occupied_state = {
				if = {
					limit = {
						has_dynamic_modifier = {
							modifier = INS_state_militia_activity_1
						}
					}
					add_dynamic_modifier = {
						modifier = INS_state_militia_activity_1
					}
				} {
					limit = {
						has_dynamic_modifier = {
							modifier = INS_state_militia_activity_2
						}
					}
					add_dynamic_modifier = {
						modifier = INS_state_militia_activity_2
					}
				} {
					limit = {
						has_dynamic_modifier = {
							modifier = INS_state_militia_activity_3
						}
					}
					add_dynamic_modifier = {
						modifier = INS_state_militia_activity_3
					}
				}
			}
		}
		hidden_effect = {
			clear_global_event_target = INS_temp_occupied_state
		}
	}
}
### Entity: Character
Component: AUS_minister_of_education
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_minister_of_education = {
	random = no
	sprite = 14
	research_speed_factor = 0.06
}
### Entity: State History
Component: 363
Constructs: add_core_of
Source: game
File: history/states/363-North Carolina.txt

Code:
state = {
	id = 363
	name = STATE_363
	manpower = 3170274
	state_category = city
	history = {
		owner = USA
		buildings = {
			infrastructure = 3
			industrial_complex = 3
			air_base = 3
			1132 = {
				naval_base = 1
			}
		}
		add_core_of = USA
		victory_points = {
			7138 3
		}
	}
	provinces = {
		1019 1077 1132 1163 4168 6943 7045 7083 7138 7643 9876 9967 10051 10081 10096 10468 10495 11783 12054 12445
	}
	local_supplies = 0.0
}
### Entity: Character
Component: LUX_vocal_pan_germanist
Constructs: stability_factor, war_support_factor, fascism_drift, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
LUX_vocal_pan_germanist = {
	random = no
	sprite = 13
	fascism_drift = 0.1
	stability_factor = -0.1
	war_support_factor = 0.05
	conscription_factor = 0.1
}
### Entity: Event
Component: EYE_swiss.17
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.17
	title = EYE_swiss.17.t
	desc = EYE_swiss.17.desc
	picture = GFX_report_event_german_politician_speech
	is_triggered_only = yes
	option = {
		name = EYE_swiss.17.a
		add_opinion_modifier = {
			target = FROM
			modifier = SWI_refused_guarantee
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_stern_cult
Constructs: prerequisite, limit, add_ideas, completion_reward, has_country_leader, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_stern_cult
	icon = GFX_goal_ISR_stern
	relative_position_id = ISR_nile_to_euphrates
	x = 0
	y = 1
	mutually_exclusive = {
		focus = ISR_kill_stern
	}
	prerequisite = {
		focus = ISR_nile_to_euphrates
	}
	available = {
		has_country_leader = {
			character = ISR_avraham_stern
			ruling_only = yes
		}
	}
	cost = 10
	completion_reward = {
		custom_effect_tooltip = ISR_if_not_has_jewish_militarism newline_tt ISR_if_has_jewish_militarism
		effect_tooltip = {
			add_ideas = ISR_jewish_militarism_1
		} {
			swap_ideas = {
				remove_idea = ISR_jewish_militarism_1
				add_idea = ISR_jewish_militarism_2
			}
		}
		if = {
			limit = {
				NOT = {
					has_idea = ISR_jewish_militarism_1
				}
			}
			hidden_effect = {
				add_ideas = ISR_jewish_militarism_1
			}
		} {
			limit = {
				has_idea = ISR_jewish_militarism_1
			}
			hidden_effect = {
				swap_ideas = {
					remove_idea = ISR_jewish_militarism_1
					add_idea = ISR_jewish_militarism_2
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_125
Source: game
File: history/units/ENG_1936_air_legacy.txt

Code:
air_wings = {
	125 = {
		tac_bomber_equipment_0 = {
			owner = ENG
			amount = 48
		}
	}
}
### Entity: Idea
Component: SIA_import_modern_heavy_ships_r56_idea
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_import_modern_heavy_ships_r56_idea = {
	name = SIA_royal_siamese_navy_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = AUS_naval_efficiency_idea
	modifier = {
		naval_damage_factor = 0.05
		positioning = 0.1
		shore_bombardment_bonus = 0.15
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_big_farouq
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_big_farouq
	icon = GFX_focus_generic_navy_battleship2
	relative_position_id = EGY_hunt_class_destroyers
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_hunt_class_destroyers
	} {
		focus = EGY_replace_miniscule_vessels
	}
	mutually_exclusive = {
		focus = EGY_carrier_development
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	will_lead_to_war_with = GRE
	completion_reward = {
		add_tech_bonus = {
			name = EGY_big_farouq
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = bb_tech
		}
	}
}
### Entity: AI Strategy
Component: GER_dont_take_claims_on_POL_we_got_focus
Constructs: has_completed_focus, has_war
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_dont_take_claims_on_POL_we_got_focus = {
	allowed = {
		original_tag = GER
	}
	enable = {
		country_exists = POL
		has_war = no
		has_completed_focus = GER_reassert_eastern_claims
	}
	abort = {
		OR = {
			NOT = {
				country_exists = POL
			}
			date = > 1940.1.1
			has_war = yes
		}
	}
	ai_strategy = {
		type = ignore_claim
		id = POL
		value = 1
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_new_south_wales_government_railways
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size, add_mio_funds_gain_factor, add_mio_research_bonus, random_owned_controlled_state
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_new_south_wales_government_railways
	icon = GFX_focus_AST_new_south_wales_government_railways
	prerequisite = {
		focus = AST_lithgow_small_arms_factory
	}
	relative_position_id = AST_lithgow_small_arms_factory
	x = 1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:AST_new_south_wales_government_railways_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
				add_mio_research_bonus = 0.05
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = AST_new_south_wales_government_railways_organization
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				impassable = no
				is_core_of = AST
				is_fully_controlled_by = AST
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ALeader_rank_2.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Leader_rank_2.png &#8206;(95 × 20 pixels, file size: 6 KB, MIME type: image/png)
### Entity: National Focus
Tree: jap_focus
Component: JAP_central_agricultural_association
Constructs: prerequisite, limit, completion_reward, is_owned_by, has_state_category, cancel_if_invalid, every_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_central_agricultural_association
	icon = GFX_focus_JAP_central_agricultural_association
	prerequisite = {
		focus = JAP_establish_housing_corporation
	}
	relative_position_id = JAP_establish_housing_corporation
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		any_core_state = {
			is_owned_by = ROOT
			has_state_category = rural
		}
	}
	bypass = {
		NOT = {
			any_core_state = {
				is_owned_by = ROOT
				has_state_category = rural
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_fully_controlled_by = PREV
				has_state_category = rural
			}
			add_extra_state_shared_building_slots = 1
			add_dynamic_modifier = {
				modifier = JAP_regional_development
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_industry_air_damage_factor = -0.05
			tooltip = industry_air_damage_factor_tt
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Invite_German_Advisors
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, has_civil_war, is_subject
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Invite_German_Advisors
	icon = GFX_goal_generic_officers
	cost = 10
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = DEN_Secure_the_Military
	} {
		focus = DEN_Appeal_for_German_Funding
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_ALLIANCE
	}
	available = {
		GER = {
			has_government = fascism
			has_civil_war = no
			NOT = {
				has_war_with = DEN
			}
		}
		NOT = {
			has_completed_focus = DEN_Press_the_Schleswig_Claim
		}
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				tag = GER
			}
		}
	}
	mutually_exclusive = {
		focus = DEN_Invite_Italian_Advisors
	}
	x = 0
	y = 2
	relative_position_id = DEN_DNSAP_Takeover
	completion_reward = {
		swap_ideas = {
			remove_idea = den_secure_military
			add_idea = den_german_advisors
		}
	}
}
### Entity: Idea
Component: idea_CHL_the_Hacienda_inquilinaje_system
Constructs: stability_factor, removal_cost, conscription_factor, communism_drift
Source: game
File: common/ideas/chile.txt

Code:
idea_CHL_the_Hacienda_inquilinaje_system = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = CHL_the_Hacienda_inquilinaje_system
	modifier = {
		conscription_factor = -0.1
		production_factory_max_efficiency_factor = 0.15
		stability_factor = -0.05
		communism_drift = 0.02
	}
}
### Entity: AI Strategy
Component: r56_GER_market_management_for_SA_before_1937_DOM
Constructs: has_completed_focus, has_war, has_government, has_country_leader_with_trait
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
r56_GER_market_management_for_SA_before_1937_DOM = {
	allowed = {
		original_tag = GER
	}
	enable = {
		ROOT = {
			has_government = fascism
			has_war = no
			NOT = {
				has_completed_focus = GER_demand_sudetenland
			}
		}
		DOM = {
			has_country_leader_with_trait = nationalistic_tendencies
		}
		date = < 1937.5.5
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = DOM
		target = market_access_rights
		value = 50
	} {
		type = equipment_market_trade_desire
		id = DOM
		value = 75
	} {
		type = support
		id = DOM
		value = 10
	}
}
### Entity: Character
Component: SOV_tsar_iosif_stalin
Source: game
File: common/characters/SOV.txt

Code:
SOV_tsar_iosif_stalin = {
	name = Tsar Joseph I
	portraits = {
		civilian = {
			large = GFX_portrait_SOV_tsar_stalin
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1953.3.1.1
		id = -1
	}
}
### Entity: Event
Component: kmt.97
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.97
	title = kmt.97.t
	desc = kmt.97.d
	picture = GFX_report_event_german_politician_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = kmt.97.a
	}
}
### Entity: Decision
Component: NOR_debug_decisions_category
Constructs: is_debug
Source: game
File: common/decisions/categories/NOR_decision_categories.txt

Code:
NOR_debug_decisions_category = {
	icon = saf_anti_colonialist_crusade
	priority = 1000
	allowed = {
		is_debug = yes
		NOR_AAT = yes
	}
}