Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: afg_focus
Component: AFG_defending_democracy
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_defending_democracy
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = AFG_rapprochement_with_non_pashtuns
	}
	x = 0
	y = 1
	relative_position_id = AFG_rapprochement_with_non_pashtuns
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		industrial_complex = > 5
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = AFG_defending_the_nation_idea
			days = 730
		}
	}
}
### Entity: Idea
Component: ISR_suez_pressure_4
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_suez_pressure_4 = {
	picture = generic_economic_crisis
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.2
		stability_factor = -0.12
		consumer_goods_factor = 0.12
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_block_invasion_target_B02
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_block_invasion_target_B02 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_INVASION_block_target^2 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = B02
		value = -2000
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_island_fortress
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_dynamic_modifier, add_building_construction
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_island_fortress
	icon = GFX_goal_generic_fortification
	cost = 8
	x = 1
	y = 1
	relative_position_id = CYP_deep_defense
	prerequisite = {
		focus = CYP_deep_defense
	} {
		focus = CYP_trench_warfare
	} {
		focus = CYP_prepare_coastal_defenses
	}
	available = {
		controls_state = 183
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CYP_national_guard_tt_5
			add_idea = CYP_national_guard_tt_6
		}
		183 = {
			add_dynamic_modifier = {
				modifier = r56_CYP_dyn_mod_island_fortress
			}
			add_building_construction = {
				type = bunker
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
				}
			} {
				type = coastal_bunker
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: CHI_warlords.6
Constructs: is_triggered_only, ai_chance, limit, has_government, every_country, has_war_with, add_war_support, add_political_power
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.6
	title = CHI_warlords.6.t
	desc = CHI_warlords.6.desc
	picture = GFX_report_event_chinese_soldiers_running
	is_triggered_only = yes
	option = {
		name = We shall follow our pledge and defend China from the perfidious Japanese Criminals!
		add_war_support = 0.1
		add_political_power = 50
		set_country_flag = CHI_new_cuf_flag_to_be_sure_its_not_already_taken_lol
		hidden_effect = {
			every_state = {
				limit = {
					owner = {
						OR = {
							original_tag = ROOT
							is_subject_of = ROOT
						}
					}
					OR = {
						is_controlled_by = CUG
						controller = {
							is_ally_with = CUG
						}
					}
				}
				transfer_state_to = controller
			} {
				limit = {
					owner = {
						OR = {
							original_tag = CUG
							is_ally_with = CUG
						}
					}
					OR = {
						is_controlled_by = ROOT
						controller = {
							is_subject_of = ROOT
						}
					}
				}
				transfer_state_to = controller
			}
			IF = {
				limit = {
					ROOT = {
						is_in_faction = yes
						NOT = {
							is_ally_with = CUG
						}
					}
				}
				ROOT = {
					leave_faction = yes
				}
			}
			every_country = {
				limit = {
					has_war_with = ROOT
					OR = {
						original_tag = CUG
						is_ally_with = CUG
					}
				}
				white_peace = ROOT
			}
			CUG = {
				add_to_faction = ROOT
				country_event = {
					id = CHI_warlords.43
					hours = 23
				}
			}
			add_dynamic_modifier = {
				modifier = CHI_state_of_the_united_front
			}
		}
		every_country = {
			limit = {
				is_subject_of = ROOT
				OR = {
					original_tag = GXC SHX XSM YUN SIK SIC XIC GDC HBC SND KHM PRC MAN
				}
			}
			set_country_flag = CHI_new_cuf_flag_to_be_sure_its_not_already_taken_lol
		}
		add_to_war = {
			targeted_alliance = CHI
			enemy = JAP
			hostility_reason = asked_to_join
		}
	} {
		name = We are not going to fall for this trick of thiers!
		ai_chance = {
			base = 0
		}
		add_war_support = -0.1
		add_political_power = -50
		IF = {
			limit = {
				has_government = communism
			}
			add_timed_idea = {
				idea = CHI_chinese_betrayal_commie
				days = 365
			}
		}
		else = {
			add_timed_idea = {
				idea = CHI_chinese_betrayal
				days = 365
			}
		}
	}
}
### Entity: Idea
Component: BAS_communist_guy
Constructs: has_government
Source: game
File: common/ideas/british_antilles.txt

Code:
BAS_communist_guy = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = BAS
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.62
Constructs: is_triggered_only, ai_chance, clear_variable, clr_country_flag
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.62
	title = BBA_ethiopia_communist_events.62.t
	desc = BBA_ethiopia_communist_events.62.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_communist_events.62.a
		ai_chance = {
			base = 5
		}
		hidden_effect = {
			clear_variable = ETH.ETH_disputed_colony
			clr_country_flag = ETH_has_active_liberation_goal
		}
	}
}
### Entity: National Focus
Component: GERK_continue_motorization
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_ger_shared.txt

Code:
focus = {
	id = GERK_continue_motorization
	icon = GFX_goal_generic_army_motorized
	relative_position_id = GERK_revitalize_old_traditions
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = GERK_revitalize_old_traditions
	}
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			bonus = 1
			uses = 2
			category = motorized_equipment
			name = GERK_continue_motorization
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: denmark_occupation_event.102
Constructs: is_triggered_only, has_completed_focus, limit, complete_national_focus
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_occupation_event.102
	title = denmark_occupation_event.102.t
	desc = denmark_occupation_event.102.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = denmark_occupation_event.102.a
		if = {
			limit = {
				has_completed_focus = DEN_pledge_allegiance
			}
			complete_national_focus = DEN_sanction_sabotages
		}
		DEN_bop_occupation_low_decrease_effect = yes
	}
}
### Entity: Joint Focus
Component: INSHOL_develop_bombers
Constructs: has_completed_focus, prerequisite, limit, joint_focus, is_subject_of, is_hired_as_advisor, is_ai, add_tech_bonus
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_develop_bombers
	icon = GFX_focus_generic_cas_aircraft
	text_icon = INSHOL_INS_HOL_focus_style
	overlay = GFX_focus_fast_overlay_generic_clock
	available = {
		OR = {
			AND = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
			original_tag = INS
		}
	}
	prerequisite = {
		focus = INSHOL_fund_ml_knil
	}
	mutually_exclusive = {

	}
	x = 2
	y = 1
	relative_position_id = INSHOL_fund_ml_knil
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 0.4
			original_tag = HOL
			NOT = {
				has_completed_focus = INSHOL_east_indies_fokker_division
			}
		} {
			factor = 0.8
			original_tag = HOL
		} {
			factor = 1.1
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			original_tag = HOL
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.75
			original_tag = HOL
			HOL_check_plan_colonial_alternate_democratic = yes
		} {
			factor = 0.5
			original_tag = HOL
			HOL_check_plan_continental_alternate_democratic = yes
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				is_ai = no
			}
		} {
			factor = 0.5
			original_tag = HOL
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				OR = {
					INS = {
						is_subject_of = HOL
					}
					original_tag = INS
				}
			}
			add_tech_bonus = {
				bonus = 1.0
				uses = 1
				category = cas_bomber
				ahead_reduction = 1
				name = INSHOL_develop_bombers
			} {
				bonus = 0.5
				uses = 2
				category = cat_air_bombs
				name = INSHOL_develop_bombers
			}
			air_experience = 50
			custom_effect_tooltip = generic_skip_one_line_tt INS_focus_time_reduce_fokker_tt
		} {
			limit = {
				original_tag = HOL
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				INS = {
					is_subject_of =
# ... (truncated)
### Entity: Achievement
Component: saving_private_bryansk
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
saving_private_bryansk = {
	id = 292
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_country_flag = achievement_captured_general_in_bryansk
	}
}
### Entity: Event
Component: mtg_britain.70
Constructs: is_triggered_only, ai_chance, create_wargoal
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.70
	title = mtg_britain.70.t
	desc = mtg_britain.70.d
	picture = GFX_report_event_communist_leader
	is_triggered_only = yes
	option = {
		name = mtg_britain.70.a
		create_wargoal = {
			type = topple_government
			target = FROM
		}
	} {
		name = mtg_britain.70.b
		ai_chance = {
			factor = 0
		}
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_conquer_guatemala
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, is_historical_focus_on, is_subject, has_army_manpower, is_in_faction_with
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_conquer_guatemala
	icon = GFX_goal_attack_guatemala
	prerequisite = {
		focus = COS_dreams_of_a_union
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	x = 3
	y = 1
	relative_position_id = COS_dreams_of_a_union
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 34999
		}
		GUA = {
			NOT = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		GUA = {
			OR = {
				exists = no
				has_war_with = ROOT ROOT
				is_subject_of = ROOT
			}
		}
	}
	will_lead_to_war_with = GUA
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			type = annex_everything
			target = GUA
			expire = 0
		}
	}
}
### Entity: Order of Battle
Component: 7 Kokkyou Keibitai
Constructs: division_template
Source: game
File: history/units/JAP_1939.txt

Code:
division = {
	name = 7 Kokkyou Keibitai
	location = 7832
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Character
Component: FIN_gustaf_magnusson
Source: game
File: common/characters/FIN.txt

Code:
FIN_gustaf_magnusson = {
	name = FIN_gustaf_magnusson
	portraits = {
		army = {
			small = GFX_portrait_FIN_gustaf_magnusson_small
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = FIN_gustaf_magnusson
		ledger = navy
		allowed = {
			original_tag = FIN
		}
		traits = {
			close_air_support_proponent
		}
	}
}
### Entity: Idea
Component: EAI_DD_8/gw_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/gw_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		gw_tank_equipment = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_military_coup
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, add_political_power, add_popularity, add_command_power
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_military_coup
	icon = GFX_focus_generic_military_dictatorship
	prerequisite = {
		focus = WAF_everything_for_the_nation
	}
	relative_position_id = WAF_everything_for_the_nation
	x = 0
	y = 1
	cost = 5
	available = {
		fascism = > 0.4
	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_war_support = 0.1
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_political_power = 100
		add_command_power = 50
		if = {
			limit = {
				any_unit_leader = {
					has_trait = harsh_leader
					NOT = {
						has_trait = JAP_communist_sympathizer
					}
				}
			}
			ROOT = {
				random_unit_leader = {
					limit = {
						has_trait = harsh_leader
						NOT = {
							has_trait = JAP_communist_sympathizer
						}
					}
					if = {
						limit = {
							is_field_marshal = no
						}
						promote_leader = yes
					}
					add_country_leader_role = {
						country_leader = {
							ideology = fascism_ideology
							expire = 1965.1.1.1
						}
						promote_leader = yes
					}
				}
			}
		} {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
		}
		else_if = {
			limit = {
				any_unit_leader = {
					has_trait = trait_reckless
					NOT = {
						has_trait = JAP_communist_sympathizer
					}
				}
			}
			ROOT = {
				random_unit_leader = {
					limit = {
						has_trait = trait_reckless
						not = {
							has_trait = JAP_communist_sympathizer
						}
					}
					add_country_leader_role = {
						country_leader = {
							ideology = fascism_ideology
							expire = 1965.1.1.1
						}
						promote_leader = yes
					}
				}
			}
		}
		else = {
			ROOT = {
				random_unit_leader = {
					add_country_leader_role = {
						country_leader = {
							ideology = fascism_ideology
							expire = 1965.1.1.1
						}
						promote_leader = yes
					}
				}
			}
		}
		random_list = {
			20 = {
				add_country_leader_trait = baron_of_terror
			} {
				add_country_leader_trait = fascistic_paramilitarist
			} {
				add_country_leader_trait = mobilization_proponent
			} {
				add_country_leader_trait = authoritarian_centralizer
			} {
				add_country_leader_trait = radical_anti_communist
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Modifier Reference
Component: SOV_increased_metals_production
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_increased_metals_production = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_increased_metal_production
	state_resource_aluminium = SOV_aluminium_bonus
	state_resource_tungsten = SOV_tungsten_bonus
	state_resource_steel = SOV_steel_bonus
	state_resource_chromium = SOV_chromium_bonus
}
### Entity: Scripted Trigger
Component: DEN_allied_weapons_seller_trigger
Constructs: is_in_faction_with
Source: game
File: common/scripted_triggers/DEN_scripted_triggers.txt

Code:
DEN_allied_weapons_seller_trigger = {
	custom_trigger_tooltip = {
		tooltip = subsidy_allied_nation_tt
		FROM = {
			is_in_faction_with = ROOT
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ALight_tank.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: Trigger Reference
Construct: division_has_majority_template
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## division_has_majority_template

* Supported Scopes: 
* Supported Targets: none

```
checks if division template has majority of subunit type.
```
### Entity: Character
Component: FIN_ake_henrik_gartz
Source: game
File: common/characters/FIN.txt

Code:
FIN_ake_henrik_gartz = {
	name = FIN_ake_henrik_gartz
	portraits = {
		civilian = {
			small = GFX_portrait_FIN_ake_henrik_gartz_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FIN_ake_henrik_gartz
		allowed = {
			original_tag = FIN
		}
		traits = {
			captain_of_industry
		}
	}
}
### Entity: AI Strategy
Component: garrison_SIA
Source: game
File: common/ai_templates/templates_SIA.txt

Code:
garrison_SIA = {
	available_for = {
		SIA
	}
	role = garrison
	upgrade_prio = {
		base = 0.5
		modifier = {
			factor = 20
			NOT = {
				ai_has_role_template = garrison
			}
		}
	}
	garrison_generic = {
		reinforce_prio = 0
		custom_icon = 7
		upgrade_prio = {
			base = 2
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				engineer = 1
			}
			regiments = {
				infantry = 4
			}
		}
	}
}
### Entity: Scripted Trigger
Component: HOL_check_plan_alternate_fascist
Constructs: has_completed_focus, has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/INS_scripted_triggers.txt

Code:
HOL_check_plan_alternate_fascist = {
	HOL = {
		OR = {
			has_completed_focus = HOL_cave_to_the_germans
			has_country_flag = HOL_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = HOL_ai_behavior
				option = FASCIST
			}
		}
	}
}
### Entity: Order of Battle
Component: Amiral Ouest
Source: game
File: history/units/FRA_1936_naval_mtg.txt

Code:
fleet = {
	name = Amiral Ouest
	naval_base = 3552
	task_force = {
		name = 2ème Région Navale
		location = 3552
		ship = {
			name = Béarn
			definition = carrier
			equipment = {
				ship_hull_carrier_conversion_bb = {
					amount = 1
					owner = FRA
					version_name = Béarn Class
				}
			}
		} {
			name = Jaguar
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Chacal Class
				}
			}
		} {
			name = Chacal
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Chacal Class
				}
			}
		} {
			name = Léopard
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Chacal Class
				}
			}
		} {
			name = Panthère
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Chacal Class
				}
			}
		} {
			name = Fougueux
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Bourrasque Class
				}
			}
		} {
			name = Frondeur
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Bourrasque Class
				}
			}
		} {
			name = L'Adroit
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Bourrasque Class
				}
			}
		} {
			name = Bourrasque
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Bourrasque Class
				}
			}
		} {
			name = Ouragan
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Bourrasque Class
				}
			}
		} {
			name = Orage
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Bourrasque Class
				}
			}
		} {
			name = Brestois
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Bourrasque Class
				}
			}
		} {
			name = Le Foudroyant
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Bourrasque Class
				}
			}
		} {
			name = Boulon
# ... (truncated)
### Entity: Wiki Documentation
Construct: debug_commands
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
debug_commands
|
Printing commandcount to message.log
|

|
### Entity: Decision
Component: SOV_diplomacy_nordic_decision_category
Constructs: has_completed_focus, is_subject
Source: game
File: common/decisions/categories/SOV_decision_categories.txt

Code:
SOV_diplomacy_nordic_decision_category = {
	priority = 25
	icon = generic_foreign_policy
	allowed = {
		original_tag = SOV
	}
	visible = {
		has_completed_focus = SOV_secure_leningrad
		OR = {
			country_exists = FIN SWE NOR DEN
		}
		is_subject = no
	}
}